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.

  1. Cathedral

  2. Babbling brook

  3. Comfy inn

  4. Solitary cave

  5. Copse of healthy trees

  6. 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.

  1. Cathedral

  2. Deep forest

  3. Large body of water

  4. Solitary cave

  5. Palace

  6. 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.

  1. Lighter Wound:

    1. Head

    2. Stomach

    3. Arm

    4. Leg

    5. Hands

    6. Eye

  2. Shocked: Gain 1 Fear Token

  3. Broken Bone

    1. Arm 

    2. Leg

    3. Head

    4. Rib 

  4. 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)

  1. Rope (2)

  2. Small cart (5)

  3. Lockpicks (Ud) (1)

  4. Grappling hook (3)

  5. Brewing kit (Ud) (4)

  6. Shovel (1)

  7. Sleeping bag (1)

  8. Pack of candles (Ud) (1)

  9. Lantern & oil (Ud) (2)

  10. Spyglass (4)

  11. Horse (10)

  12. Writing kit (Ud) (2)

  13. Set of silver spikes (Ud) (4)

  14. Iron spikes (Ud) (1)

  15. Animal trap (Ud)  (2)

  16. Fine saddle (5)

  17. Venison jerky (Ud) (1)

  18. Needle & thread (1)

  19. Silver chain 12’ (6)

  20. Rags (Ud) (1)

Weapon - d10 (harm/cost)

  1. Dagger (d4/ 2)

  2. Flintlock pistol (d6 / 6)

  3. Whip  (d6 / 3)

  4. Pole arm (d6 / 4)

  5. Musket (d8/ 8)

  6. Sabre (d6 / 4)

  7. Hatchet (d4/ 3)

  8. Rifle (d10/ 12)

  9. Rapier (d6/ 5)

  10. Smith’s hammer (d6 / 3)

Protection - d8 

(AV / cost)

  1. Unfashionable helmet (1 / 4)

  2. buff coat (1 / 2)

  3. Thin cloak (1 / 1)

  4. Leather long coat (1 / 5)

  5. Tricorn hat (1 / 1)

  6. Cassock (2/5)

  7. Cuirass  (2 / 7)

  8. Sturdy boots (1 / 2)

Random Item - d4

  1. Nothing

  2. Random Pamphlet *

  3. Random Elixir **

  4. 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

  1. Ashen

  2. Pillage

  3. Decay

  4. Ruin

  5. Deplete

  6. 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.

  1. Haunted

  2. Sacred

  3. Ancient

  4. Enchanted

  5. Desolate

  6. Corrupted

  7. Decomposed

  8. Infested

  9. Guarded

  10. Sacrificial

Nature

  1. Ruin

  2. Barrow

  3. Woods

  4. Catacomb

  5. Lair

  6. Grave

  7. Mine

  8. Quarry

  9. Field

  10. Estate

Room Types

  1. Passage / Corridor

  2. Ritual /Shrine

  3. Crypt / Grave

  4. Workshop / Forge

  5. Library / Gallery

  6. Rich Chamber / Poor Chamber

  7. Laboratory / Washroom

  8. Storeroom / Pantry

  9. Pit / Tunnel

  10. Level Change / Transition

  11. Hall / Cavern

  12. Pool / Well

Detail

  1. Damp / Mildew / Remote

  2. Dusty / Mementos / Blocked

  3. Caliginous / Markings / Charming

  4. Overgrown / Crumbling / Odorous

  5. Bones / Remains / Broken

  6. Tortured / Past / Dark

  7. Stone / Pillars / Carved

  8. Ashen / Stained / Abandoned

  9. Acrid / Shattered / Hidden

  10. Tapestry / Power / Beautiful

  11. Rotten / Furniture / Shady

  12. Rustic / Uncanny / Majestic

  13. Animal / Glaring / Polluted

  14. Tools / Shrieking / Barren

  15. Trapped / Tracks / Bloody

  16. Shrouded / Symbol / Complex

  17. Wooden / Statue / Figure

  18. Scorched / Valuables / Open

  19. Cosmic / Threshold / Stain

  20. 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

  1. Séance

  2. Knock

  3. Research

  4. Fraud

  5. Clergyman

  6. Hallucination

  7. Drummer

  8. Silver

  9. Spiritism

  10. Haunting

  11. Hypothesis

  12. Mediumship

  13. Scientist

  14. Investigator

  15. Caretaker

  16. Crystal

  17. Veil

  18. Trance

  19. Dissociation

  20. Spiritist

  21. Intervention

  22. Marvel

  23. Commissioner

  24. Disturbance

  25. Environment

  26. Manifestation

  27. Analysis

  28. Deception

  29. Feat

  30. Spectre

  31. Coincidence

  32. Apparatus

  33. Confessor

  34. Text

  35. Identity

  36. Relick

  37. Convulsion

  38. Colleague

  39. Detective

  40. Suicide

  41. Rectory

  42. Plague

  43. Riddle

  44. Clairvoyance

  45. Sequel

  46. Corruption

  47. Visitation

  48. Arrest

  49. Accusation

  50. Mystification

  51. Essence

  52. Witchcraft

  53. Quest

  54. Agency

  55. Interpretation

  56. Groan

  57. Monastery

  58. Parson

  59. Love

  60. Demon

  61. Lodging

  62. Coffin

  63. Cure

  64. Phenomena

  65. Achievement

  66. Phase

  67. Horseman

  68. Wizard

  69. Rogue

  70. Hypnotism

  71. Fidelity

  72. Mysteria

  73. Panic

  74. Tumult

  75. Corpse

  76. Bedside

  77. Executioner

  78. Pistol

  79. Stimulus

  80. Madame

  81. Contribution

  82. Remembrance

  83. Biographer

  84. Equation

  85. Antechamber

  86. Transference

  87. Honesty

  88. Exhibition

  89. Biography

  90. University

  91. Baron

  92. Glass

  93. Spasm

  94. Grandmother

  95. Battle

  96. Conjurer

  97. Stranger

  98. Gazer

  99. Researcher

  100. Nobility

Adjectives

  1. Supernatural

  2. Psychical

  3. Mute

  4. Unseen

  5. Telepathic

  6. Subliminal

  7. Contemporary

  8. Superstitious

  9. Marvelous

  10. Telepathy

  11. Supernormal

  12. Skeptical

  13. Insane

  14. Abnormal

  15. Hypnotic

  16. Weird

  17. Detailed

  18. Astonishing

  19. Unstable

  20. Hysterical

  21. Surprising

  22. Favorable

  23. Fraudulent

  24. Enthusiastic

  25. Inexplicable

  26. Haughty

  27. Ardent

  28. Startling

  29. Medieval

  30. Unnecessary

  31. Forthcoming

  32. Wounded

  33. Sensational

  34. Alarmed

  35. Manifest

  36. Hallucinatory

  37. Painful

  38. Loyal

  39. Tragic

  40. Naturalistic

  41. Amateur

  42. Incredible

  43. Impressionable

  44. Undisturbed

  45. Selfish

  46. Systematic

  47. Beheld

  48. Authenticated

  49. Venerable

  50. Substantial

  51. Momentous

  52. Hearty

  53. Desirous

  54. Robust

  55. Nearby

  56. Far

  57. Astonished

  58. Merry

  59. Spontaneous

  60. Fanciful

  61. Elegant

  62. Multiple

  63. Deceased

  64. Amazing

  65. Negative

  66. Tangible

  67. Logical

  68. Unique

  69. Shadowy

  70. Extravagant

  71. Obscure

  72. Clairvoyant

  73. Unpleasant

  74. Confident

  75. Historic

  76. Malicious

  77. Imperative

  78. Ecclesiastic

  79. Secretive

  80. Foremost

  81. Zealous

  82. Suspicious

  83. Unscrupulous

  84. Unrelenting

  85. Fragile

  86. Partial

  87. Incredulous

  88. Melodramatic

  89. Uneasy

  90. Agonizing

  91. Instrumental

  92. Unwitting

  93. Observable

  94. Sensitive

  95. Emotional

  96. Dark

  97. Noisy

  98. Identical

  99. Unwelcome

  100. Ghostly

Verbs

  1. Demonstrate

  2. Torment

  3. Affirm

  4. Investigate

  5. Solve

  6. Bewitch

  7. Reward

  8. Plague

  9. Labor

  10. Testify

  11. Blossom

  12. Journey

  13. Peer

  14. Seek

  15. Locate

  16. Vouchsafe

  17. Credit

  18. Warrant

  19. Illumine

  20. Throng

  21. Terrify

  22. Ensue

  23. Detain

  24. Teleport

  25. Elapse

  26. Devour

  27. Confront

  28. Denounce

  29. Favor

  30. Emphasize

  31. Unfold

  32. Transcend

  33. Abduct

  34. Interpret

  35. Traverse

  36. Invoke

  37. Suffice

  38. Neighbor

  39. Poison

  40. Conspire

  41. Benefit

  42. Destroy

  43. Debate

  44. Endow

  45. Regain

  46. Enact

  47. Hypnotize

  48. Curse

  49. Burn

  50. Embark

  51. Trade

  52. Register

  53. Reveal

  54. Stifle

  55. Exorcise

  56. Afflict

  57. Dislike

  58. Apprehend

  59. Hover

  60. Lapse

  61. Besiege

  62. Provoke

  63. Prick

  64. Whirl

  65. Dispatch

  66. Hint

  67. Gallop

  68. Doom

  69. Strangle

  70. Loosen

  71. Participate

  72. Gather

  73. Admonish

  74. Drum

  75. Rain

  76. Repose

  77. Topple

  78. Embolden

  79. Vex

  80. Unbelieve

  81. Frighten

  82. Adore

  83. Mystify

  84. Scry

  85. Usher

  86. Devour

  87. Dedicate

  88. Stamp

  89. Extract

  90. Haunt

  91. Torture

  92. Infer

  93. Trail

  94. Grind

  95. Brush

  96. Banish

  97. Rustle

  98. Collapse

  99. Exaggerate

  100. 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. 

  1. Jewelry 

1) Ring

2) Talisman

3) Necklace

4) Earring

  1. Vessel

1) Powder box

2) Leather pouch

3) Glass bottle

4) Chalice

  1. Weapon

1) Dagger

2) Sabre

3) Pistol

4) Whip

  1. Coin & Stones

1) 2d6 coin

2) 2d6 x 2 coin

3) d4 emeralds & rubies

4) d4 diamonds

  1. 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.

  1. Pamphlet

Roll two Incantation words (See Incantation page)

  1. 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