Introductory Rules
These introductory rules show you some basics about the Magenta Project rules and then dive
straight into the tale. As you play through the tale, new rules and concepts will be introduced as
needed. This is a game of wordplay, swordplay and sorcery. It is also a game of destiny, and each of
your characters has an opportunity in the tale to fulfill some part of their destinies.
Playing together
While the Game Master controls the antagonists that the other players face off against, the
objective is not for players or game master to win the game. The goal is to tell an engaging story
together and have fun in the realm of imagination.
Have fun!
Thank you for downloading these free introductory rules! The next step is to buy the full Of
Fate and Fealty rulebook, filled with character options, the complete rules, monster lists, the complete
magic system and spell lists, and the crafting, warfare and enchanting rules. You can find the product
on Drivethrurpg.com, searching for Magenta Project or Of Fate and Fealty. You can also follow the
links from magenta-project.tumblr.com to download the world of Fate and Fealty today!
Confused?
If you have trouble following the instructions in this PDF or in the Of Fate and Fealty rulebook,
you can tweet your questions to @magenta-project or email magentaprojectgames@gmail.com
When the full product launches, you'll be able to check out Youtube tutorials on the MagProGames
channel and directly from the Tutorial page on the blog at magenta-project.tumblr.com
Don't worry if the pool construction seems confusing, as you play through the introductory tale, each
die pool that the game calls for and how to construct it will be explained.
Let's suppose there is a pool of four dice, two of them are Heroic dice and two are red Might
dice, the character is attempting to best his foe with his sword.
In our swordplay example, a Second Chance roll would allow the player to reroll the 1 and the 6 in an
attempt to add more 5s to his pool and build an even stronger success rank.
In Of Fate and Fealty, there are three sources of Second Chance Rolls: Edicts, Oaths and Dwarfcraft.
In any one pool, a character can only take advantage of a Second Chance roll granted by one of each of
these sources.
Doom Wilds
In Of Fate and Fealty, there is a special kind of Wild called a Doom Wild. This Wild represents
the powers of destiny. At the end of a die pool, after the dice have been rolled, skill masteries
accounted for and Second Chances spent, a character can add a Doom Wild if he has any. Doom Wilds
are limited resources: once you use a Doom Wild, you lose it. Doom Wilds are also powerful resources
that can amplify magic or other effects to make them more epic.
Order of Operations
Construct the pool of dice from Attribute dice + Heroic dice + Equipment Flats or dice + Wilds +
Quality Bonus dice to a maximum of six dice or values OR by conducting Persona Conflict calculation
+ Quality Bonus + Heroic dice + Gesture dice; any pool of dice can have no more than six dice or
values and must contain at least one die
Account for all Black Dice, which do not count against the six die limit
Apply reroll of all unfavorable dice if an Second Chance applies, using only one Second Chance
reroll at a time, though one of each of Second Chance sources can be invoked in a single pool.
Qualities
Each character has a list of qualities, a number of adjectives that describe things about the
character. Qualities are useful resources. When a character goes to roll the dice, they can expend or
put an X next to a quality in order to get an extra Heroic Die for the die pool they are building. This
must be done before the die pool is rolled, in the first part of the Order of Operations.
Qualities must be carefully managed however, if a character has no more unexpended qualities
they are considered to be Exhausted and suffer a Black Die to all rolls.
Qualities are also used to account for the entire die pool in what is called the Persona Conflict
System.
In Persona Conflict, the wills of competing characters are quantified into dice that form the
basis of a pool. Persona Conflicts govern matters of magical force, demonic possession, and wordplay.
When Persona Conflict breaks out, the Game Master declares the goal of the conflict. The goal
is a statement such as drive out the evil spirit or seduce the guard. Persona Conflicts are just that:
conflicts of personality that take place in the province of word and spirit. A Persona Conflict never
governs a roll that could result in the injury of a character unless magic or spirit powers are involved.
After the goal is declared, the characters Qualities are assessed. For each quality that seems like
an asset to pursuing the goal in the eyes of the Game Master, the character gets a Heroic die added to
their pool. For each Quality that seems like a drawback, they lose a Heroic die.
The Qualities of our Priest are Resilient, Faithful, and Bitter. The qualities of our demon are Evil,
Cruel and Wrathful.
The Priest is awarded a total of one die, two for his Resilient and Faithful, but -1 for his Bitter.
The Demon comes to the table with three dice before any other bonuses or penalties are assessed. Even
though the Priest expended his Resilient quality earlier in the day, it is still counted towards his Persona
Conflict base pool because qualities are assessed even if they are expended.
The Priest has another asset available to him in the form of a Gesture. A Gesture is a maneuver
that a character can add to a Persona Conflict to increase their die pool. When a character uses a
Gesture, they may add one die of one color to the Persona Conflict pool, but the Game Master must
rule that the Gesture is appropriate. The Priest adds one of his yellow Faith dice as a Gesture, and the
Game Master approves since the goal is exorcism. To help even the odds more, the Priest expends his
Faithful quality to add a bonus die to his pool. Altogether, the Priest has now constructed a pool with
three dice in it to contend with the demon.
Bonus Qualities
Some characters have bonus qualities, qualities that were granted to them by some means of
magic or other effect. In the pregenerated characters, you can examine this with goblin wizards Wise
and the dwarf knights Courage. Bonus qualities often have special rules or effects associated with
them.
Exorcism
Exorcism is a special kind of Persona Conflict that Reginald the priest can perform. When exorcising
demons, Reginald starts a Persona Conflict with the demon and begins trading exchanges with it. He
can use his Faith to Gesture in this conflict, as can the Demon.
Demons are Spirit Class antagonists, and they gain a bonus Heroic Die to Persona Conflicts to gain or
maintain control of the soul of a victim.
When either Reginald or the demon he is exorcising loses an exchange, one of their qualities or dice is
expended. When one of them runs out of qualities or dice and is Exhausted and Weary, they lose the
conflict. If Reginald wins, the demon is cast out, and if the demon wins it can remain. Other
characters can use their unarmed attacks or spellsparks to deplete the qualities of the possessed person,
but no amount of beating is enough to drive out a demon if it is not accompanied by the appropriate
rituals and prayers. If other characters attempt to cast out a demon, the spirit can use the dice and
qualities of the person it is possessing to defend itself: only Reginald can cut through this defense with
his Exorcist talent.
Similarly, Exorcism is a specific power that targets the possessed and devils. Reginald cannot wander
around engaging enemies in Exorcism conflicts and shout their qualities and dice away.
Two Allies and One Enemy: If the enemy is incoming, the allies choose which of them is shoved
Apart. If one of the allies is incoming, the incoming ally may choose to shove either the ally or
the enemy Apart.
Wounds
Characters in Magenta Project have a Wounds score. The score is not a resource that is
depleted, but a threshold that is exceeded. When a character is dealt a Wound in combat, they tally
their number of wounds. If the number of wounds they have gained is greater than their Wounds score,
they are Defeated. In Of Fate and Fealty, the Defeated state is called Felled.
Rest
Characters can rest wherever they can take several hours to recover, on the open road or in the
halls of the king. When a character rests, they regain all expended dice and qualities and they recover
one Wound. If the character was felled, two days of bed rest are needed to recover each wound until
they are fully healed. Reginald the priest can accelerate this process with his Remedy Herbs.
Fell Wounds
In Of Fate and Fealty, it is possible to receive a Fell Wound. These wounds are more difficult to
get rid of than common wounds. They represent black magic, poison and the like.
Defense Dice
Any time a character or antagonist is targeted with an attack, they can expend a Faith die to put
their belief in the divine. If they do so, the attack against them does not harm them and misses
automatically. They can do this after the opponent rolls their attack pool, but if they use their own pool
to attempt to defend themselves they forfeit this option.
Each character also has a secondary Defense Die determined by archetype that they can spend
like Faith to protect from attack. The exception is Lilica the Scoundrel, who defends herself with her
Yarn ability.
Defense dice are something that set the mighty apart from everyone else in the world of Fate
and Fealty. Commoners, brigands, hill goblins, and other minor antagonists and characters do not have
the benefit of defense dice and always take a wound when at attack is landed against them.
Gorba the Goblin Witch is a Wizard archetype character. She is a goblin with the ability to
wield the powers of fire and heat that have been granted to her by the spirits in the Fire Caves. She is
also skilled in Divination, the art of discovering secrets.
Reginald the Poet is a Priest archetype character who is particularly skilled at defeating
possessive spirits and demons. He is also a servant of the poetry goddess, and is an advocate for
romance.
Lady Selise of the Blue Tower is an elfin Noble, fair, honorable and immortal. While she is
skilled with a sword, her real talents lie in assisting others with her tokens of favor.
Sir Drallin Ironbeard is a dwarf and Knight archetype character, sworn to his lord Ironbeard
and a fearsome and fearless combatant with sword and bow.
Wounds 6
Oath Limit 0
Ether Limit 2
Arcane Chord 2
Prestige 0
Doom Wilds 0
Defense Die Wits
Gorba is a wizard, she has learned how to use the following magic spells. Gorba practices Igneous
Shamanism, the art of friendship with fire spirits. When Gorba casts her Wisdom of the World spell,
roll a die and check the result. If the die shows an even number, the spirits are strong and Gorba will
be able to use her spell with greater efficacy. The spirits are always considered to be strong in the Fire
Caves.
Gorba has the power of Arcane Conversion, she an spend several minutes out of combat meditating on
the mysteries of magic. If she does so, she can regenerate one Wits die for each mark she takes against
her Ether Limit; if she breaks the Ether Limit she becomes Besotted, believing that she knows all the
secrets of magic. Being Besotted makes Gorba unable to address magical problems realistically and
she suffers a penalty to rolls to work with magic while so impeded.
Lesser Divination
Channel Magic Divination
The diviner touches an object and expends a quality, making a Wits roll. If the roll succeeds, the
diviner is able to see the moments involving the last person to touch or hold the item touched, including
a clear look at the face of the person who touched it on a success of rank 3 or greater. In the case of
violence, the wielder is revealed rather than the victim. The person so scried feels a chill go down their
spine, and is aware that sorcery is being used on their magical signature, though they cannot divine in
precisely what way without a Magic Lore roll of Rank 2 or better.
Gorba is a Veil Keeper. By spending a Wits die, she can pull back the Veil and create a passage to the
Veiled Realm, the world of fairies. If she travels to the Veiled Fire Caves, she can return to the Waking
World.
Talent Lists: yellow Languages: common Doom: Release the heart from bondage
Wounds 7
Oath Limit 0
Ether Limit 2
Arcane Chord 3
Prestige 0
Doom Wilds 0
Defense Die Charm
Reginald has the power of Prayer. Reginald can roll only his Faith and Charm dice and cannot invoke
any skill masteries, second chance rolls or heroic dice to make this roll. If Reginald rolls a rank 2
success or better, his prayer is answered. Reginald can cause minor things to happen in this way, but if
he rolls a rank 4 or 5 success, he is answered with a miracle. The minor marvels of prayer can remove
a wound from an ally, grant a heroic die to a roll or cause people to change their emotional states. The
power to change emotions is granted by the Poet Goddess, Iuree, who Reginald serves. If Reginald
prays for something other than changing emotions and he is asking for something that is not Gallant,
Devoted AND Amorous, his prayer will not be answered.
Reginald's Remedy Herbs can accelerate normal healing. If he rolls a Remedy Herbs success, one of
his units of Remedy Herbs is consumed. Reginald's patient recovers two wounds each day that they
sped resting. If the patient is Felled, they remove one wound for every other day of rest. Characters
recovering normally remove one wound for each day of rest, Felled characters normally remove one
wound foe every third day of rest.
Reginald can also use his Remedy Herbs to change Fell Wounds into normal Wounds, this also
consumes a unit of Remedy Herbs.
Reginald is a trained Exorcist. When people attempt to cast demons or ghosts out of possessed people,
the spirit can protect itself using all of the qualities and dice of the victim to resist the ritual. An
Exorcist like Reginald has the power to deny the spirit the ability to use the dice of its victim to defend
itself, and is able to engage the fiend directly in the spiritual arena.
Wounds 7
Oath Limit 3
Ether Limit 3
Arcane Chord 1
Prestige 0
Doom Wilds 0
Defense Die charm
When Selise swears an Oath, her words bind her fate. While she pursues the Oath, Selise gets a Second
Chance roll from an Oath. If Selise fails to do what she promises however, she suffers a Black Die to
all rolls to interact with others until she atones for her ill repute.
Selise can impose her will with an Edict, such as saying None shall pass this bridge while I defend it.
In this example, Selise and those who assist her get a Second Chance roll from an Edict, which she can
stack with an Oath if she chooses. Opponents who oppose her suffer a Black Die while they attempt to
defy her Edict.
Selise can only swear three Oaths or Edicts at once, only when she fails or completes her Oaths can she
swear a new one with the benefit of her Second Chance rolls. If Selise declares an Edict and spends a
Doom Wild as she swears it, the Edict becomes permanent and no longer counts against her Oath
Limit.
Selise has the Bearing skill. This skill can be used when addressing non-nobility. The skill is used any
time Selise attempts to unite the people behind her cause.
Selise is an Elf and benefits from Elfcraft, gaining a bonus skill mastery each time she spends a quality
in addition to the bonus Heroic Die. As an immortal people, elves spend time learning many skills and
grow in power instead of waning as time passes.
This power is limited however, if Selise spends more than one quality in the same die pool, she still
only gets one bonus skill mastery reroll. If Selise succeeds in her roll however, the bonus Heroic Die
from expending her quality or qualities remains until the end of the scene or battle. She can only gain
one persistent Heroic Die in this fashion.
Wounds 8
Oath Limit 0
Ether Limit 1
Arcane Chord 2
Prestige 0
Doom Wilds 0
Defense Die wits
Adrian has a Forest Lore skill mastery that can apply to all his rolls to know things about happenings
and phenomena in the woods. He has a tracking skill that he can use to follow people and a hunting
skill that he can use to get food in the wild.
Wounds 9
Oath Limit 0
Ether Limit 3
Arcane Chord 1
Prestige -
Doom Wilds 0
Defense Die black
Lilica has the power of the Scoundrel's Yarn. She can use an action to spend Wits or Charm dice or
qualities or to take a mark against her Ether Limit, as many as three at a time of any combination. If
she does so, she spins a string of convincing lies to her subject. The subject gains a bonus die or dice
of any color Lilica chooses: Might, Wits, Charm or Faith. The bonus die or dice remain until Lilica
Disillusions the subject by taking another action or rests. A subject can only gain up to three bonus
dice from Yarns, and they may expend these dice and roll them normally while they persist.
Lilica can spend an action to Disillusion a subject who is under the effects of her Yarn. Any bonus
Yarn dice they currently have instantly convert into Black Dice that apply to all their rolls. The Black
Dice also remain until Lilica rests.
If an enemy caught in her Yarn attacks Lilica, she can cause them to automatically fail in their effort to
harm her by removing one of the Black Dice or bonus dice she inflicted on them with her cruel lies.
As a Scoundrel, Lilica is also excellent at hiding and moving stealthily and never suffers a black die to
do so.
She also has the power of Scoundrel's Magnetism. When at a settlement, she can enter a Persona
Conflict with the goal of discover local gossip and learn the names of important people and what
they're known for, find out local rumors, and find someone interesting to share a drink with.
Lilica has the skill of Honeycraft. If she has access to honey and flour as well as an oven and other
baking tools, she can manufacture a loaf of Honeycraft bread like the one she carries that has two
servings. A serving of Honeycraft Bread restores one die that the eater has lost.
If Lilica has access to the materials to make Mead, she can use her Honeycraft to make Honeycraft
Mead. This drink restores one Quality that the imbiber has expended.
A person can only benefit from Honeycraft items a number of times equal to their Ether Limit. If they
eat or drink any more Honeycraft items, they become Besotted. Each time a character rests, their Ether
Limit resets and they can eat more Honeycraft. To make Honeycraft items, Lilica must roll her 3 Wits
and 1 Heroic die, and may use the reroll from her Honeycraft skill mastery. If she rolls a success, she
succeeds in making the Honeycraft good.
Besotted characters gain a Besotted bonus quality that always counts for a penalty in Persona Conflicts.
The quality cannot be expended for bonus dice and the character takes a black die until the quality is
removed by magic.
Scoundrels are not A-list combatants, but they can take advantage of those whose spirits they've
broken. When a scoundrel is attacked by an enemy that bears a Black Die because they are
Disillusioned, the Scoundrel may remove one of the bonus black dice from their victim. If they do so,
they are protected as though they had used a Faith die to defend themselves. Scoundrels do not have a
secondary defense die.
Wounds 8
Oath Limit 1
Ether Limit 3
Arcane Chord 1
Prestige 0
Doom Wilds 0
Defense Die might
Drallin has a skill mastery in Shining Glory. This is a combat style skill mastery that applies to any
combat roll that he makes while he wears heavy armor.
Like a Noble, a Knight gets the benefit of Noblesse Oblige and can count on the hospitality of others.
When a Knight takes favors from the commoners however, instead of being asked to solve border
disputes or court cases, a Knight is almost always asked to perform some deed of heroism that
demonstrates strength at arms. Killing the local ogre or saving a damsel are common requests.
His Heavy Armor also protects him from weapons that are not Military Grade. Weapons that are
Military Grade are marked as such, the normal weapons such as Drallin's own sword are not powerful
enough to harm him. Instead of taking a Wound from such weapons, Drallin loses a die or quality of
his choice. Drallin's Heavy Armor imposes a black die to his efforts to run, climb or do other things of
an athletic nature, other than attack enemies.
Drallin can swear an Oath to get a Second Chance roll to complete some task he undertakes, his Quest.
Drallin cannot however swear such Oaths on the fly like Selise can. He must venture to the Iron Halls
and swear to do the will of Lord Ironbeard in order to invoke this power.
At the beginning of the tale, Drallin has sworn to uphold the honor of the Ironbeard Clan to his lord
and gets his Oath Second Chance roll when his deeds protect the honor of the dwarves of the Iron Hall.
Sir Drallin rides a horse. The horse does not allow him any extra actions or movement when he's in
combat, but if he attempts to use the horse to chase down an opponent, he can do so easily from
horseback. If Drallin should take a Wound while he is mounted, he falls off his horse and must spend
an action to stand up again.
Drallin is a Dwarf and possesses the Dwarfcraft power. Dwarfcraft allows the dwarf to create items
using craft skills that bear the power of his dwarven soul in them. Drallin unfortunately does not know
any Craft skills, so his inborn talent for enchanting is wasted. This is a dwarf who will make his name
with deeds of valor instead of by making things by craft.
This portion of the PDF is written with the Game Master in mind, if you mean to play in
the Grand Tourney as a protagonist character, do not read any further.
World Map
Places of Interest
Persons of Interest
Act One: The Fire Cave Defiler
Map of the Fire Caves
Act Two: The Tournament of the King
Lilica the Scoundrel is a Sprite from the Veiled Realm, having emerged with her troupe
in the West Woods. A burglar by trade, she has been drawn to Kington by the promise of
easy marks to rob and a chance to make her name as a royal thief.
Adrian the Marchwarden possesses the ability to speak to birds and gain their help.
Many such animals are as good as spies for him. He is also a skilled woodsman and
possesses many skill masteries that make him formidable in the West Woods, his home.
Lady Selise is an elfin Noble from the Blue Tower. She has come to Kington to meet
people and make contacts and expand her influence and renown.
Reginald the Poet has come to Kington as part of a pilgrimage. He serves the poet
goddess Iuree. The well and rash of humanity in Kington is a great opportunity for
Reginald to practice his faith.
Gorba the Witch is a goblin hermit who is sworn to protect the Fire Caves and the fire
spirits that live there. She has come to Kington to bargain for supplies that she needs for
her magical research.
Take some time to allow all of your players to familiarize themselves with their
characters, then read the following passage:
King Alain Challant is a regal and seasoned man in his middling years. No longer the brash young
warrior who drove out the troll armies that once held this land, he is now a wise and respected king.
You are surrounded by the splendor of his court room: the walls are of a fine stone and the stained
glass windows bathe you in orange hues.
All around you are Alains' courtiers, men in fine robes and damsels waiting on noble ladies. The king
speaks to you with grave concern:
One week hence, my vassals come to participate in the Grand Tourney. However, the roads to the
south through which they must pass have been bedeviled by a brigand called the Hollows Fox. I
cannot recall my hosts from the mountains where they currently engage a goblin army, and so I
Cannot ensure the safety of my roads. Take up arms for me, drive this Hollows Fox from my domain,
and I will grant you the right to compete for honor and riches in the Grand Tourney.
There are several options that the players may pursue, and the ones I have anticipated
are not the only ones that may be. Here are some things they may try and how you
should manage them:
The Elfin Noble, Selise, has the ability to swear an Oath to allow her to be more
successful at the things she swears to do. Alain's throne room is a classic place for her to
swear to drive out the brigand.
The Marchwarden may try to speak to birds nearby, if he does, they can tell him that
there are indeed bandits on the road who travel from the mountains in the south to
waylay travelers.
The Scoundrel has a power called Magnetism that lets her roll a Persona Conflict to find
out useful pieces of information. If she succeeds at this, she can pick up rumors about
the bandits who attack travelers on the open road.
Sir Drallin, the Dwarf Knight, has sworn to protect the honor of the house of Ironbeard.
As a Knight, he can only swear to fulfill one quest at a time, but since the Ironbeards use
the south road as well, Drallin can take up arms against the Hollows Fox to attempt to
fulfill his Quest.
The Goblin Wizard, Gorba, is a Shamanist who is sworn to protect the Fire Caves, a
magical cavern where powerful fire spirits who give her her magic live. Because of her
special connection to these caves, Gorba has a sense of foreboding about the news that
bandits are bedeviling the south road. Gorba can make a Wits roll to follow up on this
feeling. If she rolls a success, she senses that the bandits are holed up in the Fire Caves
and she and anyone who joins her can skip the bandit fight on the road and go straight to
Act One, Scene Three.
the king happily gives anyone who asks for it a Basic Sword, an At Hand weapon
that uses Might and Sword skill mastery to attack.
The king will offer a bounty of 20 gold sovereigns to the party if they capture or
kill the Hollows Fox in addition to the opportunity to compete in the Grand
Tourney.
The Grand Tourney is a famous contest of knightly combat and valor. Prizes of
gold, fine weapons and armor, horses, land and all other kinds of riches are to be
had by those who conquer their opponents in this event.
King Alain promises to recognize the heroes who do this deed as people welcome
in his court, they will always have food and a warm bed waiting for them here.
The protagonists can try a lot of different things to catch the bandits. Part of the fun of
role playing games is creative problem solving, so let them go wild. Maybe they
disguise themselves as simple merchants and go wandering down the road, perhaps the
Marchwarden uses his Wits and Tracking skills to hunt them down, or maybe they come
across a clue on the road that the witch Gorba uses her Divination to glean vital insight
from. However the characters find the bandits, read the following out loud to the
players.
Creeping up stealthily, you come upon a camp of bandits unawares. In a little forest clearing not far
off the road, you see four human men sitting around a camp fire. They bear bows and arrows and
swords, though their weapons seem to be of poor quality. The bandits have not yet noticed you, and
you have the element of surprise.
Remind his player that the Marchwarden has a special benefit to attacking enemies
unawares.
Here is the statistic block for a bandit. These are bandits who work for the Hollows Fox.
Gorba can also use her Divination magic on the letter. If she does, read the following to
her player:
The impression of the letter is dark and evil. You get a vision of a man with the fires of reckless hate
burning in his eyes. You are certain that this is the Hollows Fox.
If Reginald is present and Gorba shares this vision with him, he can make a Wits roll in
which his Religious Lore skill mastery applies. If he rolls a success, Reginald is able to
reveal to the others that the Hollows Fox is possessed by a devil.
Experience
For defeating the bandits, also award each member of the party 20 experience. Under
normal circumstances, a character who gains 500 experience advances in level and gains
new powers, skills, and becomes more difficult to kill, but in these introductory rules,
the protagonists will remain at level one. Level one characters in Of Fate and Fealty are
not incompetents however, they are formidable even at the beginning of the game.
The Barrier
Beyond, there is a barrier of hellish soul magic that blocks the corridor deeper into the
Fire Caves. The barrier was placed there using hell magic, but it can be undone. Gorba
can use her Wits and Magic Lore to assess that the barrier is susceptible to her
Spellspark charm.
In order to break the barrier with a Spellspark, Gorba must roll a success on a Persona
Conflict with the goal of dispel magic. In this Persona Conflict, Gorba can Gesture
with her Wits.
Reginald can also defeat this barrier of hellish power. For him, the ghosts that compose
the barrier are susceptible to Exorcism using a Persona Conflict with the goal free
trapped souls. For this conflict, Reginald may Gesture with his Faith. He needs to roll
a success of any kind to do this.
If neither of these characters is available, the others may proceed through the perilous
barrier. The barrier inflicts a Fell Wound on those who pass through it in this way.
When they take on the Fell Wound, the victims of the barrier may instead choose to take
on a Black Die until they rest. Because of the heat, none of the characters can rest inside
the Fire Caves.
Remember that a Fell Wound can only be removed by magic: Reginald can pray it away
with a rank 2 or greater success or can minister the wound with his Remedy Herbs,
otherwise the characters must seek out magical healing elsewhere.
Back in Kington, Alain has talented priests dedicated to the Great King god who can
remove any Fell Wounds the heroes return to the castle with.
Competition
In each competition, the NPC knights and the protagonists will compete in a contest of
Might. There are three kinds of contests, and for each contest, horses, lances, bows or
swords are provided by the king. Weapons are all of the Military type and grant one
bonus Heroic Die to rolls in these contests, all of which call on Might.
When a pair are matched up to compete, flip a coin or roll a die looking for evens or
odds, allowing a player to call it if a player is participating. The winner of the coin flip
chooses which of the three kinds of competitions they will perform.
Swordsmanship
In a contest of swordsmanship, the competitors match their Might rolls, Swords skill
mastery and any bonuses in single combat. The first competitor to score a Wound
against his opponent is the winner of the contest. The loser is eliminated from the Grand
Tourney.
Archery
In a contest of Archery, the competitors match their Might rolls, Bow skill masteries and
any bonuses in a contest of skill with the bow. The competitor who chose the Archery
contest goes first, rolling his bow attack against a target that is Far Afield.
The second competitor then makes his bow attack. Each competitor may fire three
arrows in the contest. The competitor who fires the arrow with the greatest success rank
wins the contest. The loser is eliminated from the Grand Tourney.
Joust
Riding horses and bearing military Lances, the characters match their Might,
horsemanship and Lance skill masteries, and any other bonuses in an attempt to unhorse
the other opponent.
The pair make passes at one another attempting to score a hit against their opponent.
The tips of the lances have been blunted for safety.
If the winner of the tilt beats his opponents pool by two or more success ranks, the
opponent is unhorsed and he wins the contest. The loser is eliminated from the Grand
Tourney.
Each Knight is considered to have three qualities it can spend to amplify rolls, and no
matter how many wounds they sustain, none of the knights are killed at the Grand
Tourney.
Rewards
At the end of the Grand Tourney, the final winner is given a Sword of Worth, made by a
famous craftsman. This blade grants two bonus dice to all combat rolls made with it. It
is a higher grade than a Military weapon, and can harm those wearing Heavy Armor.
If the final winner has no patron, they also gain a point of Prestige. Prestige is a
resource that measures how rich, powerful, and important a character is. It can be used
to become lord of a land, build a castle, raise an army or for other purposes.
If the final winner has a patron, the patron gets the Prestige reward instead.
Wrapping Up
At the end of the Tourney, you and the players can make decisions about the events
surrounding the personalities in the Tourney. Did the Red Knight win the affections of
Selise? Was the Silver Knight defeated, and if so, did he grant a wish to the warrior who
bested him? What of the villainous Black Knight? Will he raise his dreadful army?
The answers to these questions and any others that arose are great places to begin
creating your own tales and adventures in the world of Fate and Fealty. If you're ready
to continue your adventure, you can download the full rulebook including everything
that you need to create your own tales and heroes at Drivethrurpg.com.