Fallen Plain Text
Copyright Perplexing Ruins, 2022.
1.1 - Subject to change and editing
Welcome to use in the facilitation of creating 3rd Party Content per the 3rd Party License
Fallen sits somewhere in the historical precedent of the early-modern period; generally speaking, Euro-American 1600 -1850. It is influenced by the clash of superstition and knowledge, of folklore and science, and of faith and independence. I believe the book allows for historical play in these periods and associated settings.
However, Fallen is fictional. It aspires to catch a tone and mood more than historical fidelity. Muddy stagecoach routes, cider-serving taverns, dark forests, large estates , alchemy, demons, witchcraft, canals, card parlors, and strange lights in the old bell tower.
These rules will be considered overly robust by some, and severely lacking by others. This line is a difficult one to navigate. I encourage using the rules to facilitate and guide, but play, narrative, discussion, and tone should be the guiding star. I tried to make something that tapped into what I perceive as an underrepresented period. There are medieval vestiges and omens of the future.
There are enough tools in this book to allow the solo player to embark on their own journey. Between the gradations-of-success and narrative forward mechanics, the game is also more forgiving than some others. Also, it is not a combat heavy game, but one of mystery and discovery. The many generators herein can be enough to prompt one’s imagination into a fulfilling session of play.
The layout of the text is presented in a learn to play as your learn to make fashion. Character creation is integrated into the rules explanation.
The historical period is tarnished with numerous horrendous realities, such as long continental wars, slavery, religious persecution, colonialism, imperialism, rampant poverty, and poor education systems. Sensitivity should be considered if using these subjects.
Acknowledgements
This game takes its greatest inspiration from Cairn & Ironsworn. These two excellent games are foundational to my gaming thought. Solitary Defilement, Perilous Wilds, Trophy Dark, Bastards, Rogueland, Maze Rats, Hero’s Journey, and Blood in the Roots have all left imprints somewhere in this text.
Published in 2021 by Perplexing Ruins. Editing by Jim Parkin. Layout by Guilherme Gontijo.
Abilities
You have four Abilities with which to modify your actions. Assign modifiers +0, +1, +2 +3 once each to an Ability of your choice, represented by placing 1d6 on your character sheet turned to the correct number. These dice also function as your Luck.
Alternatively, after assigning 0, you can roll d3 to randomly assign the remaining modifiers.
Strength
Physical power. Used for acts requiring extraordinary strength or melee attacks.
Focus
Concentration. To not be distracted, use firearms
Agility
Speed and swiftness. Used to climb, sneak, dodge.
Will
Mental fortitude. Used to resist Fear and Incantations, to charm, deceive, interrogate.
Rank
Fallen uses a Rank system for all characters: 4, 6, 8, 10, 12, 20
Represented on character sheet by relevant die.
When a character sustains a Wound, reduce Rank (R) 1 step (6 —> 4)
When a character sustains Harm, reduce pips of Health equal to sustained Harm until next Rank is reached.
EX: R6 PC takes 3 Harm, means remove 3 pips from their rank, leaving you with 3 pips of Health remaining in the current Rank. Should the PC suffer 3 or more additional Harm, reduce pips until R4.
New characters begin at Rank 6
At zero, you must have success on a WILL test. If you Miss, you die. If you succeed, return to Rank 4 and gain an Injury. Recover t0 maximum Rank after a safe and comfortable night with sustenance. See Injuries for more detail.
Luck
Your modifier d6s are also your Luck dice. You may choose to roll any of these dice along with your 2d6 to increase your result. They must be chosen and rolled along with the 2d6. However, once “burned” for the day, the chosen dice is no longer in play, and its related modifier is now +0. Luck replenishes each new day.
How to play
Play as Rogues or Highwaymen, protectors of the nobility or the Revolutionaries; wander as lone solvers of mystery and fighters of the horrific.
The Spinner will present a tale, an atmosphere, a situation.
Rogues narrate their reaction.
The Spinner decides what obstacles are in the way.
Some tables may decide to share the duties of Spinner, each person thus having an opportunity to build the world and present its reality.
Consider the options. If the situation can be handled without negative consequences, you succeed. If the consequences are questionable, state your intention and roll the dice.
Roll 2d6 + the relevant ability score or skill level.
If the situation is irregularly against you, roll 3d6 and take the two lowest results. If advantaged from gear, position, or relevant skill, roll 3d6 and take the two highest results.
What the dice say:
On a 10 or higher: Success. All goes to plan.
On a 7-9: Complication. There is some success, but also a new difficulty or loss.
On 6-: Miss. Nothing works out, and another challenge may present itself.
Violence
Combat happens in rounds. Check Initiative each round: Roll d6.
1-3 Foes take lead
4-6 Party takes lead
PCs are either close (melee), or not (ranged).
Attack
To hit with melee roll the dice + STR
To hit with ranged, roll the dice + FOC
Success: deal 1 Wound.
Complication: deal weapon Harm
Miss: -1 to next Initiative check
Defense
To evade, roll the dice + AGI.
Success: parry the attack, deal 1 Harm Complication: take foe’s Harm Miss: take 1 Wound
Subtract Armor Value (AV) from incoming Harm.
To avoid Incantations, players roll the dice + WIL and must have Success
The fiction of play should be considered. A knife, when used while being stealthy may slay a stronger foe. Numbers may be guides, but Fallen is not a wargame; it can be played entirely in narrative, with occasional dice rolling.
Flee
Test Will. On Success move a safe distance away. If engaged in close combat, take 1 Harm.
Fear
When you come face to face with something horrifying for the first time, you must test your Will. Roll 2d6 + WIL (-Foe’s Fear Rating). On a Miss, gain 1 Fear Token. For every Fear Token you have, you must reduce any test result by that much.
1d6 Places of Peace
These places resonate deeply in your mind and soul. Resting in these locations for a few hours removes all Fear Tokens.
Cathedral
Babbling brook
Comfy inn
Solitary cave
Copse of healthy trees
Anonymous bustle of a city
1d6 Places of Disturbance
These places resonate deeply in your mind and soul. If spending a few hours in such a place, test Will. If you miss, take 1 Fear Token.
Cathedral
Deep forest
Large body of water
Solitary cave
Palace
Agitated bustle of a city
Inventory
You can hold ten items. Only 2 weapons and 2 Armor.
Weapons and armor take one slot each. Items like rings and chalk take no slots. Clothing takes no slots. Multiples, such as candles, arrows, torches, and rations take one slot each respectively and utilize the Usage Die (Ud) system described below.
Injuries take up a slot of Inventory space that may not be used until the Injury is healed.
If engaged in close combat, only the first four items are available to withdraw and use.
Motivations
1) Debt
2) Honor
3) Duty
4) Wealth
5) Revenge
6) Zeal
Names
First Names
1) Beatrice
2) Philippa
3) Agnes
4) Mabel
5) Godelena
6) Antonia
7) Fanny
8) Eliza
9) Peggy
10) Algerna
11) Adolphus
12) Angelo
13) Athelstane
14) Carlos
15) Francis
16) Samuel
17) Gaius
18) Jethro
19) Twill
20) Fabian
Surnames
1) Brilliana
2) Randolph
3) Danbury
4) Bloodsworth
5) Blackmire
6) Dirtsvile
7) Winthorpe
8) Mucker
9) Aldelbarth
10) Theodosia
11) Windfaire
12) Arrowsby
Injuries
Injuries are cause to add narrative depth to your character in the way of scars and affected behaviors and attitudes.
Lighter Wound:
Head
Stomach
Arm
Leg
Hands
Eye
Shocked: Gain 1 Fear Token
Broken Bone:
Arm
Leg
Head
Rib
Gaping Wound: -2 to all Tests until healed.
Consumable Items
Use a pool system for small or consumable items, where these items are tracked with a unified “Usage Dice” (Ud). Begin tracking at Ud20.
After an engagement using a consumable concludes, roll current Ud. On a 1 or 2 decrease Ud by one step.
d20 →d12→d10→d8→d6→d4
Once d4 decreases, the consumables in question are depleted and gone.
Gear Depletion
The same rules for item depletion are used for gear depletion. After a combat encounter has been resolved, roll the current “Gear Dice” (Gd). On a 1 or 2, decrease Gd by one step, reflecting its wear.
Once d4 empties, your gear is considered broken and beyond repair. You may attempt to repair gear at any step before full depletion.
Equipment
You begin with d6 coins, torches (Ud), rations (Ud), a shoddy hooded cloak, some worn clothes, and either a fine sash, rare hat plumage, or gloves. Roll to determine what else you have:
Gear - d20 x 3 (Cost)
Rope (2)
Small cart (5)
Lockpicks (Ud) (1)
Grappling hook (3)
Brewing kit (Ud) (4)
Shovel (1)
Sleeping bag (1)
Pack of candles (Ud) (1)
Lantern & oil (Ud) (2)
Spyglass (4)
Horse (10)
Writing kit (Ud) (2)
Set of silver spikes (Ud) (4)
Iron spikes (Ud) (1)
Animal trap (Ud) (2)
Fine saddle (5)
Venison jerky (Ud) (1)
Needle & thread (1)
Silver chain 12’ (6)
Rags (Ud) (1)
Weapon - d10 (harm/cost)
Dagger (d4/ 2)
Flintlock pistol (d6 / 6)
Whip (d6 / 3)
Pole arm (d6 / 4)
Musket (d8/ 8)
Sabre (d6 / 4)
Hatchet (d4/ 3)
Rifle (d10/ 12)
Rapier (d6/ 5)
Smith’s hammer (d6 / 3)
Protection - d8
(AV / cost)
Unfashionable helmet (1 / 4)
buff coat (1 / 2)
Thin cloak (1 / 1)
Leather long coat (1 / 5)
Tricorn hat (1 / 1)
Cassock (2/5)
Cuirass (2 / 7)
Sturdy boots (1 / 2)
Random Item - d4
Nothing
Random Pamphlet *
Random Elixir **
Random Trinket ***
*See Pamphlets pg. 13
** See Elixirs pg. 28
*** See Miscellaneous items pg. 28
Firearms
Firearms are considered to be accompanied by correct ammo. If you choose in your game, ammo can be another inventory item, with a (Ud).
Firearms cannot be fired during close combat unless you are able to secure some kind of advantage, such as stunning the opponent long enough to reload, running away and successfully hiding, having an ally successfully toss you an already-loaded pistol, etc.
If you are firing from a surprising position, add +1 to your Violence roll.
If it is raining, add -1 to your Violence roll.
Reloading takes 1 round.
Horses
Cost: 10 coins
It may be ruled that a well-treated horse grants bonuses when appropriate, given the context and care afforded.
Horses have R4 and succumb to death at 0. PCs roll the dice for their mount to attack and evade. A PC may choose to include their own Luck dice when rolling for their mount.
Horses may attack once per combat; Deal 2 Harm in Melee.
A mounted PC receives +1 to Flee and Venture tests.
If concrete travel rules are desired, set horse Attrition at 4. After each stressful engagement or Waypoint reached, feed and water or reduce by 1. At 0, the horse is deceased from exhaustion and neglect.
Dueling
Blades & Boxing:
Blade & fist duels happen in Rounds.
Combatants roll d4 + WIL (or ½ Rank)*
This gives the duelist’s Life Points.
Before a duel takes place, determine if the stakes are To-the-Death or Honorable Action.
Intentions
If To-the-Death, the duelist is dead. If Honorable Action, then zoom the fiction out again, and the duelist reduced to 0 first takes one Harm.
Each round consists of:
Both duelists roll d6 + d4 + STR (or ½ Rank) Whoever has the higher result, strikes their opponent, reducing their Life Points by 1. On a tie, both opponents are struck.
When a duelist’s Life Points are reduced to zero, they have lost the duel.
Firearms
Firearm duels happen in a single round.
Opposing characters simultaneously roll d4 & d6.
The lower d4 result is the first shot fired. If the related d6 exceeds the opposing d4 result, the shot strikes. If equal or lower, the shot misses. If the second shooter has not been struck, then resolve their dice
Example: Purple duels Black. Black rolls d4(1) d6(3), Purple rolls d4(4) d6(4). Black fires first, but their shot misses. Now Purple’s shot is d6(4) against Black’s d4(1). Depending if the duel intention is To-the-Death or Honorable Action, Black is either dead or takes one Harm.
* If Dueling against an NPC, their Rank will modify the d4 roll instead of WIL.
Skills
Distribute five points among whatever skills you choose. Skill Levels (SL) max out at four.
Creature Mind
Natural creatures sense something in you which makes them curious. Subtract half creature Rank from the test result.
SuccessReduce creature hostility, gather information, acquire a companion, etc.
Complication: Spinner decidesCreature increases in hostility, perhaps offers something then flees.
MissIf Rank 4: the creature flees; If Rank 6+: the creature becomes aggressive and attacks with initiative.
CompanionIf used to accomplish a task, such as searching or combat, roll 2d6. If 5 or 6 is rolled on either die, the companion is successful.
Crafting
Antidotes, elixirs, and potions. State intended product and pay two coins to represent material cost.
SuccessCreate the chosen item.
ComplicationRandom result
MissTake one Harm & roll Ud.
Diplomacy
You know a thing or two about their ways. Polite deception.
SuccessAchieve intended goal.
ComplicationSomething gets in the way. Based on the narrative context, maybe an NPC attacks, reports to authorities, or runs away.
MissSuffer Fate.
Exploration
Traversing unknown locales or points of interest.
SuccessProceed to the next space.
ComplicationProceed to the next space but roll Ud.
MissExploring proves difficult. Roll Ud and Suffer Fate.
Healing
Medicine and restoration. Can only be attempted in a peaceful moment.
SuccessHeal 1 + SL Health.
ComplicationHeal 1 Health and roll Ud.
MissUnable to Heal. Roll 1d4 on Suffer Fate
Incantation
Spellcasting, arcana, and the occult. See Incantations for more detail.
SuccessRoll any number of available dice in your pool.
ComplicationChoose and roll only one available die.
MissTake one Fear token and roll Curse
Investigation
Connecting dots, finding documents, searching rooms, etc.
SuccessPick up a piece of useful information. If searching a room, find something hidden; useful.
ComplicationFind something that complicates the situation, such as a new quest thread, a danger, or a trap.
MissSuffer Fate.
Lore
Folk knowledge and historical sleuthing. May be attempted just before a combat for 1 wild creature or beast. Used to read the rare occasional tract or ancient text.
SuccessLearn something previously unknown.
ComplicationTake one Fear Token while researching / lose attack initiative
MissSuffer Fate
Mending
Make things work again. Devise crude fixes in a pinch. Augment gear.
SuccessIncrease Gd by one step or narrate with Spinner a benefit to current gear.
Complication: Increase Gd by one step but roll Ud.
MissReduce Gd by one step.
Stealth
Steal it. Hide it. Sneak past it.
SuccessAchieve intended goal.
ComplicationAchieve intended goal but roll 1d8 on the Suffer Fate table.
MissSuffer Fate.
Survival
Forage, track wild game, or make camp.
Success: Increase Ud by one step and recover one Health per party member.
ComplicationIncrease Ud by one step. Take one Harm from a related mishap.
MissReduce Ud by one step and Suffer Fate.
Venture
Undertaking hazardous journeys. Travel distance is measured in Waypoints. Venture rolls represent the time, danger, and discoveries experienced while underway.
SuccessReach a Waypoint safely. Roll Ud. Roll 1d20 on In the Wild table. (p. 18)
ComplicationReach a Waypoint with difficulty. Roll Ud. Roll 1d20 on In the Wild table. Roll 1d6:[1-4] Suffer Fate[5-6] without further event.
Miss: Travel proves treacherous. Reduce Ud and Suffer Fate.
Suffer Fate
1) Resources are wasted. Decrease Ud. (if tools/implements not used in the action, narrate a result that makes sense in the fiction)
2-4) A new development complicates your situation.
5-6) Something of value is permanently lost.
7)You or someone you know is thrust into immediate danger.
8-9) A new adversary or environmental conflict is introduced.
10) Shaken. Take 1 Fear Token.
Incantations
Magic in the world of Fallen is earthen, elemental, and incantatory. It is rooted in both the dark regions of soil and cavern and the lighter spheres of dawn and breeze. Magic is powered by the godly and the demonic. Incantations are dangerous, mercurial, and unpredictable, but can offer immense advantages to players.
Magic takes the form of an Incantation skill test, completed in the same manner as any other test. For each skill level used to advance their Incantation skill, you mark a dark or light incantation die, up to four total levels respectively. This creates your dice pool, and narratively represents your access to the raw energy that circulates within and through everything.
When you roll the dice pool, choose Incantations that correspond to the results according to the adjacent table (a 3 on a Light die gives the caster access to Ward, Web, or Bone). Different results may be combined to increase potency and stranger effects. Incantations are open to interpretation. Paint the effects with words.
SuccessRoll any number of available dice in your pool.
ComplicationChoose and roll only 1 available die.
MissTake one Fear token and roll a Curse
Damage incantations
Deal 2 + (Dark Skill Level) Harm.
Healing incantations
Recover 2 + (Light Skill Level) Health.
Pamphlets
To determine a Pamphlet’s contents, roll 1d6 for which group then roll 1d6 within that group. Repeat. Turns to dust after use.
You may use your Incantation skill as many times a day as you have dice remaining in your pool. Example: you have one Dark skill point and three Light skill points, for a total of four available incantations. If you use one Dark die and one Light die in tandem for a battle, you have a total of two more Light incantations to use in the day.
DARK
1
Ashen
Pillage
Decay
Ruin
Deplete
Ghost
3
1) Carve2) Beast3) Darkness4) Explode5) Lightning6) Swarm
5
1) Claw2) Entrails3) Silence4) Writhe5) Blood6) Rot
LIGHT
2
1 Illuminate2 Reflect3 Ward4 Orb5 Mend6 Summon
4
1) Shroud2) Repel3) Web4) Field5) Portal6) Dream
6
1) Mind2) Wood3) Bone4) Moss5) Raise6) Hold
Curse
1) Exchanged: You and those nearby suffer a blast of d4 Harm
2) Restrained: Struck by the resentful nature of Magic’s mysterious plane, you lose the ability to speak for the remainder of the day
3) Dark Tidings: Your declared intentions manifest as hallucinations happening to yourself
4) Rift Sick: You become temporarily nauseous with the malpractice of Magic, and lose your next action
5) Blighted: You or someone close to you becomes temporarily covered in mouldering vegetation
6) Seared: your lips begin burning with extreme dryness and cracking
Advancement
All characters begin at R6. Characters advance when they acquire 5 suitable experiences to warrant gaining a Rank.
Rank are thus: 6 → 8 → 10 → 12
Such milestones may include:
Defeat a major enemy in conflict
Make a major discovery in exploration
Learn something about or share with a companion
Witness the demise of a companion
Offer meaningful assistance to an NPC
Bring a significant treasure to a safe location
Upon gaining a new Rank, a player may choose one option below:
Increase an Ability modifier by +1
Distribute two Skill points
Add one narrative Aspect based on previous sessions. Gain advantage when using an Aspect during a test.
Aspects are positive narrative traits characters may have picked up while adventuring. Some examples:
Ambitious, Cautious, Clever, Courageous, Gritty, Loyal, Merciful, Quick, Sneaky, Thoughtful, Willful
The Folding
Those traversing the world of Fallen are touched, tarnished, and folded into the fabric of earthen markings. To exist in the planes where darkness and light are born is often met with melancholy, but those able to persevere become Tarnished: an odor, a covering, a molding that marks the spirit of one’s growth. Upon each advancement, a character gains one Tarnish Point. These points are used to grant permanent enhancement to equipment or items.
To create your own enhancements, the effect should be earthy, cosmic, philosophic. The items enhanced thus, should have taken place in the adventures, having had the opportunity to become Tarnished and Folded within the fabric of the connected universe. The degree of its power should be reflected in an appropriate Cost.
Space of Shadows: You may call on the item to engulf yourself in a shadow sphere 12 feet in diameter, giving +2 bonus on defense roll to all enclosed and one free action. Lasts two rounds of violence while in the same location. You take one Fear token for each use.
Cost: two Tarnish Points.
Temptation to Despair: Any target without a Fear Rating you touch with the item momentarily loses their constitution, yielding their turn or space for you to act in any way.
Cost: two Tarnish Points
Bone Grafted: A tarnished melee weapon causes +1 Harm to targets. Tarnished Armor increases Armor Value by +1. While using this item, you have a 50% chance to heal one Health lost by melee damage instantly, once per day.
Cost: 4Tarnish Points
Dust Touched: Your weapon can deposit dust that glows distinctly crimson to your eye only. Undead cannot cross the dust. Headgear can be removed and shaken out with dust, which, when blown, grants +1 to Exploration and Investigation tests, revealing otherwise hidden elements.
Cost: two Tarnish Points
Blight Touched: Your weapon that inflicts Harm causes the flesh of the target to begin growing pus-00zing pustules. Armor will be resistant to acidic and corrupting effects. Liquid poured from a vessel on a full moon will become poisonous liquid silver.
Cost: three Tarnish Points
Illusory Will: Your weapon has gained nominal sentience, lashing out at enemies with its own innate power when used during an attack. Add 1d4 Harm when an attack with this weapon is Successful. On a 4 result, you take 1 Fear Token.
Modified Protective gear may mumble odd things to you in the dark, but consumes 1 additional Harm.
Cost: three Tarnish Points
Forest Born: An organic item that is tarnished, if invoked, will grant +1 on Crafting tests. The crafted item will have a bonus to its intended effect. If using the tarnished item during a Crafting test, a Miss will cause it to decompose into dust.
Cost: three Tarnish Points
Light Ward: The item becomes a holy symbol for you. You have a 50% chance to avoid Fear, and the item grants +1 to Incantation tests. The item is permanently grafted to your soul, and thus must always be kept equipped or worn. Only by willingly taking on d6 Fear Tokens during a sincere ritual will you be able to relinquish the item.
Cost: 4 Tarnish Points
Constellated in Silver: When invoked, the tossed item will dissipate into a thousand particles of silver matter, manifesting to the human eye in what appears to be a microcosm. The spectacle that ensnares any entity, should it have any sensitivity to silver, will course through its body causing a thousand microexplosions. Deals X Harm equivalent to the number of Tarnish points invested. The said item no longer exists.
Cost: X
Travel
Fallen uses a Waypoint travel system, where the map is marked with location points and connected with travel routes. Whether through wilderness or established paths, travel is handled by the Venture skill.
It is not necessary for the Spinner to label each journey, nor is it always necessary to use the Waypoint formula from the table below. These are flavor guides and suggested distance only. Travel will happen based on the Venture result and should be narratively constructed between Rogues and Spinners. Rolling may not even be needed. Present information, challenges, and encounters (be they social or violent) to build the world and action together.
When Venturing or Exploring, the party chooses a different member for each space to roll. This assures inclusivity and makes sure not one Rogue becomes the designated “mover.”
If you are playing solitaire mode, the formulas may offer more structure from which to springboard your action.
Journey Type | Waypoints/Spaces
1) Disquieting | D4 + 12) Perilous | D6 + 13) Foreboding | D8 + 24) Portentous | D10 + 3
Exploration
Exploration of locales and points of interest functions much the same way as overland travel.
When a new location is encountered, the Spinner may want to determine the number of Spaces it contains.
Use the following tables to randomly ascertain theme, nature, and other details.
Each time the party progresses through a locale, follow the procedures described in the Exploration skill - when all Spaces have been found, the site is considered fully explored.
On a Success
PCs reach the next space. Using the tables, narrate the space. Players can Investigate, react to presented narrative, and choose to continue.
On a Complication
PCs proceed to the next Space, but with minor difficulty and roll Ud. Use this opportunity to present puzzles, NPC Encounters, or traps, and generally enhance narrative.
On a Miss
No meaningful progress is made. PCs roll their Ud and 1 Random PC Suffers Fate. Spinners should use the table results to dial the tension and danger. This is where the many surprises can endanger the situation.
Locations & Adventures
Locations can be as simple or complex as serves your needs and the narrative, and are generally constructed with nodes and points. If it is to be a “dungeon” or “ruin,” assign a number of Spaces. Otherwise, just decide on a theme, its nature, and perhaps something hidden within. After the location is known, allow the Exploration rolls to dictate its evolution. Using the node system allows for narrative forward play. If you want to throw traps, secret passages, perhaps wandering monsters, go for it. Add dressing.
If writing an Adventure for Fallen, it should be coated in atmosphere and narrative. If it includes points of exploration (nodes/waypoints) consider writing a small table for each node that can randomly add flavor, encounters, and context. Your location may have a specific Suffer Fate table with results that should be analogous to the Suffer Fate table in the core book. PCs will use Exploration Skill tests at each point to find and progress. What will they find if they use Lore? Investigate? Explore?
Generators
Improvisational world-building toolkit. Use these lists to prepare Locales, Operations, NPCs, or Adventures. Fallen is strongly rooted in abstracted space and story-driven play. A few roles on the Esoterica tables may spark just enough to further a session. Mood and tone are other tools to consider.
In the Wild
1) Statue
2) Cairn
3) Outpost
4) Well
5) Pond
6) Lighthouse
7) Chapel
8) Lodge
9) Mill
10) Lair
11) Waterfall
12) Fields
13) Trail
14) Swamp
15) Camp
16) Ruin
17) Rapids
18) Village
19) Woods
20) Bridge
In the City
1) Cemetery
2) Clock tower
3) Windmill
4) Factory
5) Prison
6) Asylum
7) Hideout
8) Statue
9) Fountain
10) Stables
11) Palace
12) Market
13) Sewer
14) Apothecary
15) Town square
16) Catacombs
17) Church
18) Workshop
19) Atelier
20) Stables
Theme
If you are creating a specific location for Exploration, then roll its Theme and Nature, if they are unknown.
Haunted
Sacred
Ancient
Enchanted
Desolate
Corrupted
Decomposed
Infested
Guarded
Sacrificial
Nature
Ruin
Barrow
Woods
Catacomb
Lair
Grave
Mine
Quarry
Field
Estate
Room Types
Passage / Corridor
Ritual /Shrine
Crypt / Grave
Workshop / Forge
Library / Gallery
Rich Chamber / Poor Chamber
Laboratory / Washroom
Storeroom / Pantry
Pit / Tunnel
Level Change / Transition
Hall / Cavern
Pool / Well
Detail
Damp / Mildew / Remote
Dusty / Mementos / Blocked
Caliginous / Markings / Charming
Overgrown / Crumbling / Odorous
Bones / Remains / Broken
Tortured / Past / Dark
Stone / Pillars / Carved
Ashen / Stained / Abandoned
Acrid / Shattered / Hidden
Tapestry / Power / Beautiful
Rotten / Furniture / Shady
Rustic / Uncanny / Majestic
Animal / Glaring / Polluted
Tools / Shrieking / Barren
Trapped / Tracks / Bloody
Shrouded / Symbol / Complex
Wooden / Statue / Figure
Scorched / Valuables / Open
Cosmic / Threshold / Stain
Marble / Hearth / Dead
Taverns
1) The Black Humors
2) The Smoking Hearth
3) The Shod Pony
4) The Ale & Scraps
5) Warick’s Tavern
6) The Forgotten Dragon
7) Jorgen’s Tavern
8) The Raised House
9) White Plank Inn
10) The Raven’s Den
Offers (cost)
1) Cider, ale, and light fare (1)
2) Cider and gossip (2)
3) Cider, stark rooms, and stables (4)
4) Ale and liquor, fine rooms, and stables
NPCs
Position
1) Noble
2) Soldier
3) Mystic
4) Farmer
5) Mercenary
6) Rogue
7) Philosopher
8) Occultist
9) Tradesperson
10) Criminal
11) Performer
12) Pilgrim
Personality & Traits
1) Haughty
2) Philosophical
3) Cunning
4) Brave
5) Dangerous
6) Timid
7) Loyal
8) Greedy
9) Frightened
10) Disfigured
11) Suspicious
12) Friendly
13) Caring
14) Fatalistic
15) Anxious
16) Cautious
17) Diligent
18) Grieving
19) Somber
20) Strong
Motive
1) Seek the truth
2) Collect a debt
3) Chronicle events
4) Obtain power
5) Seek revenge
6) Revolt against power
7) Repay a debt
8) Create discord
9) Explore the world
10) Destroy an evil
11) Find a missing person
12) Protect a community
Wanderers
1) Relic Merchant
2) Ale and paper cart
3) Chandler and cobbler cart
4) Religious procession
5) Farmer’s cart
6) Soldiers
7) Performance troupe
8) Rebels
9) Surveyor
10) Highway Rogue
Interaction
1) They want to sell you something
2) They warn of dark tidings in the valley just yonder
3) They are going to the next village to gain news of violent creature attacks
4) They are following a band of rebels
5) They seek to join a village rumored to be immune to disease
6) They are traveling to the foothills for the festival
7) They are fleeing a region with growing conflict
8) They have an injured companion and seek medical aid
Hirelings (cost per day)
1) Escaped criminal (provide hiding)
Whenever in a city or crowded space, roll 2d6, if any result is 6, they will not run away. Carries knife or pistol.
2) Folklorist (2)
Offers +1 bonus to Creature Mind & Lore tests. No weapons.
3) Shepherd (3)
Offers +1 bonus to Creature Mind & Survival tests. Carries a knife.
4) Scholar (4)
Offers +1 to Lore & Investigation tests
No weapons.
5) Clergyperson (5)
Can heal 1 Health instantly per day during engagement. Carries knife.
6) Mercenary (6)
Acts as a regular party member. Create a new character but only distribute 1 Skill point. Roll for weapon. Adds +1 to Initiative rolls. Requires daily check for loyalty: roll 1d6 + Diplomacy Level; if result is 6, they stay on, otherwise they leave.
7) Highway Rogue (7)
Acts as a regular party member. Create a new character. Roll for weapon. Requires daily check for loyalty: roll 2d6 + Diplomacy Level; if result is 9+, they stay on, otherwise they leave.
8) Alchemist (8)
Can create 1 Elixir per day. Will not participate in Violence. No weapons.
Rivals
1) Hunter
2) Soldier
3) Holy Mercenary
4) Treasure Hunter
5) Social Elite
6) Past Acquaintance
Reputation
1) Cruel and determined
2) Charming and deceitful
3) Loyal and destructive
4) Controlling and risk-taking
Quirk
1) Uses a cane with a golden duck head
2) Compulsive gambler
3) Always finely dressed, recites poetry
4) Wears farmer’s clothing
5) Obsessed with magic
6) Scar across forehead
7) Outdoor painter
8) Walks a large goose on a leash
Operations
Actions and Motivations
1) Steal
2) Rescue
3) Capture
4) Revolt
5) Punish
6) Track
1-3) From Create Random NPC
4-6) For
1) for monetary reward
2) in service to duty
3) out of revenge or punishment
4) out of desperation
5) to claim power
6) to find a cure
Where
1) Old windmill / mountain pass
2) Woodland chapel / ancient forest
3) Small hut / strange valley
4) Modest estate / cursed meadow
5) Crumbling ruins / distant hillside
6) Crossroads / nearby
7) Battlefield / field of fire
8) Abandoned farm / two valleys distant
9) Sewers / beneath hallowed halls
10) Ruined abbey / peaceful creek
11) Swamp / cemetery
12) Small village / harbor
What
1) Several disappearances
2) Livestock mutilated
3) Permeating stench
4) Rumors of a dangerous curse
5) Shrieking noises nightly
6) Merciless tyrant
7) Reports of mysterious creature
8) Spreading illness
9) Violent group of highway rogues
10) Outbreak of conflict
11) Emergence of secret society
12) Reports of a conspiracy
Esoterica
Use these broad lists of words as large spark tables. Roll 3 - 5 words to get a random answer, an adventure, a hook, a rumor, title.
Nouns
Séance
Knock
Research
Fraud
Clergyman
Hallucination
Drummer
Silver
Spiritism
Haunting
Hypothesis
Mediumship
Scientist
Investigator
Caretaker
Crystal
Veil
Trance
Dissociation
Spiritist
Intervention
Marvel
Commissioner
Disturbance
Environment
Manifestation
Analysis
Deception
Feat
Spectre
Coincidence
Apparatus
Confessor
Text
Identity
Relick
Convulsion
Colleague
Detective
Suicide
Rectory
Plague
Riddle
Clairvoyance
Sequel
Corruption
Visitation
Arrest
Accusation
Mystification
Essence
Witchcraft
Quest
Agency
Interpretation
Groan
Monastery
Parson
Love
Demon
Lodging
Coffin
Cure
Phenomena
Achievement
Phase
Horseman
Wizard
Rogue
Hypnotism
Fidelity
Mysteria
Panic
Tumult
Corpse
Bedside
Executioner
Pistol
Stimulus
Madame
Contribution
Remembrance
Biographer
Equation
Antechamber
Transference
Honesty
Exhibition
Biography
University
Baron
Glass
Spasm
Grandmother
Battle
Conjurer
Stranger
Gazer
Researcher
Nobility
Adjectives
Supernatural
Psychical
Mute
Unseen
Telepathic
Subliminal
Contemporary
Superstitious
Marvelous
Telepathy
Supernormal
Skeptical
Insane
Abnormal
Hypnotic
Weird
Detailed
Astonishing
Unstable
Hysterical
Surprising
Favorable
Fraudulent
Enthusiastic
Inexplicable
Haughty
Ardent
Startling
Medieval
Unnecessary
Forthcoming
Wounded
Sensational
Alarmed
Manifest
Hallucinatory
Painful
Loyal
Tragic
Naturalistic
Amateur
Incredible
Impressionable
Undisturbed
Selfish
Systematic
Beheld
Authenticated
Venerable
Substantial
Momentous
Hearty
Desirous
Robust
Nearby
Far
Astonished
Merry
Spontaneous
Fanciful
Elegant
Multiple
Deceased
Amazing
Negative
Tangible
Logical
Unique
Shadowy
Extravagant
Obscure
Clairvoyant
Unpleasant
Confident
Historic
Malicious
Imperative
Ecclesiastic
Secretive
Foremost
Zealous
Suspicious
Unscrupulous
Unrelenting
Fragile
Partial
Incredulous
Melodramatic
Uneasy
Agonizing
Instrumental
Unwitting
Observable
Sensitive
Emotional
Dark
Noisy
Identical
Unwelcome
Ghostly
Verbs
Demonstrate
Torment
Affirm
Investigate
Solve
Bewitch
Reward
Plague
Labor
Testify
Blossom
Journey
Peer
Seek
Locate
Vouchsafe
Credit
Warrant
Illumine
Throng
Terrify
Ensue
Detain
Teleport
Elapse
Devour
Confront
Denounce
Favor
Emphasize
Unfold
Transcend
Abduct
Interpret
Traverse
Invoke
Suffice
Neighbor
Poison
Conspire
Benefit
Destroy
Debate
Endow
Regain
Enact
Hypnotize
Curse
Burn
Embark
Trade
Register
Reveal
Stifle
Exorcise
Afflict
Dislike
Apprehend
Hover
Lapse
Besiege
Provoke
Prick
Whirl
Dispatch
Hint
Gallop
Doom
Strangle
Loosen
Participate
Gather
Admonish
Drum
Rain
Repose
Topple
Embolden
Vex
Unbelieve
Frighten
Adore
Mystify
Scry
Usher
Devour
Dedicate
Stamp
Extract
Haunt
Torture
Infer
Trail
Grind
Brush
Banish
Rustle
Collapse
Exaggerate
Dictate
Artifacts, Treasure, & Trinkets
These items should be largely narrative. If they offer mechanical benefits, keep balance in mind. Items with too much power, such as Harm-and Armor-increasing effects, may remove challenge from play. Parts from creatures may contain within them certain aspects that can be discovered from Lore tests. Crafting and Mending may be used. Narrate, make it up.
Roll on the tables below for simple items. For enhanced or odd items, roll Adjectives and/or Verbs. For more magical items, roll on Incantation tables.
Jewelry
1) Ring
2) Talisman
3) Necklace
4) Earring
Vessel
1) Powder box
2) Leather pouch
3) Glass bottle
4) Chalice
Weapon
1) Dagger
2) Sabre
3) Pistol
4) Whip
Coin & Stones
1) 2d6 coin
2) 2d6 x 2 coin
3) d4 emeralds & rubies
4) d4 diamonds
Armor
1) Hat
2) Cloak
3) Helmet
4) Boots
Elixirs
1) Twilight Honey – recover one Health.
2) Bitter Infusion – increase next Skill test +1.
3) Moon Glass – reduce the effects of Fear for 1 day.
4) Slug Brew – increase ability tests +1 for one day.
5) Bark Tea – Fortitude against Fear; +1 for Wil tests against Fear for one day.
6) Black Root Tea – you are satiated with food and thirst for two days.
7) Raven’s Blood Scourge – mask all bodily odor and noise for one day.
8) Crimson Lichen Jelly – general purging antidote for numerous poisons.
9) Crushed Beetle Powders – only effective against Humans, cause d4 Harm.
10) Fungal Root Grease – one application (smeared protective gear receives +1 AV for half a day; step Gd down one step).
To create new substances, make them up, or roll for two words on Incantation tables and decide what they do.
Pamphlet
Roll two Incantation words (See Incantation page)
Miscellaneous
1) Bone
2) Mirror
3) Fabric
4) Brass construction
5) Dice
6) Deck of cards
7) Tool
8) Crystal
9) Bag
10) Candle
Bestiary
Creatures in Fallen are handled with four stats.
Rank
Rank functions nearly the same way as with PCs. Creatures deal a base Harm equal to half their Rank (R8 deals 4 Harm).
A creature’s Rank determines its Health and Harm values in combat.
At zero Health, adversaries are removed from the battle, though if it makes narrative sense, particularly with higher Ranks, this may mean they vanish for a future encounter.
Armor
Is reduced from incoming Harm.
Fear
This is the psychic impact an entity may have on characters. Much like Rank, Fear can be dialed up and down for scenario context. The lower the Fear, the closer to character expectations of reality. Reduced from PC WIL test upon first encounter. On a Miss, PC tales 1 Fear Token.
Menace
Some creatures have a Menace rating, which functions like a form of experience. By banishing a dark and dangerous foe from a populated area, or per a contract, the Party will increase their renown equal to a creatures Menace. This can be used to influence social interactions like Diplomacy tests or better rates on goods, weapons, or lodging. It is up to players to decide the impact of this mechanic.
Lore
Narrative and lore should be the main drivers for creating entities. Give your creatures, monsters, and spirits reasons to be and act. Integrate specific tactics, use the environment, and make them elusive. Fallen is not a tactical combat game, so encounters should be part of the narrative, not always back and forth bashing. Use degrees of results to create new windows for both creatures and PCs.
Type Rank Fear Ability/Lore
Aesche Giant
Born from the ash of dead fires. These creatures are sometimes witnessed growing from the aftermath of tragic village fires and plague pits, where they engage in extreme violence towards one another. It is speculated that they appear in civilization upon reaching maturation, where they seek the point of their birth.
Rank: 8
Armor: 1
Fear: 0
Menace: 1
Impervious to flame.
Weak against blessed pond water.
Reaction: Rage – When steps to R6, deal 1 Harm to near PC.
Reaction: Desperate – When steps to R4, charge near PC [test AGI 7 or take 2 Harm] – Aesche Giant loses all initiative for the remaining combat
Flame and ash, most monstrous birthed
Blood Sack Moth
Attracted to fire, these massive moths terrorize those that dare to kindle flame in the wilderness. If one is known to be about, all outdoor festivities with fire are canceled. Encamped armies set up sentries to fire upon its barred wings should it descend upon the camp. Its two powerful fangs pierce and suck the blood of its victims. When satiated, its pulsing abdomen turns a violent crimson.
Rank: 12
Armor: 1
Fear: 1
Menace: 2
Initiative: Sweeping Stoop – Winged attack on random PC; Successfully dodge or take Vertigo condition [unable to use ranged weapons on next attack]
Flap and flutter ‘twas never heard
Bogge Trolle
Birthed in swamps. Reclusive and mean-tempered. Their harsh formative years has made them smart and cautious. Only occasionally, during their middle-growth period, will they seek out the world and present a true danger to human communities. No one knows what they seek during this time. Camouflaged in swamps and boggy forests (will always have initiative).
Rank: 6
Armor: 1
Fear: 0
Menace: 0
Reaction: Illusory – When steps to R4; 50% chance escapes and recovers 1 Rank.
…the marsh has sinned…
Bone Collector
Dwellers of the opium dens and plague tents and pauper cemeteries, these wicked figures cut a bleak and feared cloth. Often in the employ of nefarious nobles and wayward Magicians, the Bone Man seeks to collect parts from the recently deceased for use in the black trade of parts. Often accompanied by thugs and street urchins, the Bone Man is a dangerous and mysterious foe.
Rank: 6
Armor: 0
Fear: 0
Menace: 1
Initiative: Leader – d4 R4 Thugs appear
Reaction: Concede – When steps to R4, and all Thugs are removed, will plead for life, offering to give information.
Be wary, be wary, the Bone Man brings no tidings a’merry
Dead Knight
Dishonored warrior of the Holy Wars, now an eclipsed spirit that wanders the cemeteries and churches, terrifying the people and slaughtering the elders. These relentless spirit warriors scream their songs of devastation while tears of black run over their sallow cheeks.
Rank: 10
Armor: 1
Fear: 0
Menace: 2
Weak against incantations [+1 to incantation tests targeted at Dead Knight]
Special: incants Darkness when attacking [target must test WIL 7 or take Darkness condition: - 1 to all violence tests until healed]
Hush thyself, hear rusted blade; still thyself, when last have ye prayed
Demon Boar
Nature's aggressive retaliation against centuries of hunting. Only by removing the glowing eyes will the creature cease to spawn again. Once removed the eyes turn to incredibly valuable healing powder.
Rank: 10
Armor: 2
Fear: 1
Menace: 1
Reaction: Wrathful – When steps down 1 Rank, +1 Harm on next attack
Reaction: Confused – When steps to R4, PCs gain +1 to dodge rolls
Special: Ferocity – Deal 1 Harm to melee attacking PC
A foggy night will bring a hellish mornin', when the Demon Boar comes a'roarin'
Galdr
Singers of incantations and ancient songs. Often the midwives and healers of a community, but often maligned for their earthy knowledge of fluid and flesh. Many Galdr participate in obscure festival of wood and harvest, donning extravagant costumes, while singing on parade through the snowy wilds. Will often know 2 - 3 incantations and wield agricultural tools and bells. Lives in close communities.
Rank: 4
Armor: 1
Fear: 1
Menace: 0
Special: When dealt Harm, incants:
1-2 Decay – target reduces Ud 1 step
3-4 Swarm – target takes 2 Harm from a swarm of bees
5-6 Writhe – target loses next turn
…a song most low was heard…
Giant Flay Spider
Mottled pattern of brown, white, and black fur camouflages this creature on tree trunks, resembling burls. It slowly peels itself from the tree to fall on its target. Not venomous, it instead chases its catch like other carnivores and devours them alive by using its powerful grip and large mandibles to peel off layers of flesh. It hunts by sight and motion detection.
Rank: 10
Armor: 1
Fear: 3
Menace: 2
Weak against fire.
Initiative: Ambush – Drops from above and deals 2 Harm.
Reaction: Climb – When steps to R4, 50% chance retreats into tree tops and recovers 1 Rank.
Special: Toxin – While R10, a Wound causes target to take Poison condition [WIL -1 until healed with antidote]
…a shadow fell, though no eclipse it was…
Giant Rat
A brutal spawn of their pestilence-carrying cousins. Many believed it was the emergence of wolves again, that slaughtered the livestock, but once homes began to be raided and it was realized the ears were round and not pointed, an entirely new horror began to grip the villages. Likely to appear in groups of three to four.
Rank: 6
Armor: 0
Fear: 0
Menace: 1
Reaction: Shriek – When steps to R4, 50% chance of another Giant Rat appearing.
Special: Toxin – While R6, a Wound causes target to take Poison condition [WIL -1 until healed with antidote]
filth and fur…gnash, gnash, gnash
Grigling
Troublesome creatures with a long history of struggling for a place among human communities. Vicious; known to fight any creature to the death until fully incapacitated. Cave dwellers; there is new evidence that they create elaborate tunnel dwellings underground. Clever; known to use traps, surprise, and trickery.
Rank: 4
Armor: 0
Fear: 0
Menace: 0
Special: Ferocity – Deal 1 Harm to melee attacking PC
Sleep fit, sleep well, tend thy well, for goblins thirst to quell.
Headless Rider & Demon Steed
Most often the ghost of a criminal or soldier that seeks revenge. It's appearance portents the arrival of pestilence and darkness on the land. Tribute to their memory, or pacification of their wishes is a common way to persuade the creature back to whence it came. Pure gold has been shown to thwart its passing.
Rank: 8 / 6
Armor: 0/1
Fear: 2
Menace: 2
Reaction: when steps to R4, incants Portal; 50% chance of disappearing through portal
Reaction: Kick – when Steed steps to R4, near PC must successfully dodge or take 1 Harm
Special: incants Repel Entrails – when Steed is defeated, Rider sends the exploded matter of its mount into the PCs, causing 2 Harm of blistering blood to each close target.
Hath seen the rider? Aye, crossed Potter’s Bridge last dawn.
Magician
Known to embrace a variety of esoteric positions. Practitioners of occult ceremony and mystical traditions' pursuers of sacred texts; students of black magic and alchemy. One of the only spheres in which nobility interacts with the common person. May know incantations, summons of strange creatures, or possess damaging political knowledge.
Rank: 6
Armor: 0
Fear: 1
Menace: 0
Initiative: incants Shroud – gains +1 Armor Value
Special: incants Claw – Burns target with claw marks ( 2 Harm)
Special: incants Summon – One R6 Malevolent Entity per day
Whispers spoken in dark halls
Mob
These are revolutionary and frightening times. Political upheaval, rampant fury of new ideas, the clash of science into faith. One takes a position, a stand, and pours lead. Unpredictable, ebullient with rage, and determined to bring the past dragged into the future.
Rank: 8
Armor: 2
Fear: 0
Menace: 1
Weak against range attacks.
Special: Filch – On missed dodge, target PC loses 1 coin.
Hail, hail, we flame the pyre; move, move, we stoke the fire
Murderous Noble
Upper echelon of society, with access to power, deeds, and document. All nobles are on a side, and thread their machinations through the course of events, however, some move within the lowest quarters, putting to motion schemes that may have the direst of consequences: war, regicide, manipulation of science and progress. Weak in their own right, but wealthy enough to hire the worst sort.
Rank: 6
Armor: 1
Fear: 0
Menace: 2
Reaction: When steps to R6, 50% chance calls 1 R8 bodyguard
Special: Hidden dagger – When PC successfully dodges, takes 1 Harm
Nuckelavee
Haunts inland water, which fills with salt. When the creature ventures near settlements, it brings a rash of psychotic nightmares and paranoia to the inhabitants and is said to be the harbinger of a corrupted harvest. The only known deterrent is fresh water and summer months.
Rank: 12
Armor: 1
Fear: 3
Menace: 3
Weak against fresh water.
Initiative: always has initiative
Reaction: when steps R6, incants Ruin Mind [PCs must test WIL or take 1 Fear Token]
Special: incants Blood Raise – target’s skin blisters, leaking pus and ooze [- 3 to FOC tests until healed]
Special: incants Deplete Dream – -1 to WIL tests for 2 days
Oh fear! for the rotted horsemen appear
Reegant
A creature that evokes much fear in the winter months. Flies in silence, stalking travelers for long periods of time; several reports of intense dreams of the creature have led many to suspect it has telepathic capabilities. Strange lights often accompany its appearance. A handful of grisly cases have been noted. Some say they are ancestors looking out for kin, others say they are doom heralds.
Rank: 8
Armor: 2
Fear: 2
Menace: 3
Can only be harmed with ranged weapons.
Black wings, black form, black shadow, but oh, how red were the eyes!
Rogue
Dandy. Wealthy. Sophisticated. Eccentric. Dangerous. The bane of country travelers, these bandits tend to target the well-off and nobility. Some have gone so far as to nurture their "bastard of the people" reputations. And yet, they will not hesitate to don their masked visage to any unfortunate soul that happens to wander by.
Rank: 6
Armor: 0
Fear: 0
Menace: 1
Seek no more my count'ance, for yours I find the first
Trezlya
Cursed individuals risen from their grave years later in a tortured form. Known to haunt woods and caves near their home villages, they first visit their survived family to satiate their bloodlust. Intensely strong and fast, they use their gnashing teeth and razor claws to inflict devastating damage. Only visible at night. Mortal enemies of Upior and Wirwalfs. Destroyed by direct sunlight or dousing in Upior blood.
Rank: 12
Armor: 0
Fear: 3
Menace: 2
Weak against silver [+1 to attacks using pure silver]
Initiative: +2 Harm on first attack
Reaction: Calloused Skin – when steps R10, 1 Armor
Reaction: when steps R6, 50% chance of hiding [regains 2 Health]; on Fail, next PC attack roll gains +2
Special: incants Dream – target sleeps for 2 rounds
…pain drinks deep of the blackened moon…
Upior
A death born human. A nocturnal hunter, it consumes the blood of living creatures. Can convert other humans to its kind. Moves silently, has super strength, and preternatural senses. Can only be permanently killed by removing the head or the heart. If bitten, but not turned or killed, a player character will be haunted by nightmares for d6 nights.
Rank: 10
Armor: 1
Fear: 1
Menace: 2
Initiative: +1 Harm on first attack
Reaction: when steps R6, 50% chance regenerates to R8
Reaction: when steps R4, 50% chance regenerates to R6
Special: Charm – target loses action next round
Death is life, but of what sort?
Wirwalf
Rarely appearing in creature form, however their presence in known by the trail of gore and destruction in their wake. Especially dangerous because the human reasoning that remains active while transformed allows them to counteract their hunters in clever ways; but this also makes the susceptible to emotional vulnerabilities. Decapitation is the only way to cure the curse.
Rank: 12
Armor: 2
Fear: 2
Menace: 3
Weak against silver [+1 to attacks using pure silver]
Reaction: Erratic Anger – when steps R8, lashes out erratically causing 1 Harm to PC and 1 Harm to self
Reaction: Final Madness – when steps R4, lashes out erratically causing 2 Harm to PC and 2 Harm to self
Blood on the wheat, blood on the board; prepare thyself, draw thy sword
Make A Creature
To create your own monster or convert others from most old-school systems, simply remove all stats, replace HD with Rank, and create an appropriate Fear rating. Some Ranks will need to be adjusted down to accommodate the numbers of Fallen.
Spinners should feel free to adjust Ranks among the same creatures. There can be R8 AND R20 Upiors. Fear should not exceed 3. Create different Reaction mechanics. A whole session could revolve around a new wicked monster, and work backwards; let the creature help dictate the world the players are in.
Base
1) Wolf
2) Human
3) Spirit
4) Troll
5) Wraith
6) Spider
7) Demon
8) Horse
9) Bat
10) Vampire
Feature 1
1) Frost
2) Blood
3) Hair
4) Metallic
5) Ethereal
6) Heat
7) Acid
8) Water
9) Bark
10) Skeletal
Feature 2
1) Antlers
2) Wings
3) Scales
4) Hooves
5) Odorous
6) Fangs
7) Tail
8) Eyeless
9) Horns
10) Speech
Origin
1) a curse
2) a lie
3) an incantation
4) from the dark woods
5) from nightmares
6) from a well
7) from a cave
8) from a tower
9) from Nature
10) from humans
Acts
1) Aggressive
2) Jealous
3) Bold
4) Mysterious
5) Hostile
6) Wounded
7) Reclusive
8) Cunning
9) Vengeful
10) Stealthy
Seeks
1) Blood
2) Revenge
3) Flesh
4) Artifact
5) Mate
6) Uncertain
7) Home
8) Safety
9) Escape
10) Power