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Of Fate and Fealty

Introductory Rules

The Grand Tourney


Cover Image: N.C. Wyeth [Public domain], via Wikimedia Commons

George Thompson (Order #12516707)


Welcome to the game of Fairies, Knights and Adventure!
Included in this PDF are the rules, pregenerated characters and a two-part tale to introduce
players to the Magenta Project rules and the Of Fate and Fealty game. There are enough characters for
up to six people to play as protagonists, though about 4 is ideal. One player must take on the role of the
Game Master.

What you will need to play:


Six-sided dice of several colors
Pencils
Paper
marker tokens to track distance
tokens to keep the place of characters and enemies

About the Game


Of Fate and Fealty is a game of romantic chivalry, magic, swashbuckling and nobility. In this
table role playing game, the Game Master takes on the role of key storyteller and controls the monsters,
magic, enemies and other elements of the world of fate and fealty. The other players take on the role of
protagonists in a story of destiny and adventure.

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

George Thompson (Order #12516707)


About the dice
It's strongly suggested that you have plenty of six-sided dice on hand, ideally of the six
prescribed colors that the game rules refer to. If you don't have dice of those colors, others will do, but
the rules pay attention to the color of the dice that you roll, so having at least four solidly distinct colors
of dice will serve you well.

Red dice are called Might they govern the


physical capabilities of a character.
Green Dice are called Wits and govern the mental
acuity of a character.
Blue Dice are called Charm and govern the social
skills and charisma of a character.
Yellow Dice are called Faith and they measure the
spiritual strength of a character.
White Dice are called Heroism or Heroic dice
and they measure the stature and particular talents
of a character
Black Dice are penalty dice and will be discussed
shortly.

Rolling the Dice


Whenever a character tries to do something where it's not granted that they automatically
succeed such as shooting a bow, swinging a sword, slipping past a guard or praying to the gods, you
roll the dice.
For each task that is attempted, you can usually roll any Heroism dice that you have. You can
also roll all of the dice of a color that is appropriate to the task at hand. Swinging a sword for example
calls on Might dice.
The sum of the dice is irrelevant. Instead, we are looking for matching die faces. A pair of dice
is a Rank One Success, the basic level of success. The more dice match, the higher the success rank.
When two parties are attempting to achieve a goal that conflicts, they roll their dice against one another
and the party with the highest success rank wins. If the parties are tied for dice matches, then the better
match on the faces of dice wins. A pair of threes beats a pair of twos.
If both pools of dice are tied, then the rest of the dice in the pool are assessed, looking for more
matches and finally looking for a die with a higher value, called the High die.
A pool can never have more than six dice or values before it is rolled.
Dice can be assessed in this way using the Rank of Pools:
Dice Value Order Rank of Pools
Matching dice, more is better and higher
values on the die faces are better Success Rank Dice Combination
In the case of a tie, secondary matches 1 Doubles
In the case of a tie with no secondary 2 3 of a kind
matches, another die with the highest value
3 4 of a kind
If there are no matches on either side,
4 5 of a kind
neither competitor makes progress
towards their goal. 5 6 of a kind

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There is such a thing as a Black Die. A black die is
a penalty die that can be added to pools.

When a Black Penalty Die is added to a pool, it


negates all of the dice whose faces it matches. So,
if a pool has two dice that show the number six in it
and a black die that also shows six, not just one but
both of the sixes in the pool are negated. Black
dice do not count against the pool limit of six dice
or values.
This picture shows how tied sets work: both die
Wilds and Flats pools have a pair. Notice that the pair in the pool
In the game, there are die values that you with blue dice in it is a pair of fives and the pool in
can slot into your pool as though they were dice, the top of the picture is a pair of sixes. In this case,
though you do not roll any dice. When you add a the winning pool is the pair at the top because the
flat value, one of the six slots in your pool is pair is of a higher value on the faces of the dice.
considered to show the value added. If you add a
Flat 2 and a Flat 3, the die pool has a 2 and a 3 in
its final roll result.
There is also a value called a Wild. A Wild
is a value that you add into a pool like a flat, but
instead of counting for a specific number, the value
of the Wild is equal to the value that helps you
complete the best die pool possible.

Let's suppose we have a pool made entirely


of Flats and Wilds (which is illegal, there must
always be at least one die, but for our discussion This picture shows how black dice work. The pool
let's assume that this rule is commuted). on the right hand side of the picture has a pair of
If we add two Flat 2s, the pool begins with afours in it. The pool on the left hand side has a pair
pair of twos. Now if we add the Wild to that, the of sixes in it. As in the blue dice example, the pair
Wild counts for another two, since that would give of sixes beats the pair of fours. However, there is
us three twos. also a black die showing six in the pool on the left.
If we added a die to our pool (so that now it The black die negates all of the sixes in the pool on
is legal) we now have a pool with a Wild, two 2s, the left, so the only dice that count are the ones that
and a die. If the die falls as a 2, then the Wild also show two and four, which do not match. The
counts for a two so that we have four of a kind. If winning pool is the pair of fours on the right.
the die falls as a 3 however, the Wild counts for a
two because three 2s is better than two 3s in the
Rank of Pools.

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.

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Skill Mastery
A skill mastery represents special training and expertise that a character has. After a pool of
dice has been rolled, if the skill mastery applies to the roll, the player can reroll any die or combination
of dice in the pool a number of times equal to the skill mastery rating.

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.

Following the order of operations, the player and


his opponent add their Might and any applying The player however has a Skill Mastery in Sword
Heroic Dice to their pools and roll against one rated for 2, in his skill mastery list it is noted as
another. The player does not roll a success, but the Sword 2. The player chooses to reroll the 3 and the
opponent rolls a pair of fours. As the dice stand, 2 from his pool, since only by matching the 5 or the
the opponent would win this exchange and inflict a six can he beat the pair of fours. The 3 rerolls as a
Wound on the players character. one, which is no help, but the 2 rerolls as a 5 and
matches the Heroic die that was showing 5 in the
other image. Now, the player has a pair of fives
and beats his opponent in the exchange, dealing a
wound to his foe with his skillful swordplay.

Second Chance Rolls


In Magenta Project, there are some effects that grant what is called the Second Chance roll. A
Second Chance roll is like a skill mastery on steroids, it allows the player to reroll not just a particular
number, but all unfavorable dice in a pool.

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.

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The Order of Operations
When you are constructing a pool of dice to roll, you follow what is called the Order of
Operations. This is a set of steps that guide you through each die roll in the Magenta Project rules.

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

Roll dice pool

Apply skill mastery rerolls

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.

Add Doom Wilds

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.

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Let's suppose a priest is grappling with a devil in the realm of the spirit, with the goal of cast
the demon out of the girl.

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.

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Distance and Tactical Time
In Magenta Project, distance is measured as an abstraction. There are four distance categories.
When things are separated by distance categories, use tokens to show the separation. In the pictures,
the small red glass beads are the distance tokens between the goblin on a wolf and the ogre.

At Hand: the two things are close enough to reach


out and touch each other. In combat, no more than
two may share the same At Hand space. Enemies
standing Apart from the At Hand combatants can
participate with spears or other Reach weapons and
enemies that are Apart or farther away may attempt
to intervene with spell or bow. Only two parties
can share one At Hand space. If a third party enters
the space, one of the three is moved to Apart in
what is called Shoving.

Apart: The two things are not close enough to


touch, but close to one another, within
the same room or just a few feet away.

Away: The two things are far enough away that


magic or arrows must be used to attack, and one
must yell to be heard by the other, such as standing
at the heads of opposing hosts or standing on
opposite sides of a bridge.

Far Afield: The two parties can see each


other, but little more. Attacks with Weapons such as
a bow suffer a penalty of one Black Die to the roll.
Things Far Afield from one another cannot
communicate with words, but can hear each other if
they shout at the top of their lungs.
On the other side of a battlefield, or across a gorge.

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Shoving Rules
When a third party enters an At Hand space, Shoving takes place.

Three Allies: One ally is shoved to Apart.

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.

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Ready-made Characters
In this introductory PDF are a collection of pre-made characters for the players to control. The
Game Master will also find characters in the tale that he may control. Each of the characters has a
hand-crafted special role in the tale. When choosing which character to play, think carefully on how
you would like to solve problems: some characters are warriors, but others are best suited to talking
their ways out of trouble.

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.

Adrian Longlegged is a Marchwarden archetype character. He is a skillful hunter and


woodsman and a deadly archer. As a Marchwarden, he is also allied with the creatures of the forest.

Lilica Silversong is a Scoundrel archetype character. She is particularly skilled at wordplay


and stealth, and has the unique ability to tell lies so convincing that they alter reality. As a sprite, she
can also sing the songs of her people to change people's moods.

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.

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Of Fate and Fealty Character Record
Name: Species: Maze Goblin Archetype: Wizard
Gorba, Goblin Witch
Talent Lists: green Languages: common tongue, goblin. Doom: Servant of fire spirits
fairy

Attributes Qualities Bonus Qualities


Might 1 Greedy I - Wise
Wits 3 Cunning
Charm 2 Coy
Faith 2
Heroic 0

Wounds 6
Oath Limit 0
Ether Limit 2
Arcane Chord 2
Prestige 0
Doom Wilds 0
Defense Die Wits

Skill Masteries Talents, Powers and Spells Equipment and Coin


Magic Lore 3 Greater Veil Keeper: speaks Gorba begins play with a book
fairy language, Spend a Wits die of magic lore that grants her a
Lying 1 to open a Veil and visit the fairy Flat 1 to rolls to identify
world magic effects and spells.
Shamanism 1 Lesser Dream Keeper
Magic Goblin Tricks: Fast Hands: Gorba carries a little cudgel
expend a quality that is which she can wield as a
appropriate to complete a task weapon. Use Might dice for
without spending an action. this attack.
Wizard Charms:
Lighting: you can illuminate an Gorba carries with her a
object to shine like a torch for an magical cloak enchanted by
hour, if you spend a quality, the the spirits of the Fire Caves.
light flares for a moment and The cloak provides her with a
blinds anyone looking at it who bonus Wound in combat, if
is Apart or closer Gorba would take her third
Spellspark: you conjure a flash Wound and be Felled, the
of magic that depletes a quality cloak absorbs the damage
from an opponent closer than instead. This effect can
Far Afield. If you spend a happen only once each time
quality, the attack can Wound. Gorba gets into a fight.
Traditional Magic: magic spells

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Notes:

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.

Wisdom of the World, Summer Sovereign


Summon Magic Shamanism
The character gains a quality and swears to protect the volcano or thermal vent. The character can
expend this quality in order to sheathe his weapon in elemental fire. The fire allows the weapon to
inflict an additional wound on a hit, and all wounds it deals are Fell Wounds. Gorba's bonus quality is
her I-Wise.
The Shaman can also spend a quality of any kind in order to raise local temperatures, making the local
temperature a vision of a sweltering summer day. Cold At Hand and Apart from the shaman is undone,
and those injured by Fell Wounds inflicted through cold effects may be healed normally in the summer
heat. If the spirits are strong, the shaman can dehydrate a single victim in range of his heat,
immediately rendering them Fatigued if they lose a Persona Conflict. The power can also bolster an
allied host, protecting them from frostbite or inclement weather. A Fatigued victim loses all of its red
Might dice immediately and can only regain them by taking a night to rest or receiving magic healing.

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.

George Thompson (Order #12516707)


Of Fate and Fealty Character Record
Name: Reginald the Poet Species: human Archetype: Priest

Talent Lists: yellow Languages: common Doom: Release the heart from bondage

Attributes Qualities Bonus Qualities


Might 2 Gallant
Wits 1 Devoted
Charm 2 Amorous
Faith 3
Heroic 1

Wounds 7
Oath Limit 0
Ether Limit 2
Arcane Chord 3
Prestige 0
Doom Wilds 0
Defense Die Charm

Skill Masteries Talents, Powers and Spells Equipment and Coin


Poetry 1 Prayer: Roll Faith and Charm to ask Reginald carries a holy
Sermons 1 intercession from Iuree; Iuree lets book that grants a Flat 1
Reginald alter other peoples emotions to rolls to exorcise
Remedy Herbs 1 with his prayers, even if his qualities demons
Religious Lore 2 would forbid it
Hail Iure: If Reginald is attacked or an Reginald has a sword
Sword 1 ally is making a roll where they suffer that he can wield to
under a Black Die, Reginald can throw wound enemies, he uses
off a quick prayer to commute the allies his two Might dice, his
black die or impose a black die on his one Heroic die and can
attacker. If he uses the power use his Sword skill
defensively, he starts his next turn with mastery.
one less action.
Exorcist: Can initiate an exorcism Reginald carries with
Persona Conflict to cast out devils him three units of
Templar: Holy warrior Remedy Herbs, which
he can use to heal
others. He rolls his 1
Wits die, his Heroic die,
and can use his Remedy
Herbs skill mastery to
heal in this way.

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Notes:

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.

George Thompson (Order #12516707)


Of Fate and Fealty Character Record
Name: Species: High Elf Archetype: Noble
Lady Selise of the Blue Tower
Talent Lists: blue, red Languages: Doom:
common tongue, elfin Become the fairest of them all

Attributes Qualities Bonus Qualities


Might 2 Poised
Wits 2 Beautiful
Charm 3 Graceful
Faith 1
Heroic 0

Wounds 7
Oath Limit 3
Ether Limit 3
Arcane Chord 1
Prestige 0
Doom Wilds 0
Defense Die charm

Skill Masteries Talents, Powers and Spells Equipment and Coin


Carousing 2 Elfcraft: When Selise expends a Selise carries an Elfin
Sword 2 Quality, she also gains a free skill Mask that is a symbol of
mastery reroll for the die pool. her house. While she
Bearing 1 Noblesse Oblige: Selise can depend on wears the mask, she is
the hospitality of others, but will be immune to Mindbending
asked to solve problems in return. magic and Sprite Songs
Noble's Oath: Selise can swear an Oath directed against her. She
or impose an Edict, if she is pursuing may benefit from friendly
her Oath in good faith or others fall Songs.
under the purview of her Edict, a
Second Chance roll is granted. Selise carries a sword that
Livery she can attack with, she
Fair Patron: Selise can grant a adds her 2 Might and the
champion her token. While the bonus Heroic Die from her
champion competes in combat in her Duelist talent. She gets
name, the champion gains a Second two Skill Mastery rerolls
Chance roll that is considered an Oath. on the pool.
Duelist: When Selise is in combat with
her sword, she gains a bonus Heroic Selise wears Elfin Finery,
Die. her jewels grant her a Flat
1 to rolls to interact with
other people of class.

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Notes:
As a Noble, Selise gains the benefit of Noblesse Oblige. When she asks favors, they are usually
granted by common folk. The commoners in turn will ask Selise to solve trade disputes, sort our court
cases, or perhaps even lead them to battle with enemies in return for this service.

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.

George Thompson (Order #12516707)


Of Fate and Fealty Character Record
Name: Species: human Archetype: Marchwarden
Adrian Longlegged
Talent Lists: Languages: Doom:
red, green common tongue, birds Fly on the wings of justice

Attributes Qualities Bonus Qualities


Might 3 Quiet
Wits 2 Sharp-eyed
Charm 1 Relentless
Faith 2
Heroic 1

Wounds 8
Oath Limit 0
Ether Limit 1
Arcane Chord 2
Prestige 0
Doom Wilds 0
Defense Die wits

Skill Masteries Talents, Powers and Spells Equipment and Coin


Bow 2 Marchwarden Bushcraft: Adrian Adrian carries a sword that
Hunting 1 always succeeds at rolls to survive in he can use to attack enemies
the woods with one less success rank At Hand, he rolls his 3
Tracking 2 than others need. Might and his 1 Heroic die
Forest Lore 1 Marchwarden's Ambush: When in combat.
Adrian attacks an enemy unawares,
the enemy suffers a Black Die until Adrian carries a bow and 20
the end of the fight. The enemy may arrows with him, when he
choose to take on two Wounds attacks with his bow, he
instead, but may only do so when uses his 3 Might, 1 Heroic
Adrian first attacks. die, and a bonus Heroic die
Marchwarden Allies: Birds help to build his pool. If he
Aidrian by bringing him useful attacks an enemy from Far
information or with skill rolls. If Afield, he suffers a Black
they help him, they add 1 die to his Die to the roll. He gets two
roll. skill mastery rerolls.
Greater Archery: Adrian gains a
bonus Heroic Die to pools to use a Adrian wears leather armor,
bow, when he attacks, he can expend if he would be dealt his 5th
a red Might die in order to attack Wound, instead the armor
twice for a single action. absorbs the damage. This
Lesser Woodsman can happen only once each
fight.

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Notes:
Adrian is a Marchwarden, a skilled and cunning woodsman and scout. His friends are all of the birds
that fly in the air, and he has the ability to speak the language of birds. When Adrian meets a bird, he
can ask it for information or favors, but birds will not help Adrian in combat.

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.

George Thompson (Order #12516707)


Of Fate and Fealty Character Record
Name: Species: Sprite Archetype: Scoundrel
Lilica Silversong
Talent Lists: Languages: Doom: Meet the true king and the false
blue, green common, fairy queen

Attributes Qualities Bonus Qualities


Might 1 Sly
Wits 3 Friendly
Charm 3 Trusting
Faith 1
Heroic 1

Wounds 9
Oath Limit 0
Ether Limit 3
Arcane Chord 1
Prestige -
Doom Wilds 0
Defense Die black

Skill Masteries Talents, Powers and Spells Equipment and Coin


Stealing 1 Scoundrel's Stealth Bonus: Lilica Lilica has a set of
Cajoling 1 never suffers a Black Die when she lockpicks that she can use
is trying to hide or sneak around. to try and open locks. She
Sneaking 3 Scoundrel's Yarn: Lilica can lie and rolls her 3 Wits and her
Honeycraft 1 manipulate others with magical Heroic die
force.
Scoundrel's Magnetism: see below Lilica carries a little
Greater Burglar: Lilica gains a dagger that she can use to
bonus Heroic die any time she tries stab people At Hand. She
to sneak or hide. If she spends a rolls her 1 Might die and
Wits die, she can pick a lock that her 1 Heroic die in
requires less than a rank 4 success to combat.
pick automatically.
Witty Hero Lilica carries a loaf of
Sprite Songs: Sleep- Lilica can enter Honeycraft bread that has
into a Persona Conflict with a victim two servings.
closer than Far Afield. If she wins
the contest, her singing causes the
victim to fall under a magical sleep.
The victim awakens if attacked or
after several hours have passed but
is oblivious to noise and tumult.

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Notes:

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.

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Of Fate and Fealty Character Record
Name: Species: dwarf Archetype: Knight
Sir Drallin Ironbeard
Talent Lists: Languages: common tongue, dwarf Doom:
red, blue conquest of the riches of your ancestors

Attributes Qualities Bonus Qualities


Might 3 Strong K-Courage
Wits 1 Wrathful
Charm 3 Stalwart
Faith 1
Heroic 0

Wounds 8
Oath Limit 1
Ether Limit 3
Arcane Chord 1
Prestige 0
Doom Wilds 0
Defense Die might

Skill Masteries Talents, Powers and Spells Equipment and Coin


Sword 2 Dwarfcraft Drallin wears Heavy
Bow 2 Noblesse Oblige: Favors for deeds of Armor. The armor protects
valor. him from harm, any
Shining Glory 1 Liege Lord: Sword to Lord Ironbeard weapon less than Military
Quest: Ability to swear Oaths to Lord Grade cannot harm him. If
Ironbeard, Oath Limit 1 he would take on his ninth
Chivalry: When Drallin expends his wound, the Armor absorbs
Courage quality, he gets two bonus the damage instead but
Heroic Dice instead of one. While the only once each fight. The
quality remains unexpended, he is armor is too heavy to move
immune to magic that would strike fear in easily, athletics and rolls
into his heart. of finesse suffer a Black
Heavy Die.
Combatant
Drallin carries a sword that
he can use in combat. He
uses his 3 Might dice and
gains 2 skill rerolls from
his sword skill. If he fights
in his heavy armor, he gets
another reroll.

Drallin rides a horse.

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Notes:

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.

George Thompson (Order #12516707)


The Tale of the Grand Tourney
The Tale of the Grand Tourney is a tale to introduce new players to Of Fate and Fealty. Using
the pregenerated characters provided in the previous pages, your group will fight foes in the depths of
the Fire Caves and compete for the favor of the king at his annual joust.

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.

What you will find below:

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

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George Thompson (Order #12516707)
Places of Interest
Kington: The seat of the good king Alain Challant. A human settlement
surrounded by farmlands and small villages, Kington is allied loosely with the
dwarves that live in the north and the elves in the south. Kington's chief export is
grain, and its army is known for it's stalwart swordsmen.
Iron Halls: Home of the Clan Ironbeard, the Iron Halls are an ancient stronghold
of the dwarves. Built into the mountains, the dwarves export a wealth in iron ore
and fine goods. The citadel of the dwarves is renowned for its defensible walls
and fine stonework.
The Blue Tower: The enclave of the High Elves, the Blue Tower actually refers to
the great lighthouse that dominates the skyline of elfin minarets. A maritime
people, the elves of the Blue Tower are skillful seamen and export fish and other
marine products.
West Woods: These woods are peopled with occasional lumber camps and the odd
hermitage. The woods are treacherous, a place where sprite troupes come and go
only with care, for it is said that the woods are infested with Hill Goblins and
bandits.
Ironback Mountains: The domain of the dwarves, the Ironbacks are rich with
metal ores and other resources. The dwarves only leave their citadel in numbers
however as a house of giants also keep a castle in this area.
Fiery Peaks: The Fiery Peaks are a mountain range that is dominated by a
volcano. The peaks are home to the occasional Hill Goblin tribe, but the
persistent eruptions drive off most would-be settlers.
Fire Caves: These caves are a magical locus that features a breach in the Veil. The
fire spirits that live here are benign, but capricious.

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Persons of Interest
Alain Challant: The king of human beings and ruler of the realm between the
West Woods and the Fiery Peaks, Alain Challant is regarded as a wise and just
king who looks after his subjects.
Lord Baldor Ironbeard: The lord and ruler of the dwarves, Ironbeard is a fair but
greedy baron who is known for miserly trade agreements and great, extravagant
feasts.
Queen Isbelith: The Queen of the High Elves, Isbelith is a sorceress and rules her
people under the auspices of the sea queen goddess, Shellethariel. Her court is a
collection of mariners and craftsmen lorded over by magicians.
The Hollows Fox: The Hollows Fox is the leader of a bandit gang that has tarried
traders moving between the West Woods and the Fiery Peaks. He is wanted dead
or alive for forty golden sovereigns by King Alain. His group has also robbed
elfin and dwarven traders, and these powers have contributed to the bounty that
the king offers.

Notes on the Protagonists:


Ironbeard is the Liege Lord of the dwarf knight Sir Drallin. Sir Drallin bears a Quest
from him to uphold the honor of the house of Ironbeard. If an opponent insults his
house or threatens dwarven interests, this Quest grants Drallin a Second Chance roll
from an Oath.

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.

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Act One
The Fire Cave Defiler
Act One, Scene One: The Court of King Alain Challant
The protagonists have arrived in Kington just a week before the Grand Tourney.
All is not well, and the King has summoned them to court, having heard of their skills
and talents.

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.

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Reginald the Priest may want to stop in at the local church of Iuree, the poetry goddess.
While they can offer little information about bandit raids, the priests there offer him a
blessing. If he assents to this, they bless his sword and make it into a Holy Sword.
Reginald can use his Faith dice instead of his Might dice when he attacks with a Holy
Sword.

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.

Talking to the King


If the characters have questions for King Alain, they can ask him. He's happy to reveal
these facts:
his army is engaged against the enemy abroad and so brave souls must take up
this task in defense of the realm

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.

George Thompson (Order #12516707)


Act One, Scene Two: On the Open Road

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.

Bandit of the Hollows Fox


Might 3 Qualities: Skill Masteries
Wits 3 Greedy Hiding 2
Faith 1 Cruel Lying 3
Charm 2 Arrogant Swords 1
Wounds 2 Cunning bows 1
Defense Die: Lesser enemies like the Bandits do not have defense dice, they always take a Wound
when hit.
The bandits prefer to shoot their enemies from afar with their arrows. Note that the
swords and bows that the bandits carry are Basic weapons: they cannot harm Sir Drallin
when he wears his Heavy Armor, only force him to lose qualities or dice.
The bandits attack with sword or bow, using 3 Might dice, bonus dice from their
qualities, and one skill mastery reroll in combat.
Each time a bandit falls, award each character 25 experience.
Since bandits only have two Wounds each, this is meant to be a fairly simple fight, let
your players take time to understand how to move around and attack and defend
themselves against these low-grade opponents.
To begin with, the first player who decides to attack the Bandits is the player who goes
first, taking two actions on their turn. Then, the player to their left gets to and so on in
clockwise fashion until everyone at the table has gone and taken two actions. When it

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comes to your turn as the GM, you take 2 actions each for all three Bandits.
Continue going around the table and letting each player take a turn with two actions
until all four Bandits have been defeated. The bandits are minor enemies, so defeating
them should not be difficult. If it seems like your players are having a hard time of it,
reduce the Bandits from two Wounds to one. If it seems far too easy, give the Bandits an
extra Wound each.
Rewards
One of the bandits holds a letter inside his pack. The other bandits carry arrows that the
Marchwarden can use and about 15 silver pennies between them all that the party can
split.
If the party attempts to read the letter, they are confounded unless Gorba or Lilica are
present. The letter has been written in Fairy, a language that only they can speak. If
they are there, read the following to the players aloud:
The letter reads,
When you've captured a virgin girl, return to the fire caves. I will have further instructions there.
-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.

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George Thompson (Order #12516707)
Act One, Scene Three: The Fire Caves

The Fire Caves


The entrance to the Fire Caves is guarded by a pair of bandits. The Marchwarden can
attempt to kill them silently, Lilica can sneak by and the other characters can engage
them. If they are tipped off to the attack however, they are joined by three more bandits.
Immediately inside the fire caves, the heat is intense. Gorba's fire magic always
operates as though the Spirits are Strong here, and her Oath to protect the caves grants
her a Second Chance roll against the enemies inside. Within the cave are the three
bandits unless they were alerted and joined outside.
Gorba's Summer Sovereign power lets her Exhaust her victims when the spirits are
strong. An Exhausted victim has all of its qualities Expended without any benefit.
Exhausted victims suffer a Black Die to all rolls until they somehow regain a quality.

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.

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The Firefox
The Hollows Fox means to steal the magic of the spirits in the Fire Caves. He is assisted
by two bandit allies and wields a magic knife. This knife is valuable treasure, but more
importantly it is a Military Weapon that can wound even Sir Drallin. A Military Weapon
grants a bonus die on attack rolls and can injure people who wear Heavy Armor.
The Hollows Fox
Might 3 Qualities: Skill Masteries
Wits 3 (4) Greedy Hiding 2
Faith 2 (3) Wicked
Charm 1 (3) Clever Knives 2
Wounds 7 Cunning Bows 2
Carries a Blade of Sorcery Vicious Can expend a Faith die to inflict
knife, 6 dice with 2 rerolls to Fear on enemies, see below for
Evil
attack, one wound on a hit details on this power.
using Wits, 5 dice using Might
with 5 rerolls
Defense Die: Wits and Faith
The Hollows Fox has indeed been possessed by a Lesser Devil. The devil enhances the
Fox's combat rolls, allowing three skill mastery rerolls on all rolls that use Might. The
Fox can also expend a Faith die to inflict fear on his victims. Victims that fall prey to
this effect suffer a Black Die until they move to Far Afield from the Hollows Fox.
After they flee to this distance, the Black Die is commuted and they can wade back into
combat without penalty.
The Hollows Fox is able to expend his Wits and Faith dice as defense dice, but both of
these resources are important to him in a fight and should be spent wisely.
The attribute numbers in parentheses reflect the bonus dice that the Fox gains from the
demon possessing him. They can be used by the Fox. If dice are lost, adjust the attack
rolls of the Fox accordingly.
As long as his chivalry bonus quality K-Courage remains unexpended, Sir Drallin is
immune to the fear power of the Fox. The Fox is aware of this immunity and targets
other victims until Drallin expends his Courage.
Inside the Fire Caves, there isn't much room to fight or run: characters cannot be Far
Afield to anything in one of the chambers without backing off to the outer chamber or
stepping outside. The Hollows Fox uses this restriction with his Fear power: those that
want to retreat to Far Afield in order to commute the black die from the power must pass
through the Barrier and suffer its Fell Wound again unless it was dispelled.
When the Hollows Fox is defeated, all characters gain 100 experience.

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Exorcism
Reginald may attempt to exorcise the devil that possesses the Fox. If he does, he and the
Fox enter into a persona conflict. The Fox is actually two entities: when calculating his
pool, only his Evil, Vicious and Cunning qualities count. These are the qualities of the
devil half of his personality. The devil is a skilled possessor however, and gains one
bonus Heroic die to the pool. If other characters attempt the exorcism, the creature can
act with the full force of all of its qualities.
In this Conflict, Reginald may Gesture with his Faith. He may also use a Prayer to
enhance the exorcism. If he does and rolls a success of less than rank 4, Iuree grants
him a bonus Heroic die to the Conflict. If he rolls rank 4 or 5, Iuree promptly expels the
devil and casts it back to Hell.
The Exorcism Conflict is an ongoing Persona Conflict. Using the dice pool that they
construct, Reginald and the Devil contest each other over the soul of the brigand king.
Each time Reginald wins the roll, the Fox must expend a Quality or a die. If the Fox
wins, Reg loses a quality or die. The devil has 3 Charm, 4 Wits and 3 Faith dice to bring
to bear to protect itself with. If the devil has used some of these dice to power its
abilities or protect its host in battle, they are not available to it to defend itself in the
exorcism. A clever demon knows this, and always expends the dice of its host before
using its own.
As long as Reg or the Fox have qualities, their contest can continue. When one of them
runs out, the other wins the Conflict and the exorcism ends. Even though the Fox is
possessed, the devil can call on all 6 qualities to defend itself in the contest, so Reg must
deplete all six of the Fox's combined human and devil qualities to expel the demon.
During the exorcism or before it, Gorba can contribute by using her Spellspark spell to
burn away the Fox's qualities. By attacking the Fox unarmed, other characters can do
this as well. An unarmed attack doesn't deal wounds, it forces the victim to deplete a
quality when a blow is landed. These attacks call on Might and Heroism.
If Reginald expels the devil, the Fox loses his three free Might rerolls, the three qualities
he gained from the devil (Evil, Vicious and Cunning), and the ability to inflict fear.
Reginald is also awarded 50 experience for casting the devil back to perdition.

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Riches
The magic knife that the Fox has is enchanted. A character who wields it first off
benefits from a bonus Heroic Die because it is a military grade weapon, the kind that can
pierce Heavy Armor like what Sir Drallin wears.
The Knife is a Blade of Sorcery, and allows a character to use Wits dice instead of Might
dice when using it in combat.
The spirits of the Fire Cave are pleased with Gorba for protecting their home, she gains
50 experience.
If Selise swore an Oath to defeat the Hollows Fox, the Oath is considered fulfilled. If
the Fox defeated her, the Oath is considered failed and she suffers a Black Die to all rolls
of Charm to interact with others for the rest of the game.
Lilica isn't as interested in honor and justice as the rest of the characters, if her player
chooses, she can roll Wits and use her skill mastery in Stealing. If she does, and rolls a
success, she gets 10 of the silver pennies in the Fox's stash before the rest of the party
looks at it. As far as they're concerned, they found 90 coins.
Drallin has defeated an enemy of the dwarves in bringing the Hollows Fox to justice.
His Quest is also considered fulfilled, and the same penalty that Selise faces lies on him
if he fails. Drallin cannot swear Oaths on the fly as Selise can, he must present himself
before his lord Ironbeard and hear his bidding before he can take up another Quest.
Adrian may have used the help of his bird friends in his efforts to defeat the Hollows
Fox. If he did, he has fulfilled his Doom of riding on the wings of justice. He gains a
Doom Wild, a Wild that he can add to any pool even after the Second Chance step. His
Doom also changes to Pierce the heart of evil.
The fox has a wealth in coin from stolen goods: there are 100 silver pennies in the Fire
Caves that the party can split.
Wrapping Up
Bringing back proof of the Fox's demise to King Alain will get the party a reward of 20
golden sovereigns and any other favors he promised earlier. Alain grants everyone the
right to compete for honor and glory in the Grand Tourney, and provides them with a
hearty meal, has their wounds or Fell Wounds healed, and lets them Rest in fine beds
with feather pillows.
Resting in this way restores all of the protagonists expended qualities and dice, and ends
any magical effects that end when the character rests.

George Thompson (Order #12516707)


Act Two: The Tournament of the King
Act Two, Scene One
The day of the Grand Tourney has finally come. There are five competitors in the Grand
Tourney as well as the protagonists.
Drallin
Lord Ironbeard, the liege of Sir Drallin has come with his retinue to observe the games.
Drallin can swear before his lord to win the tournament on his behalf.
Selise
If Selise so chooses, she need not compete in the Tourney directly. She is a Fair Patron,
and can choose a champion to do the fighting for her. If she chooses a champion, this
warrior bears a token from her, a kerchief that bears her colors and the pattern of her
family crest on it. While her champion carries this token, they are sworn to an Oath to
win the Tourney on her behalf, and gain a Second Chance roll from this Oath normally.
While her champion fights in the Tourney, Selise can use her Charm and noble status to
circulate among the likes of Lord Ironbeard and King Alain, building up her reputation
and trading favors with other nobles. She may also compete in the tournament.
Selise is approached by a knight in red armor who offers to fight as her champion.
Lilica
Lilica is, as a Scoundrel, in a position to make some coin. Nobles, particularly Lord
Ironbeard, love to place bets on which knight will win a contest, and Lilica's Yarn ability
can let her rig the competitions. If Lilica chooses to bet on the tournament, she cannot
also compete.
Gorba
Gorba is not a powerful warrior or a skillful archer, but her magic can give her an edge
in the competition. Alternately, she too can circulate among the nobles or bet on the
outcome of the Tourney.
Reginald
As a poet-priest, Reginald has a chance to write a wonderful tale. He can also compete
in the Tourney himself, in the name of Iuree and young lovers. If Reginald chooses to
compete, he attracts the attention of Lady Evelyn, who is also a Fair Patron like Selise.
She grants Reginald a token to compete in the Tourney as her champion as Selise does
(see Selise's information above for details on this boon.)
Adrian
Adrian is a skillful archer in his and a mighty warrior well suited to the Tourney. If he
speaks to his bird allies, they can reveal the following useful tips to him:

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The Black Knight fights for no one but himself. His specialty is
swordsmanship.
The Red Knight is secretly in love with the Lady Selise. He is an elf from the
Blue Tower, but he is not a noble and has entered the Tourney illegally for the
sake of love.
The Blue Knight is a haughty elf lord from the Blue Tower. He is not
particularly skillful, but his line is ancient enough that he expects to be treated
like he is.
The Silver Knight appeared suddenly, and the birds do not know from whence
he came.
The Yellow Knight is a cunning horseman who serves King Alain, he is a good
and honorable Knight known for his Courage.
For the Game Master:
While Adrian's bird friends give him useful tips about the other knights, they don't know
everything.
The Black Knight is a fell and evil man who wants the riches and glory of the Tourney
to raise an army with. His final goal is the death of King Alain.
The Red Knight is no noble, and if this is revealed he will be disqualified from the
tourney unless a protagonist character intercedes on his behalf. If he is the champion of
Selise, she can vouch for him as her personal knight.
The Red Knight tells why he entered the Tourney if revealed, and Reginald, as an
advocate of love in service to Iuree, may feel religiously bound to vouch for him as well.
Any of the other characters can claim him as a champion, or Sir Drallin or Adrian can
insist that his skill at arms marks him as a worthy man who should be allowed to
compete.
The Blue Knight is a blowhard. He's condescending, crass and rude to everyone he
speaks to. Fortunately, he's also pretty lousy at being a knight, and whichever player he
competes against should have little difficulty eliminating him from the Tourney.
The Yellow Knight is an honorable warrior in service to the king just as he appears to
be. After all, not every knight who shows up to the Grand Tourney is a vagabond
adventurer, treacherous fiend or star-crossed lover.
The Silver Knight is a mystery to everyone at the Tourney. In truth, the Silver Knight is
a Lesser Fairy in disguise. His powerful magic allows him to make up the rules as he
goes along, causing opponents to lose their grips on their horses, shoot their arrows
wildly astray, and fumble their swords. Anyone who competes against him suffers two
Black Dice. If Gorba competes against him or sees him fight, she can roll Wits with
Magic Lore to reveal him, which eliminates the cheating fairy.

George Thompson (Order #12516707)


Brackets
The Grand Tourney is a bracket elimination event: pair each competitor with another. If
there are an odd number of competitors, you can add additional Yellow Knights- simply
give them a new color and slot them into the bracket. There should be ten characters
who compete in your Tourney.
In the first bracket, try and place one protagonist with one NPC opponent.

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.

George Thompson (Order #12516707)


Knights
As opponents, the Knights do not have full statistics blocks like the Hollows Fox or his
Bandits. They are bare-bones opponents who only have enough data to fulfill their
function as opponents in the contest.
Each Knight rolls 4 Might dice in any contest it participates in, and all of them use two
rerolls.
The Black Knight gets two more rerolls to contests of Swordsmanship.
The Silver Knight imposes two Black Dice on his opponent.
The Blue Knight doesn't get to reroll any dice.
The Yellow Knight gets to reroll two extra dice in jousts.
The Red Knight is driven by love, and rolls 5 dice and uses 3 rerolls on all contests.

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.

George Thompson (Order #12516707)

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