Professional Documents
Culture Documents
Editor-in-Chief
Jason Keeley
President
Rob Trimarco
Proofreaders
Kremig Körbchen, Jordana Landres
Playtesters
Erica Cline, Matthew Cody, Paul Dixon, Katie Dixon-Miller, Chris Gan,
Sarah Greis, Paula Gross, Nathan Hassan, Christopher Kimball, Aaron
Kotte, Tom Paynter, Epidiah Ravachol, Allison Stratton, Jim Sullivan,
Timothy Tait, Rebecca Weigandt
Cover Art
Chris L. Kimball
Interior Art
George Carimando & John Carimando
tornotlukin.com
Andrew DeFelice
ymirsson.deviantart.com
Chris L. Kimball
lastisle.com
some images courtesy Shutterstock.com
ISBN
978-0-9819908-4-2
4
“Noble sir, it is with deepest regrets that I offer up my
heartfelt apologies for…for…for the many wrongs that have
passed between us!”
The elf’s face flickered with contempt, but his eyes never
lost their icy stare. His second, a human officer from the king’s
guard, stepped forward and answered on the elf’s behalf, “You
have publicly smeared the name of the Baronet’s sister. Your
calumnies may not now be retracted because you have not the
stomach for a fight. The Baronet’s honor must be satisfied!”
Rats. Well, it sounded right. Cleo probably had uttered
those calumnies, whatever they were. Most likely this was the
Baronet des Amignone, which would make his sister that lady
of Amignone whom Cleo had…well, it sounded right!
Nothing for it then. Cleo bared his small sword and
willed his body into an en garde position. Cleo was a passable
swordsman, but this was an elvish noble, no doubt trained in the
finest schools. Victory was out of the question. Cleo’s strategy
was simple. He would rely on his luck. Be it cards, horses, or
even women, fortune seemed to shine on Cleo. With the help of
this luck, Cleo hoped he could take a single wound that was not
too serious. The elf might be satisfied with this first cut and not
skewer him like a game hen!
Right away, though, Cleo knew he was in real danger.
The blows fell furiously and were pushed on with murderous
intent. After a single pass, Cleo had been driven to the edge of
the green and his wrist ached with the weight of each parry.
After the second, Cleo was gasping for breath.
But there was good news! Cleo now sported a nasty cut
on his right leg. His luck was with him; the wound was serious,
but manageable. Oh, please let that be an end!
The Baronet’s second piped up in an ugly tone, “For
himself, this cut would satisfy the Baronet. Alas though, Master
Halfling’s slander causes grief to the entire Amignone family.
A cut is needed for each sibling.”
5
Two passes later, Cleo could barely stand. He was
bleeding in several places and could only just keep his sword tip
off the ground. Why couldn’t I have insulted an only child?
Finally, on the fifth pass, the Baronet leveled a butcher’s
blow at Cleo’s throat. The elf put his full weight into the
reckless cut, and the air hissed with the sound of the blade. Cleo
was too exhausted to parry. His trembling hand was only able
to lift the meager tip of his small sword into the path of the cut.
The elf’s rapier should have crashed through this thin defense
like a bull through paper and sent the halfling to his grave. But
Cleo was a very lucky halfling.
The Baronet’s family sword had fought countless duels.
It had been in the family for almost two centuries. It had been
crafted by one of the finest dwarven smiths in Europe and was
worth a king’s ransom, but after so many strikes, even the best
sword needs mending. The blade broke cleanly into two pieces
and flew harmlessly across the field leaving Cleo unscathed.
Both he and the elf stood a moment dumbfounded. Finally, Cleo
collected his wits and put the elf on point. “I trust the Baronet is
now satisfied?”
The elf’s face seethed with anger as he impotently
clutched the hilt of his once beautiful rapier, but he was no fool.
His eyes were locked onto the tip of Cleo’s small sword, now
tickling a button on his jacket. In a choked voice that Cleo alone
could hear, “I am content, you lucky little–”
Cleo cut him off in a voice that could be heard by the
whole green, “Lord Amignone, if you are content, we will part
as friends! My regards to your family.” Especially your sister.
What was her name?
6
Welcome to Fortune’s Fool!
Once upon a time,
Fortune’s Fool was a very
different creature. It was set
in modern-day New York City
in the throes of a magical
revolution. It borrowed a lot
from the Sandman graphic
novels and games like Unknown
Armies. Over several years and
many iterations of rules, it has
transformed into the book you
hold in your hands. All the
while though, it kept one idea
in the forefront: the Tarot deck
as a resolution mechanic.
We mean no disrespect to
those who use the Tarot deck
The Fool for purposes of divination.
If that’s part of your beliefs,
then more power to you. We
were so inspired by the art
and mythology of the Tarot, that we thought it would be the
foundation to a great game!
You might be asking, “Just what the heck is this dang
game, anyway?” We’re glad you brought that up. We’re also
glad you kept your language clean. Fortune’s Fool is an RPG
set in a fantastic version of Renaissance Europe. It’s got all the
elves, dwarves, and orcs you’ve come to expect in a magical
setting with a healthy helping of historical flavor. Instead
of dice, Fortune’s Fool uses a single Tarot deck to determine
outcomes. With the fate of your character hinging on each
card, you get to manipulate the deck to increase your chances
of success and survival. That is, of course, if your Fate Pool isn’t
empty!
Enough out of us, though. The game awaits! Enjoy!
7
Glossary
Fortune’s Fool contains a number of phrases that will become
familiar to you as you play, but can be confusing at first glance.
We’ve compiled a list of the more unusual terms with their
basic explanations here.
Fate Deck: The Fate Deck refers to the Tarot deck in its
entirety.
8
Fate Tests: For a variety of reasons, the GM may ask you to
perform a Fate Test. In a Fate Test, there is no difficulty. A
Fate Test asks the question, “In this moment, how lucky are
you?” You simply draw a card from the Fate Deck. If the card
comes up Fortune Shines or Smiles, the test is favorable for
you. If the card comes up Fortune Frowns or Weeps, the test is
unfavorable.
9
Chapter One
Character Creation
The Fortune’s Fool character creation system will guide you
step-by-step through the process of building your character.
Whether you are a complete neophyte or a seasoned gamer
looking for a challenge, the Fortune’s Fool character creation
process has something for you. When in doubt, just complete
the character creation steps in order and you won’t go wrong.
The Beginning
You will start by making
Trust your Gut
Making your character may seem
a series of fairly intuitive complex, but don’t get intimidated!
choices about your character If this is your first time making a
such as your character’s Fortune’s Fool character, you may
race, gender, age, and social not understand the implications
of having a particular bonus to
class. Before you start a statistic or an additional card
making these choices, there of Fortune Shines, but you can
are a handful of technical certainly answer a question like,
elements you should “Am I from the city or the country?”
understand. When in doubt, don’t worry about
the mechanics—trust your gut!
Primary Statistics
The primary statistics describe your character’s core abilities.
Your character’s physical power, strength of will, and acuteness
of senses, for example, correspond to the primary statistics
Body, Heart, and Perception. The choices you make through
the character creation process will determine your primary
statistics.
10
Status is your character’s social rank and ability to command
respect.
Martial Training is how much time your character has spent
studying the art of combat. This statistic is abbreviated as
‘Martial’ in the tables to come.
Fortune Shines
At the bottom of your character sheet, you will find listed 18
of the Major Arcana (Magician, Empress, Temperance, and so
on). As you make your character choices, you will have cards
listed as Fortune Shines. For each choice, you should circle
the Major Arcana that are listed as Fortune Shines. When your
character is done, circled Major Arcana will be your Fortune
Shines cards and uncircled Major Arcana will be your Fortune
Weeps cards. There is no benefit to circling Major Arcana more
than once.
Skills
Many of your choices will give you skill options. For example,
the choice of Youngest Child has the following text: Choose
1 of {Gambling, Juggling, Performance} and 1 of {Acrobatics,
Charm, Sleight of Hand}. This means that as a youngest child,
you could have either Juggling and Charm or Performance and
Sleight of Hand. You have to pick the number listed from each
bracketed group. If you have the choice of two skills from a
single bracketed group, you must pick two different skills.
11
If you have the opportunity
What’s In A Name? to receive a skill a second
As it happens, quite a lot is in a name. time through another
Your character is not complete until choice, you may do so. The
you have picked one! A name is great benefits of choosing a skill
opportunity to express something
about your character. A good name
twice are explained in Step
tells us something about their 11.
ethnicity, their religion, and maybe
even their social class. Native Tongue
Your character may speak
their native language for
free. As you make your character, you may have the option of
choosing ‘Language’—a language in addition to your native
tongue. For example, if you are playing an Italian, you may
speak Italian for free. If you gain an additional ‘Language’ as a
skill, you get to choose an additional language like French or
Polish. This does not include special languages like Hebrew
and Latin.
12
many suits of Minor Arcana will be lucky for you. Race is the
only thing that determines your Fortune Smiles and Fortune
Frowns. Simply record these values on your character sheet
based on your choice of race.
Humans
As a human, fortune favors you. The Renaissance is the time
of man. While not as strong as dwarves or orcs, nor as deft as
elves or goblins, you are very lucky!
Elves
As an elf, fortune may not favor you, but you have incredible
abilities to make up for it! You are graceful, brilliant, and
magically adept. You are also ageless and immortal. The
Renaissance is the sunset for elves. Your people once founded
the greatest civilization on earth. The great traditions of
art, law, scholarship, and civilization trace their roots to the
ancient elves of Athens and Thebes. But you are a member of
a dying race. There has not been a newborn elf in nearly 15
centuries, and few of your kind are alive today.
13
Most elves live in Paris, Rome, Venice, or Vienna. Religiously
elves fall into two categories: those who still follow the ancient
ways of Paganism and those who have embraced Catholicism.
Elves are only slightly taller than humans, though they tend to
be more slender. Their limbs are more willowy and, of course,
they have pointed ears.
Dwarves
You may not have the good fortune of humans or the skills
of elves, but you have physical power and an iron will! The
dwarves are adapting quickly to this new age. Not just fighters,
dwarves are skilled artisans and shrewd merchants.
14
Dwarves are spread throughout
Europe, but mainly prefer
northern climes like Poland,
Scotland, and Bavaria. Dwarves
of the west are primarily
Protestant, while those in
Eastern Europe are mostly
Eastern Orthodox. Much of the
rest of the dwarven population
is Jewish. Dwarves range in
height from 3’8” to 4’9” and are
usually quite stocky. Many male
dwarves favor beards, but they
are by no means ubiquitous
throughout the culture. The
average natural lifespan for a
dwarf is about 230 years.
Two of Wands
15
Halflings
What you lack in size, you make up for with wit and cunning.
Halflings thrive in the Renaissance! As a halfling, you are
probably not a great fighter, but you have many other skills and
abilities—perhaps even magic.
Most of your folk live in Western Europe and the British Isles.
Religiously, halflings are evenly divided Protestant, Catholic,
and Jewish, but a handful of halflings still follow the old ways
of Paganism. Halflings are sometimes mistaken for human
children, as they are usually between 3’0” and 4’6” tall and are
quite skinny. However, one can always spot halflings by their
almost elf-like pointed ears. The average natural lifespan for a
halfling is about 150 years.
Orcs
As an orc, you are a fearsome fighter. You may not have the
luck of humans or the grace of elves, but your martial gifts
make up for it! The violent Dark Ages may have ended, but
orcs are holding their own in this new age.
16
Orcs can be found throughout Europe but they are much more
common in the east. The vast majority of orcs are Eastern
Orthodox or Catholic. A few orcs are Mohamedan, and a
handful practice the black arts of the occult. Most orcs are
taller and brawnier than humans. Orcish skin color comes in
various shades of green, and their ears are quite batlike. Many
orcs have small tusks that jut from their lower jaw. The average
natural lifespan for an orc is about 60 years.
Skills: None
Religion: Catholicism, Eastern Orthodox Church, Moslem,
or Occult
Goblins
Ain’t Easy Being Green You are agile, crafty and
Orcs and goblins have lower Status cunning. Further, you are
than the other races. This reflects lucky, maybe even as lucky
their social status in Europe itself
where these races are largely
as humans. Unfortunately,
perceived as immigrants. In their you lack their fortitude. You
respective native lands, the GM need your luck to stay alive!
may want to give orcs and goblins The presence of goblins in
bonuses to Status. Europe is felt more with
each passing year. Goblins
are often thought of as petty,
scheming creatures, but in their native lands, goblin culture
is very sophisticated with great emphasis on literature and
education.
17
Goblins live throughout Europe
but are native to Turkey, the
Middle East, and North Africa.
Most goblins are Mohamedans,
but many are Jewish as well.
A few goblins even worship in
the dark circles of the occult.
Goblins are about as tall as
humans, though their skin is
green and their ears and noses
are bigger. Goblins tend to have
a lanky physique. They also
have very sharp teeth that they
can use effectively in combat.
The natural lifespan for a goblin
is about 45 years.
King of Coins
18
Rob sits down to make his character. He reads the intro
business and doesn’t get his head around everything, but
he figures it’s better to just dive in! After reading the race
descriptions, Rob decides that a goblin appeals to him. He likes
how lucky they are and he likes their Middle Eastern flair. He jots
down the goblin values for primary statistics. He also writes down
his three suits of Fortune Smiles and his one suit of Fortune
Frowns. Lucky! This information will not change as he continues
character creation.
Rob also has a skill choice. His character can pick Assassin,
Deception, or Sleight of Hand. “Well,” thinks Rob, “I am a
naturally duplicitous person. I think Deception will be the most
fun,” so he gives his character Deception and forgoes his other
options.
Finally, Rob jots down his natural bite attack on his character
sheet under weapons.
Male
Agility Body Heart Perception Status Martial
— — — — +1 —
19
Female
Agility Body Heart Perception Status Martial
— -1 — +1 — -1
Again, Rob has a skill choice. He decides that his character will be
a well-traveled immigrant who may need to speak more than one
language so he chooses Language. Rob’s goblin will now be able
to speak her native tongue and a second language.
After the first two choices Rob’s character’s primary statistics look
like:
Agility Body Heart Perception Status Martial
(6+0) (4-1) (3+0) (5+1) (3+0) (1-1)
She has two Fortune Shines cards and two skills so far. Rob could
total his stats at this point, but he figures he has more modifiers to
come.
20
Size may describe not only height, but also heft. A huge dwarf
need not be tall, but could be incredibly stout. A tiny human
might be short but also very skinny.
Tiny
Agility Body Heart Perception Status Martial
+2 -1 — — -1 —
21
Huge
Agility Body Heart Perception Status Martial
-1 +2 — — — —
Your choice of age will affect your statistics and will give you
more Major Arcana to circle as Fortune Shines. Your age will
also give you points of skill expertise. Skill expertise points may
be spent to improve the draw values of most skills. You should
wait to spend your skill expertise until you get to Step 11.
Kid
Agility Body Heart Perception Status Martial
+2 -1 -1 +1 -1 -1
22
Youth
Agility Body Heart Perception Status Martial
+1 — -1 +1 — —
23
At this point, Rob is having a clearer vision of his goblin
woman. He is beginning to see her as a kind of matron figure,
perhaps a widow from the east. With this in mind, he decides that
she is Middle Aged. He circles the Hierophant (a fifth Fortune
Shines) and makes note of his 4 points of skill expertise. Rob will
distribute these points later. For now, he just writes them down.
As usual, he also jots down his stat modifiers.
Though they are not the final totals, after four choices, Rob’s
goblin’s stats look like:
Agility Body Heart Perception Status Martial
4 5 4 5 5 0
Eldest Child
As an eldest child, you have been raised to be a leader. Growing
up you had at least one younger sibling. You have status and
training, but you are not lucky.
Eldest Child
Agility Body Heart Perception Status Martial
— — +1 -1 +2 +1
24
Middle Child
Growing up, you were
probably the peacemaker.
Not as determined as your
older siblings nor as dynamic
as your younger siblings, you
may have been overlooked.
You may not have the skills
and abilities of your siblings,
but you do have the favor of
fortune.
Middle Child
Agility Body Heart Perception Status Martial
— — — — — —
Youngest Child
Always vying for attention, youngest children are usually
dynamic and charismatic. You may not get the respect of your
eldest siblings, but you are sly and gifted.
Youngest Child
Agility Body Heart Perception Status Martial
— — -1 +1 -1 —
25
Seventh Child
Good or Lucky? Seventh children are rare,
At first glance, many choices seem and there is something
obvious. “Why would I play an
unremarkable middle child over mysterious about them. As
an eldest child? Eldest children a seventh child, you have
have better skills and stats!” This an intuitive sense of things
is true, but the middle child gets dark and otherworldly. Less
four Fortune Shines cards, while the connected to the physical
eldest child gets none. The eldest
child has the training and abilities, world, you are smaller and
but things just seem to work out for less interested in fighting,
the middle child. So, as you make but you have arcane skills to
your choices, ask yourself—is it make up for it.
better to be good or lucky?
Seventh Child
Agility Body Heart Perception Status Martial
— -1 +1 +1 -1 -1
Only Child
Solitary and independent, you
are used to doing things on your
own terms. You are also used to
getting your own way! While an
only child may not develop the
best social skills, they have status
and luck on their side. With three
Fortune Shines Major Arcana, the
only child is one of the luckiest
birthright choices.
26
Only Child
Agility Body Heart Perception Status Martial
— — — — +1 —
Orphan
As an orphan, you have walked a tough road. Perhaps your
parents were killed, or perhaps you were given up as a baby.
Orphans are the neglected waifs of society. They have poor
status and are often undernourished, but they are quick and
cunning. Also, orphans learn skills on their own which they
never would have learned in a cozy home.
Orphan
Agility Body Heart Perception Status Martial
+1 -1 -1 +1 -2 —
Bastard
Your father never married your mother. Perhaps he has
another legitimate family, or perhaps he was just passing
through. Your mother may even have been a lady of the night
plying her trade. However it happened, you are an illegitimate
offspring looked down on by society and fortune alike.
Bastards are daring and resourceful. They have guts and skill,
but they pay a heavy price.
27
Bastard
Agility Body Heart Perception Status Martial
— — +1 +1 -1 +1
28
City
Crowds, culture, and noise—you are most comfortable in a
city. Be it Paris, Vienna, London, or Prague, you are happiest
surrounded by buildings with cobblestone underfoot. They
may be filled with disease and poverty, but you don’t care. The
city is your home.
City
Agility Body Heart Perception Status Martial
+1 — — — — —
Country
Maybe you are a toiling peasant or a gentleman farmer. You
might work with a shovel in your hand or on the back of
a horse. Perhaps you grew up in a small town in a farming
community. You may not have the sophistication of the city
folk, but you make up for it with size and strength.
Country
Agility Body Heart Perception Status Martial
— +1 — — — —
29
Nautical
Ships are second nature to you. The shifting decks, tight
quarters, and rolling waves do not trouble you in the least.
When you are not on a vessel, a squalid port town or coastal
whaling community is the next best thing. As a mariner, you
are deft and skillful, and you are trained in combat. But there
is a downside, as fortune does not favor those who risk a life on
the ocean.
Nautical
Agility Body Heart Perception Status Martial
+1 — — — — +1
Wilderness
Mountains, rivers, and forests call to you. The festering crowds
of the city are just not for you. Instead you prefer the rugged,
dangerous wilds. The wilderness has taught you many potent
skills. You have learned to survive in severe conditions. You’ll
need those skills, as fortune is no fan of those stubborn few
who insist on staying in the wild.
Wilderness
Agility Body Heart Perception Status Martial
— — +1 +1 -1 —
30
Rob is bothered that his goblin matron has no Martial Training.
He didn’t picture her as a combat dynamo, but he thought
she should be able to fight a little. He decides that her native
environment is Nautical for the +1 Martial Training. Per normal,
he makes note of the stat modifiers. He also has a few more skill
choices. He picks Navigation, Sailing, and Escape Artist.
Peasantry
Agility Body Heart Perception Status Martial
— +1 — — -2 —
Bourgeoisie
You come from the new and rising merchant class. You may
not have the fancy titles of nobility and you probably aren’t as
good a fighter either, but the Renaissance is your time! With
four Fortune Shines cards, fortune loves you.
Bourgeoisie
Agility Body Heart Perception Status Martial
— — — +1 — —
32
Nobility
The upstart merchants may have their
luck and the peasants may have brawn,
but there’s always something to be said
for being in charge! As a member of
the elite class of society, you have skills
and combat training. You probably have
wealth and command respect as well.
The only thing you lack is the favor of
fortune.
Nobility
Agility Body Heart Perception Status Martial
— — +1 — +2 +1
In keeping with this story, Rob decides that she is from the
Bourgeoisie social class. He can’t circle Emperor a second time,
but he circles the other three Fortune Shines. He chooses the
Merchant skill.
Rob has read ahead and knows that religion may alter his goblin’s
Martial Training but will not change her other primary statistics.
After seven choices, his character’s stat totals are as follows.
Agility Body Heart Perception Status Martial
5 5 4 6 6 1
33
Step 8: Choose Your Character’s Religion
Were you baptized in a Catholic cathedral or do you worship
in a Jewish synagogue? Maybe you are a member of the new
Protestant Reformation movement, or perhaps you are an
exotic Mohamedan from
the east. Your last character Religion is Not
choice is religion. It is a
very important choice, but Always Belief!
“What about non-believers? What
remember, not every race about atheists? What about those
can choose every religion. that have lost their faith?” Of
Refer to Step 1 if you can’t course these people exist. Your
remember your options. character might even be one of
them. Your choice of religion
does not necessarily make your
Your religion will give you character a pious believer. Your
some skill choices and add character’s devotion is entirely up
to or subtract from your to you! Perhaps you were brought
Martial Training. Also, up Moslem but have drifted away.
your religion will give you Maybe you only attend synagogue to
keep up appearances. On the other
valuable Fate Twists. For hand, maybe you deeply believe the
more on Fate Twists, see tenets of your faith. Every character
Step 14. must choose a religion, but the
belief in your character’s heart is for
Catholicism you alone to say.
Catholicism is the largest
religion of the day.
Catholicism (or Roman Catholicism as it is sometimes called)
is the oldest form of Christianity, dating back to the Roman
Empire. Catholicism is a ritualistic religion with Latin masses,
formal communion and confessionals, and a belief that priests
must intercede on behalf of the common man. Catholics also
have a complex and hierarchal priest structure. Catholics
believe that the head of their church is the Bishop of Rome,
more commonly called the Pope. Below the pope are cardinals
and archbishops, followed by bishops and then priests.
34
Catholicism
Fate Twists: 2
Skills: Choose 1 of {Arcane Sense, Latin}
Martial Training: +1
35
Judaism
While widespread monotheism may be new to the world,
Judaism is a monotheistic faith that is as ancient as the holy
land itself. Long before people followed Christ and Mohamed,
before they worshipped Saturn and Mars, maybe even before
they believed in Wotaan and the Titans, there were Jews.
Judaism
Fate Twists: 2
Skills: Choose 3 of {Apothecary, Gypsy Magic, Hebrew,
Kabbalah, Literacy, Medical, Merchant, Scholarship}
Moslem
This eastern religion is hardly new, but it is very new to the
people of Renaissance Europe. As immigrants from Turkey,
Africa, and the Middle East begin to move into Europe, they
bring with them their Moslem religious practices. Like Judaism
and the various forms of Christianity, the Moslem religion is
monotheistic. Mohamedans believe in a single god called Allah
that has a first and divine prophet named Mohamed.
36
While the Moslem religion is
peaceful, the Mohamedans
themselves can be very warlike. After
the bloody years of the crusades, the
Moslem kingdoms began treasuring
military might in a way they had
not before. With three Fate Twists,
Fortune embraces the Mohamedans
of Europe. Only the Protestants are
luckier.
Moslem
Fate Twists: 3
Skills: None
Martial Training: +1
Occult
Some people are drawn to the dark side. Whatever the belief
structure, they find themselves studying the evil alternative.
“Yes, I believe in god, I just happen to prefer the devil,” or
“Yahweh is a real being, but I want to know what happens
when I traffic with a dybbuk.” The more righteous the religion,
the more profane is its opposite. Occultists do not lead an easy
life. In most kingdoms, occult practices are illegal and witches
are openly hunted and killed. As if this weren’t enough,
fortune does not favor occultism either. Nevertheless, the dark
power of witchcraft and the occult is more lure than some can
resist!
Occult
Fate Twists: 1
Skills: Choose 1 of {Disguise, Forgery, Traps}
and 2 of {Assassin, Deception, Poisons, Sixth Sense}
and 1 of {Arcane Sense, Witchcraft}
37
Paganism
While almost everyone
in Renaissance Europe
believes in a monotheistic
faith, there are still a few
who follow the old ways.
Paganism is not a single
belief structure, but
rather a term to describe
a wide variety of beliefs
and practices. The Druid
movement has many
adherents, especially in the
British Isles. In northern
Scandinavia, you can find
those who worship Tor
and Wotaan. There are even those who still sacrifice to Zeus,
Apollo, and Athena. Whatever their particular sect, Pagans
find great arcane power through their outmoded belief
structures. Fortune does not favor Pagans, but their magical
skills make up for it.
Paganism
Fate Twists: 1
Skills: Choose 1 of {Culinary, Language, Navigation}
and 1 of {Medical, Sixth Sense, Tracking, Vocal
Control} and 2 of {Arcane Sense, Fey Magic,
Wiccan Craft}
Martial Training: -1
Protestant Reformation
Ever since the halfling scholar Martin Luther nailed his ‘Ninety
Five Theses’ to the church door in Wittenberg, the Renaissance
has embraced this new Protestant movement. Protestants
are Christians who observe almost none of the rituals of
Catholicism or Eastern Orthodoxy. Protestantism is less formal
38
than other forms of Christianity and has much less structured
leadership. Protestants do not have services in Latin, they do
not accept the Pope as the infallible head of the church, and
they do not believe in formal confession. Protestants believe
that God hears the prayers of every man—priest and sinner
alike.
Protestant Reformation
Fate Twists: 4
Skills: None
At this moment, Rob is inspired with her name! She will be Ismara
Habeen, widow of the late Turkish goblin, Grillgim Habeen.
39
Step 9: Increase One Selected Primary Statistic
To customize your character, you now have 1 point you may
allocate to any primary statistic. Simply add 1 to the statistic
which you think is most crucial or important to your character.
You may not increase Martial Training with this point.
40
Step 11: Calculate Skill Draws and Spend Skill Expertise
At this point, you should calculate the draw values for your
skills. For a description of each skill, please see Chapter Two.
For most skills there is a ‘Draw’ listed, usually based on a
Primary or Secondary Statistic or the average of two statistics.
For each of your skills, write down the appropriate value. Some
skills (Literacy and magics, for example) do not have a draw.
It is possible to choose
some skills multiple times
Averaging during the previous steps
You will frequently be asked to
average two numbers. This simply of character creation. Each
means you add the two numbers additional time you select
and divide by 2. Other times you a skill with a draw value,
will be asked to take half of a value. you gain +1 draw with
In either case, you will often have a
.5 remainder. In Fortune’s Fool, .5 is
that skill. If you choose
always rounded down. Language more than once,
your character knows an
additional language for each
time you select it. Other
skills have tiers or levels, most notably magic skills. If you
choose a tiered skill more than once, each additional choice of
the skill gives you an additional level of the skill. For example,
if you picked Fey Magic twice, you get both Fey Magic and
Advanced Fey Magic.
41
or with any skill they later purchase with experience. This
means, as an elf, any skill you have or buy is always at +1 draw.
Prerequisites
Note that many skills have prerequisites. This means that you
can’t use the skill until you also have the prerequisite skill. For
example, the Smith skill has no value unless you also have the
Construction skill. It is possible in character creation to wind
up with a skill and not a prerequisite. If this happens, it means
you cannot use the skill until you purchase the prerequisite
skill through experience.
Rob speaks with the gamemaster who explains that the campaign
will be starting in Venice, so Rob decides that Ismara’s additional
language is going to be Italian. She already may speak her native
Turkish for free.
42
Step 12: Determine Your Character’s Wealth Level
Does your character toil in poverty and squalor or do they live
in comfort and opulence? Alas, here the choice is not up to
you. Fortune gets to decide! There are six Wealth Levels from
poorest to richest: Destitute, Poor, Middle Class, Wealthy, Rich
and Absurdly Rich (called Absurd for convenience). A destitute
character will have almost nothing beyond the clothes on
their back. An absurdly rich character will have vast wealth
including servants, estates, and business holdings.
Once you have calculated your total modified Status, you may
find your Wealth Level on the table on the following page.
43
Modified Wealth Level Modified Wealth Level
Status Status
3 or less Destitute 9-10 Wealthy
4-5 Poor 11-12 Rich
6-8 Middle Class 13 or more Absurd
44
Because Ismara has a Martial Training of 2, Rob gets to select
2 Martial Skills. Rob flips through the weapons and discovers that
Ismara can use most weapons. Apparently the Nautical choice is
paying off. Rob decides that Ismara will be a bit of a pistoleer. He
selects the martial skills Weapon Expertise (Pistol) and Quickdraw.
45
Fate Twist Table
Minor Arcana
Minor Minor
Twist Twist
Arcanum Arcanum
Fate is Page of
Aces Ill Omen
Written Swords
Knight of
Twos Prudence New Day
Cups
Knight of Harbinger of
Threes Hunch
Pentacles Death
Knight of
Fours Reprieve New Day
Wands
Knight of
Fives Good Omen Ill Omen
Swords
Queen of
Sixes Rising Star Fool’s Errand
Cups
Borrowed Queen of
Sevens Devil’s Laugh
Trouble Pentacles
Queen of
Eights Fat Chance Fool’s Errand
Wands
Queen of Harbinger of
Nines Déjà Vu
Swords Death
Balanced
Tens High Roller King of Cups
Ledger
King of
Page of Cups Hunch Devil’s Laugh
Pentacles
Page of King of Balanced
Hunch
Pentacles Wands Ledger
Page of King of
Hunch Ill Omen
Wands Swords
46
Fate Twist Table
Major Arcana
Major Major
Twist Twist
Arcanum Arcanum
House of
Magician Premonition Hanged Man
Misery
High House of Harbinger of
Death
Priestess Motherhood Death
House of Balanced
Empress Temperance
Motherhood Ledger
House of
Emperor Devil Devil’s Laugh
Tyranny
House of No Twist or
Hierophant Tower
Tyranny Fate Point
House
Lovers Premonition Star
Celestial
House
Chariot Ill Omen Moon
Planetary
House
Strength Premonition Sun
Celestial
House of
Hermit Judgment House of Law
Misery
Wheel of House
Redraw World
Fortune Planetary
47
Rob is in the home stretch. Ismara is just a couple of easy steps
away from being ready to play! Rob must now determine her Fate
Pool and Twists. As a Mohamedan, Ismara has 3 Fate Twists.
Rob pulls 3 fate cards and gets the 2 of Wands, the High Priestess,
and the Ace of Wands. None of these cards are Fortune Shines
so Rob does not take any additional draws. He consults the Twist
Table for each card. The 2 of Wands gives Ismara Prudence. The
High Priestess gives her House of Motherhood. And the Ace of
Wands gives her Fate is Written. Rob records these Twists.
You may carry and use any gear equal to or lower than your
Wealth Level. For a list of weapons, armor, and personal
equipment, please see Chapter Four. For example, a Middle
48
Class character could use a crossbow (Middle Class), a knife
(Poor), or any other equipment designated Middle Class or
lower, but the character could not use a rapier (Wealthy)
because it requires a higher Wealth Level than Middle Class.
49
Rob now gets to pick Ismara’s gear. He does not need to write
down things like her trading vessel, a well-appointed home, and
appropriate clothing. Ismara has a Wealth Level of Wealthy. She
has all the trappings of her Wealth Level.
50
Choosing a new Fortune Shines
You can circle a new Major Arcanum to convert it from
Fortune Weeps to Fortune Shines. You can also do this to
recover Fortune that you have burned. To circle a new Fortune
Shines Major Arcanum, you must permanently reduce your
character’s Fate Pool by 3.
51
F arooq watched from his window. The Regent’s men were
pouring through the broken gate, into the courtyard of his
home. He knew he had to hurry. He had to get his wife
and son to safety, but still he watched them come.
His wife called him away. “Farooq, we cannot stay!”
Farooq turned from the window and looked at his wife.
She was cradling their infant son. She had never looked more
beautiful. Farooq made up his mind. “Rachmana, take Raj
through the servant’s hallway and down the back stairs! From
there, you can crawl through the gutter onto the street.”
“Farooq no! You cannot win against all those men!
Please, husband, come—”
“No. You will go. Now. Run!” With these rough words,
he pushed his wife and child into the back hall and pulled the
door shut.
Farooq had known this day would come. He was a
successful merchant with a large fleet. He held exclusive import
contracts on many exotic spices. It was only a matter of time
before the Regent got greedy and tried to take his business.
The Regent’s usual method was to frame his victim with
a crime, then blackmail them. The unfortunate merchant would
give over a hefty portion of his profits to avoid the royal prison.
But this approach had failed with Farooq Abdul-Nasir. He had
too many friends. So the Regent had come by night with brute
force. No doubt, the Regent would pay a price for this boldness,
but that hardly mattered now. Now all that mattered was that
Farooq give his wife and son time to escape.
Farooq stood in the empty nursery with a scimitar in
each hand. He heard the thugs downstairs sacking his home.
Then he heard their footsteps in the stairwell. He took a deep
breath and waited.
The door burst open, scattering nursery furniture across
the room. Three men charged into the room, but before they
even found their footing, Farooq cut one down. The other two
swung, but they were rushed and missed. Farooq stuck the
second through the gut, and the thug fell howling to the floor.
The third man was cautious. It took Farooq several moves to
52
close with him. He finished the brigand with a savage cut to the
inner thigh that left the man in a crumpled heap.
As he turned back to the doorway, Farooq began to feel
almost hopeful. He had dispatched the first three without injury.
By now, Rachmana would be at the base of the stairs. If he could
hold this room for a little longer, she would have a real chance!
Then Farooq heard the distinctive clicking of a hammer
being cocked. It was followed by a sound like thunder. Farooq
was thrown backwards to the wall. He was in pain and could not
find his breath. The Regent strode into the room flanked by even
more men. He was holding a smoking flintlock.
“Farooq, my friend. Did you think you could stop this?
You have become too big for your britches.” The Regent was a
corpulent goblin. Farooq wondered how a man with such a tiny
ribcage could sport such a massive gut. “It is time for me to take
control of your assets, Farooq. This includes your lovely wife
and your heir. Where is your family?”
“Gone, you pus-filled swine!” Farooq spat blood as he
yelled. He tried to laugh, but the lead ball had opened one of his
lungs. It came out as a wheeze.
“They will not escape, Farooq. My men have blocked
your gate. I shall enjoy my new family.” The Regent smiled
wickedly and his men laughed.
Farooq saw his son’s overturned crib on the floor, its
wicker form smeared with blood. With pain wracking his body,
Farooq pushed himself away from the wall and crossed the
room. He clutched for the Regent’s throat. “You cur! I will—”
Another shot rang out from the Regent’s weapon as he
fired the second barrel. The shot halted Farooq’s attack, his hand
inches from the Regent’s throat. Farooq fell to the floor dead.
53
Chapter Two
Skills
Skills are specialized abilities or training your character may
have. While skills are closely related to statistics, they are
more refined than a general use of a statistic. You may sneak
or hide as an expression of the Stealth statistic, for example,
but training in the Sleight of Hand skill gives you a specialized
ability.
Skill Draws
Many skills have a draw value. Usually it will be based on a
statistic or some combination of statistics. If you pull a Minor
Arcanum that is equal to or lower than your draw value or
a Fortune Shines, your use of the skill is successful. An Ace
always counts as 1.
54
Difficulty
Not all skill draws are created equal. The GM may assign
modifiers based on a variety of circumstances. For example,
it is much more difficult to use Charm to fast talk your way
past a loyal, trained guard than it would be if that guard were
slovenly and drunk! While the difficulty of a draw is in the
hands of the GM, the following is a handy guide.
Circumstance Draw
Very Easy Double Draw
Easy +1
Most Draws +0
Difficult -1
Hard -2
Very Hard -3
Levels of Success
Successful use of a skill can mean many things. Did your
Intimidation merely impress your target or reduce him to a
quivering, jelly-kneed coward? A successful skill draw is always
a success. However, the GM can gain additional information
by the level of success. If the successful draw was a Fortune
55
Frowns, the skill succeeds but in an unremarkable way. If the
draw was a Fortune Shines, on the other hand, the success is
exceptional.
56
General Skills
Acrobatics
Cost: 3
Draw: Movement
Special: Acrobatics is the prerequisite for the martial skill
Evasion. Untrained characters may not attempt this skill.
Description: You have uncanny natural grace. Perhaps you
were trained in the circus or in some kind of theatre troupe.
You are a skilled and gifted tumbler capable of amazing
physical feats. Any time you take a fall, you may double draw
Agility to determine damage. With a successful Acrobatics
draw, you may recover from prone as a free action.
Apothecary
Cost: 3
Draw: Average of Heart & Perception
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill. Untrained characters may not attempt this skill.
Description: You have studied the natural sciences of the
day, including alchemy, phlebotomy, and physiognomy. You
understand the way herbs and minerals interact with each
other and the body. You may use Apothecary to cure poisons
and illnesses. You may also double draw any use of Culinary,
Medical, or Poisons.
Apothecary, Advanced
Cost: 3
Prerequisite: Apothecary
Draw: Apothecary
Special: Untrained characters may not attempt this skill.
Description: You have advanced skill and knowledge of
elements and chemicals. You may use Apothecary to create
and implement solvents, acids, adhesives, corrosives, and
many other chemical compounds. You may not directly use
Apothecary applications in combat nor can you use chemical
compounds as weapons, but you can do things like create an
57
acid to eat through a door lock or seal the same lock with an
adhesive. In addition, you may use Apothecary to intensify
gunpowder, increasing the base damage of firearms by 3.
Arcane Sense
Cost: 6
Draw: Average of Heart &
Perception
Special: Untrained
characters may not attempt
this skill.
Description: You have the
uncanny ability to sense
the presence of magic.
When you enter a space
with magic, or when magic
occurs in your presence,
the GM should ask you
for an Arcane Sense draw.
If you are successful, you
know whether or not magic is present and the approximate
location of its source. If your draw is unsuccessful, you gain
no information and cannot try again.
58
Art
Cost: 1
Draw: Heart
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill. If you are trained in Forgery and Art, you may
add 1 to your Status for the purposes of calculating Wealth
Level.
Description: You have a strong artistic talent. Your medium
might be oils, watercolor, or sculpture. Perhaps your art is
the composition of music or poetry. With a successful Art
draw, you may create a work of art in your discipline, know
something about a fellow artist, or spot a forgery. When you
first get this skill, choose an artistic discipline in which you
have expertise. Each time you increase your draw with this
skill, you may choose an additional discipline to practice.
Assassin
Cost: 3
Draw: None (see below)
Description: You are trained at silently killing foes from the
shadows. This skill may only be used with melee attacks that
are effective while grappled. This skill may only be used on a
target that is not actively engaged in combat and is unaware
of your presence. Usually putting yourself in the position to
use the Assassin skill requires a Stealth draw. When attacking
an opponent unaware, you may take a triple draw on the
attack and may double draw the Critical Effect Fate Test. If
the attack is fatal or incapacitating, your attack was totally
silent.
Charm
Cost: 3
Draw: Average of Heart & Status
Description: Your natural charisma allows you to influence
or even seduce others. Through flattery and wit, you may
59
attempt to sweeten the disposition of an NPC, which will
usually help you get your way. You can parlay this influence
into a seduction attempt if your target is of the appropriate
sexual orientation.
Climbing
Cost: 3
Draw: Movement
Description: You are a skilled climber, both with and without
equipment. You can exploit small handholds and footholds
to scale rock or ice faces. You can also scale manmade
walls. With the proper equipment, you can assist unskilled
climbers.
Construction
Cost: 1
Draw: Average of Body & Perception
Special: If you are trained in Construction and Forgery, you
may add 1 to your Status for the purposes of calculating
Wealth Level.
Description: You have extensive knowledge of carpentry,
masonry, and engineering. You know what it takes to build a
building or tear one down, though you would need the right
tools for either. On a smaller scale, you have the skill to build
chairs, tables, and other furniture. You may also use your
Construction draw for things like locating secret doors and
finding weak spots in walls.
Culinary
Cost: 1
Draw: Heart
Description: You are a gifted chef who can whip up a tasty,
satisfying meal out of the most meager ingredients. Your
keen senses also allow you to sniff out foods that are spoiled
or poisoned.
60
Deception
Cost: 3 How Well Did I Lie?
Remember, each skill draw gives
Draw: Average of Heart & you not only success or failure, but
Perception Fortune’s disposition as well. If you
Description: Whether lie successfully and Fortune Smiles,
you call it fibbing, lying, the GM will probably determine that
or prevaricating, your this lie will be more effective than
if you lie successfully and Fortune
character has a gift for Frowns. Likewise, the GM may use
verbal deceit. You can a similar logic for the severity of a
convince most people failure. “You tried Deception but
that your words are true Fortune Weeps? Your target not
even when they are not. only knows you lied, but is enraged
by your hubris and draws on you!”
Obviously, the more
outlandish your lie, the
greater the difficulty.
Demolitions
Cost: 3
Draw: Perception
Description: You are an expert with explosives. You know how
and where to package and place gunpowder to bring down
structures or blast doors off their hinges. Most importantly,
you know how much is too much! Demolitions is a new
trade, and working with gunpowder is a precarious endeavor.
Drawing a Fortune Weeps with this skill is very dangerous!
Disguise
Cost: 1
Draw: Stealth
Description: Using makeup, costume, and prosthetics, you
can alter your appearance to hide your identity or imitate the
appearance of others. The more ambitious your disguise, the
greater the difficulty will be; the more time and materials you
have to devote to the project, the lower the difficulty will be.
For example, if you only want to look like a lowly beggar, you
only need to throw on a ratty cloak and besmirch your face
61
with grime (assuming that you are not actually a lowly beggar
to begin with). This would be an easy use of disguise. If, on
the other hand, you want to pass as a king in his own court,
you will have a much more difficult draw. You do not draw
when you first put on your disguise. Instead, the GM should
ask you for a draw the first time someone you are trying to
dupe looks at your disguise.
Driver
Cost: 1
Draw: Average of Heart & Perception
Special: If you are trained in Horsemanship, you may use that
draw if preferable.
Description: You are skilled at handling teams of horses,
oxen, mules, and other beasts of burden. You can deftly drive
all manner of coaches, carts, and wagons. Normal day-to-
day use of this skill requires no draw, but if you find yourself
behind the reins in combat or racing a team down an icy
mountain road, you will need to turn a card.
Escape Artist
Cost: 3
Draw: Agility
Description: You have a talent for escaping from bonds,
grapples, or cuffs. When bound, you can contort your body
and even dislocate joints to wriggle free. Obviously, the
more care that has been taken with your restraints, the more
difficult your draw will be. Likewise, the more time you
spend on your escape, the easier the draw will be.
You may also use Escape Artist to fit into tiny spaces and
through narrow gaps. Using Escape Artist this way is somewhat
dependent on your character’s size. A Huge character will have
a much higher difficulty than will a Tiny character. With an
Escape Artist draw, you may break out of a grapple in combat
as a minor action regardless of your opponent’s statistics.
62
Etiquette
Cost: 1
Draw: Average of Perception & Status
Special: If you are trained in Scholarship, you receive a +1
draw to this skill. If you are trained in both Etiquette and
Leadership, you gain +1 Status for purposes other than
Wealth Level. This includes calculating the draw for this
skill.
Description: You are skilled in courtly graces and manners.
You know how to avoid offense in the most genteel of society.
Fey Magic
Cost: 6
Draw: Special (see spells)
Description: You may cast all the spells on the Basic Fey
Magic Spell List found in Chapter Five.
Fletching
Cost: 3
Draw: Perception
Description: You are skilled in the delicate craft of making
your own arrows and crossbow bolts. To do so, you need only
63
rudimentary supplies and tools. You may also use +1 damage
arrows or bolts regardless of your Wealth Level.
Forgery
Cost: 1
Draw: Stealth
Special: If you are trained in Forgery and Art or Forgery and
Construction, you may add 1 to your Status for the purposes
of calculating Wealth Level.
Description: You are skilled at counterfeiting signatures and
other writing. If you are trained in both Forgery and Art, you
can use this skill to create artistic forgeries. If you are trained
in both Forgery and Smith, you can use this skill to mint your
own counterfeit coinage.
Gambling
Cost: 1
Draw: Stealth
Special: With this skill, you may make a Gambling test before
calculating your Wealth Level. If successful, you may double
draw your Wealth Level. If unsuccessful, you must subtract 1
from your Status for purposes of calculating Wealth Level. If
Fortune Weeps on this test, you must black double draw your
Wealth Level.
Description: You are an expert at games of chance. Perhaps
you prefer dice or cards, or even competitions like bear
baiting or dog racing. Maybe you are drawn to the risk of all
gambling. Whatever the game, you know how to strategize
your betting. You also have an eye for spotting cheating and a
talent for hiding your own cheating.
Gypsy Magic
Cost: 3
Draw: Special (see spells)
Description: You may cast all the spells on the Basic Gypsy
Magic Spell List found in Chapter Five.
64
Gypsy Magic, Advanced
Cost: 3
Prerequisite: Gypsy Magic
Draw: Special (see spells)
Description: You may cast all the spells on the Advanced
Gypsy Magic Spell List found in Chapter Five.
Hawking
Cost: 3
Draw: Heart
Description: You are a skilled
trainer and handler of birds
of prey. If you have spent
at least 1 point of expertise
in this skill, your character
may own a trained bird
commensurate with your
Wealth Level. With a draw,
your bird may be used for
hunting small game.
65
Hebrew
Cost: 3
Draw: Heart
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill. Untrained characters may not attempt this skill.
Description: You speak the ancient language of Judaism.
Speaking Hebrew gives you significant abilities beyond
simple communication. To use Hebrew, you must always be
able to speak it aloud. Anything that would interrupt your
ability to speak will interrupt your use of Hebrew.
Weapon Consecration
You may use Hebrew to consecrate weapons or places. You may
have one permanently consecrated weapon regardless of your
Wealth Level. This does not require a draw. Consecrating a
place or weapon normally takes about 6 hours.
Arcane Resistance
You may use Hebrew to resist a single spell that targets you.
This takes no time. If the spell has multiple targets, you
resist for yourself alone. The difficulty of the draw is based
on the power of the spellcaster. Use of Hebrew in this way is
instinctual and may even stop a Reflex type spell.
66
Horsemanship
Cost: 3
Draw: Average of Agility & Heart
Description: Anyone can ride a horse, but your character has
exceptional ability in the saddle. Normal day-to-day use of
this skill requires no draw but performing exceptional or
dangerous mounted maneuvers requires a draw.
Hounds
Cost: 3
Draw: Heart
Description: You are a skilled trainer and handler of all kinds
of dogs. If you have spent at least 1 point of expertise in this
skill, your character may own a dog commensurate with your
Wealth Level. With a draw, your dog may be used for hunting
game. If you own a dog and are trained in Tracking, you may
double draw Tracking. If you are not trained in Tracking, you
may attempt to track at half your skill draw for Hounds.
67
Intimidation
Cost: 3
Draw: Average of Body &
Status
Description: When you
need to be, you are a scary
individual. With bluster, a
stern eye, and a strong voice,
you can cow others and even
make them back down in
tense situations. The difficulty
will vary greatly based on
your relative position of
strength and your target’s
willpower.
Juggling
Cost: 1 Page of Swords
Draw: Agility
Description: You are an adept
juggler. You can juggle pins, balls, and dangerous objects like
knives. You can reasonably keep about five objects in the air
for any length of time.
Kabbalah
Cost: 3
Prerequisite: Hebrew or Yiddish Language
Draw: Special (see spells)
Description: You may cast all the spells on the Basic Kabbalah
Spell List found in Chapter Five.
Kabbalah, Advanced
Cost: 3
Prerequisite: Kabbalah
Draw: Special (see spells)
Description: You may cast all the spells on the Advanced
Kabbalah Spell List found in Chapter Five.
68
Kabbalah, Master
Cost: 3
Prerequisite: Kabbalah, Advanced
Draw: Special (see spells)
Description: You may cast all the spells on the Master
Kabbalah Spell List found in Chapter Five.
Language
Cost: 1
Draw: None
Description: There are as many languages in Renaissance
Europe as there are kingdoms: French, English, German,
Yiddish, Russian, Polish, Italian, Spanish, Norse, and many
more. Your character is fluent in their native language for
free. Each additional choice or purchase of Language gives
your character fluency in one more language.
Latin
Cost: 6
Prerequisite: Literacy
Draw: Average of Heart & Status
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill. Untrained characters may not attempt this skill.
Description: You may speak, read, and write Latin, an ancient
religious language with abilities far beyond those of a normal
language. While the effects of Latin may appear magical
they are not. To use Latin, you must always be able to speak
it aloud. Anything that would interrupt your ability to speak
will interrupt a Latin rite.
Weapon Consecration
You may use Latin to consecrate weapons or places. You may
have one permanently consecrated weapon regardless of your
Wealth Level. This does not require a draw. Consecrating a
place or weapon normally takes about 6 hours.
69
Consecrate Blow
With a Latin draw, you may cause a normal hand weapon to
function as if consecrated for a single strike. This takes no
time. You must have line of sight on the weapon as it strikes
the target. Drawing a Fortune Weeps will cause the weapon to
break before any damage is dealt.
Arcane Resistance
You may use Latin to resist a single spell that targets you. This
takes no time. If the spell has multiple targets, you resist for
yourself alone. The difficulty of the Latin draw is based on the
power of the spellcaster. Use of Latin in this way is instinctual
and may even stop a Reflex type spell.
Dispel Arcane
You may use Latin to interrupt ongoing spells. This takes a
major action to establish but may be maintained each round
as a free action. As long as you can keep speaking, the spell or
enchantment has no effect. The difficulty of the Latin draw is
based on the power of the spellcaster.
70
Leadership
Cost: 1
Draw: Average of Heart & Status
Special: If you are trained in both Etiquette and Leadership,
you gain +1 Status for all purposes other than Wealth Level.
This includes calculating the draw for this skill.
Description: You have a gift for inspiring people to follow you.
You can give a rousing speech to a regiment of soldiers or an
unruly mob. You have a natural presence that people respect.
Literacy
Cost: 3
Draw: None
Special: Untrained characters may not attempt this skill.
Description: Your character may read and write any languages
which they speak. This may sound trivial, but in Renaissance
Europe, literacy is an uncommon ability. You only need to
take Literacy once to cover all your languages.
Lockpick
Cost: 3
Draw: Stealth
Description: You can crack open chests, safes, and doors
without the key or combination. You can also use your
locksmith training to disarm traps and design locks that are
tougher to pick.
The difficulty of your draw will vary based on the quality of the
lock, tools available, and time allowed as follows.
Circumstance Difficulty
Advanced lock -1 or more
Character spends only 1 round -1
Character spends at least 1 minute +0
Character spends at least 15 minutes +1
71
Medical
Cost: 3
Draw: Perception
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill. If you are trained in Apothecary, you may double
draw any use of Medical. Untrained characters may not
attempt this skill.
Description: You are trained in first aid and basic anatomy.
You can diagnose illnesses and treat wounds. Combined with
Poisons or Apothecary, you can counteract poisons as well.
Medical, Advanced
Cost: 3
Prerequisite: Medical
Draw: Medical
Special: Untrained characters may not attempt this skill.
Description: You are trained in advanced anatomy. You can
treat advanced diseases and even perform surgery. If you
spend a full hour, you may perform advanced healing in
place of the basic healing described under Medical. If you
72
are successful, you may add half your Medical skill to the
amount healed. Note that you may still perform Medical
healing on a target only once per day.
Merchant
Cost: 3
Draw: Average of Perception & Status
Special: With this skill, you may double draw Wealth Level.
Description: You are a skilled bargainer and shrewd
negotiator. You can haggle over the cost of goods in any
market in Europe. You are also an expert at analyzing
merchandise for quality, authenticity, and overall value.
Navigation
Cost: 1
Draw: Average of Heart & Perception
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill. If you are trained in both Navigation and Sailing,
you may add 1 to your Status for the purposes of calculating
Wealth Level.
Description: You can effectively chart a course by the sun,
stars, or other landmarks. This skill is most often used at sea,
but may be used for land travel as well. You also have a very
strong, innate sense of direction.
Performance
Cost: 1
Draw: Average of Heart & Status
Description: Be it acting, dance, voice, or a musical
instrument, your character is a gifted performer. In
Renaissance Europe, the theatre, opera, and ballet are
thriving art forms! When you first get this skill, choose a
performance discipline in which you have expertise. Each
time you spend a point of expertise on Performance, you may
choose an additional discipline to practice if you wish.
73
Poisons
Cost: 3
Draw: Perception
Special: If you are trained in Scholarship, you receive a +1 draw
to this skill.
Description: You are familiar with a wide variety of poisons,
and know how to concoct and administer them. Design your
poison by picking 1 entry from each of the three following
categories.
Speed
While the poison is attacking the target, the target cannot
heal. The speed of the poison describes how often the target
takes Hit Point damage.
• Very Slow—the target takes 1 Hit Point of damage every 12
hours.
• Slow—the target takes 1 Hit Point of damage every 1 hour.
• Moderate—the target takes 1 Hit Point of damage every 1
minute.
• Fast—the target takes 1 Hit Point of damage every round.
Delivery
The delivery of the poison describes the method in which the
poison must be administered to the target.
• Ingested—the poison must be swallowed.
• Inhaled—the poison may be breathed in like a vapor, mist,
or fine powder. This also includes powders that are blown
into the eyes.
• Blood—the poison must be delivered to the bloodstream.
This may be accomplished with a poison-coated needle or a
blade.
• Skin—the poison may be delivered through any contact
with the skin.
Side Effects
Side effects are anything the poison may do in addition to its
base damage. Side effects do not normally come on until the
74
target has taken their Heart in Hit Point damage. If you want
to concoct a poison with side effects that come on instantly,
you must take an additional -1 draw.
• None—the target suffers no effects beyond damage.
• Minor—you may designate a mild side effect like dizziness,
blurred vision, or strong headaches.
• Major—you may designate a severe side effect like
blindness or delusions.
• Debilitating—you may designate a debilitating effect like
crippling pain, paralysis, or incapacitation.
75
Running
Cost: 1
Draw: NA
Special: You may select or purchase this skill up to 3 times.
Each time gives an additional +1.
Description: You are an excellent runner. For short sprints or
over longer distances, you can cover ground faster than most.
You gain +1 Movement for footspeed only. This bonus does
not apply to skills like Acrobatics or Swimming.
Sailing
Cost: 1
Draw: Average of Agility & Perception
Special: If you are trained in both Navigation and Sailing,
you may add 1 to your Status for the purposes of calculating
Wealth Level.
Description: You are a skilled mariner. From tiny sloops to
heavy frigates, you are comfortable with all kinds of sailing.
You can make repairs on a ship, manage winds, and pilot a
craft.
Scholarship
Cost: 3
Prerequisite: Literacy
Draw: None
Special: This skill gives
you a +1 draw to many
skills.
Description: You have an
extensive background
in academic studies
and learning. Maybe you attended a university like those in
Wittenberg and Paris. Perhaps, like Galileo, you have made a
personal study of the sciences. You might even be some kind
of court scholar.
76
Sixth Sense
Cost: 3
Draw: None (see below)
Description: You have an uncanny sense for danger. This is
not quite supernatural, but it certainly defies explanation.
Any time you are headed into a trap or someone is sneaking
up on you, you may double draw your Perception (even if the
foe is invisible or otherwise undetectable).
Sleight of Hand
Cost: 3
Draw: Stealth
Description: You can deftly pick pockets and palm objects.
You can use this skill to hide small weapons and items, steal
money purses, or even perform the tricks of an illusionist.
If you have this skill and you are willing to cheat, you may
double draw any use of Gambling.
Smith
Cost: 3
Prerequisite: Construction
Draw: Construction
Description: You are a skilled metalworker. You can build
and mend all manner of armor and weaponry. To utilize
Smith, you must have access to a forge and appropriate tools
and materials. Smith is a time-intensive skill. Even with an
already hot fire, any use of Smith takes at least a few hours.
You keep your gear in good shape. Any time you blunder with
one of your own weapons that you have been maintaining, you
may double draw the blunder effect draw.
77
You may own and use a single item beyond your Wealth Level
that you have personally made. This might be an expensive
firearm or an advanced hand weapon. If this item is broken or
lost, you may mend or rebuild it given time and materials. You
may have this item before you first adventure.
Smith, Advanced
Cost: 3
Prerequisite: Smith
Draw: Construction
Description: You excel in the craft of metalworking. Given
at least a week with a forge and materials, you may make or
modify an item to give it very potent advantages. To do this,
you must burn 1 Fortune. If this item is broken or lost, you
may mend or rebuild it given time and materials without
burning additional Fortune. You may only attempt these
modfications once per item. There is no draw, but you must
make a Fate Test to determine the quality of the item as
follows.
F������ W����: No benefit
F������ F�����: Choose 1 of {+1 to hit, +1 parry, or
+1 damage}
F������ S�����: Choose 2 of {+1 to hit, +1 parry, or
+1 damage}
F������ S�����: Take all of {+1 to hit, +1 parry, and
+1 damage}
Stealth Expert
Cost: 1
Draw: NA
Special: You may select or purchase this skill up to 3 times.
Each time gives an additional +1.
Description: You are very deft at sneaking and hiding. You
gain +1 Stealth for sneaking and hiding. This bonus does not
apply to skills like Disguise or Vocal Control.
78
Survival
Cost: 1
Draw: Average of Body & Perception
Description: You are an expert at
surviving in harsh environments.
You can make shelters, kindle fire,
and withstand the elements. You
will also be good at foraging for
food and distinguishing edible
plants and mushrooms from
those that are toxic. You may
also concoct antidotes for some
poisons.
Swimming
Cost: 1
Draw: Movement
Description: It is assumed that everyone knows how to
swim, but your character is exceptional. You are extremely
comfortable in the water. You can hold your breath and cover
great distances while submerged. You can dive safely from
great heights and swim to great depths.
Tracking
Cost: 3
Draw: Perception
Special: Untrained characters may not attempt this skill.
Description: You are skilled at following tracks and signs.
With a successful draw, you can tell when someone passed
a spot and which way they were headed. You can also use
tracking to follow someone. The amount of information
and the speed with which you can track someone depends
on your level of success. The difficulty of the draw for this
skill will vary greatly depending on the terrain, the size and
stealth of the group you are tracking, and the age of the trail.
79
Traps
Cost: 1
Draw: Perception
Special: Untrained characters may not attempt this skill.
Description: Your character is trained to spot, set, and disarm
traps and snares. You may use this skill to set a hunter’s trap
in the woods to nab a meal, or you might sniff out an alarm
trap on a door and disarm it to enter a house undetected.
The more sophisticated the trap in question, the greater the
difficulty.
Underworld
Cost: 3
Draw: Perception
Special: With this skill, you may double draw Wealth Level.
You then take a -1 to your Status AFTER calculating Wealth
Level.
Description: You know your way around the dark underbelly
of society. In a familiar town, you know just whom to ask for
criminal information. If you find yourself on strange turf, it
does not take you long to sniff out those who live outside the
law and establish new contacts.
Vocal Control
Cost: 3
Draw: Stealth
Special: Untrained characters may not attempt this skill.
Description: You have an exceptional ability to throw your
voice and to speak without moving your lips. You also are
skilled at mimicking other voices or even animal sounds.
Wiccan Craft
Cost: 6
Draw: Special (see spells)
Description: You may cast all the spells on the Wiccan Craft
Basic Spell List found in Chapter Five.
80
Wiccan Craft, Advanced
Cost: 6
Prerequisite: Wiccan Craft
Draw: Special (see spells)
Description: You may cast all the spells on the Advanced
Wiccan Craft Spell List found in Chapter Five.
Witchcraft
Cost: 6
Draw: Special (see spells)
Description: You may cast all the spells on the Basic
Witchcraft Spell List found in Chapter Five.
Witchcraft, Advanced
Cost: 6
Prerequisite: Witchcraft
Draw: Special (see spells)
Description: You may cast all the spells on the Advanced
Witchcraft Spell List found in Chapter Five.
Witchcraft, Master
Cost: 6
Prerequisite: Witchcraft, Advanced
Draw: Special (see spells)
Description: You may cast all the spells on the Master
Witchcraft Spell List found in Chapter Five.
81
Martial Skills
Martial skills are specialized combat abilities like fencing,
fighting with two weapons, or fighting with a shield. There are
two ways for your character to acquire martial skills. First, you
choose martial skills as part of character creation (see Chapter
1, Step 13). Second, you may purchase additional martial skills
for 4 experience points each.
Double-Nock
You may fire two arrows simultaneously from either a longbow
or shortbow. You cannot hit twice this way, but you double
draw a single bow attack. You may do this as your first bow
attack in combat as normal. After your first bow attack,
reloading a double nock takes a major action rather than a
minor action.
82
Evasion
Prerequisite: Acrobatics
Evasion allows you to use Acrobatics to defend yourself if you
take a Critical wound. You should declare your use of Evasion
after you have taken a Critical wound but before the Critical
Effect Fate Test. To use Evasion, you must have significant
space to retreat, and you must sacrifice your next minor action
as a retreat movement. After you retreat, you should make an
Acrobatics draw. If successful you do not need to make the
Critical Effect Fate Test. You only take the hit point damage.
You may use Evasion only once per round.
Fencing
You have studied one of the many European fencing styles, and
you are a lethal fighter with a light blade. To gain the benefits
of any Fencing martial skill, you must fight with a ‘Fencing
Blade,’ you may not use a shield, and you may not wear heavy
armor.
83
Fencing, Disarm
Prerequisite: Fencing
You are an expert at knocking weapons out of your opponent’s
hands with your fencing blade. You may double draw any
attempt to disarm someone with your fencing weapon.
Fencing, Lunge
Prerequisite: Fencing
You may attack with your fencing blade as if it were a reach
weapon. You may attack at the top of the round if you take no
other action. You may move up to 1 stride before you lunge.
You may attack any target up to 3 strides away with your lunge.
84
Fencing, Parrying Dagger Advanced
Prerequisite: Fencing, Parrying Dagger
You may use a parrying dagger either offensively or defensively
in your off hand. You may choose to ignore your first parry
draw or attack draw with your fencing blade and make a
second draw with your parrying dagger. If you take the second
draw, you must accept it even if the result is worse than the
first. You may only use this ability once per round.
Heightened Reflexes
You have great reflexes and a cool head in combat. If you do
not like the Initiative card drawn in combat, you may choose
to draw your own and choose the better of the two cards. If
you choose the new card, it pertains only to you, not the rest of
your party.
Highwayman
You are skilled at fighting with two flintlocks. To use
Highwayman, you must have a flintlock in each hand and you
must discharge both of them. While you cannot hit twice this
way, you may double draw a single flintlock attack at -1.
Powerful Strike
You have the ability to bring enormous physical strength
to a blow. This takes a minor action to set up. You may only
perform Powerful Strike with a melee weapon that has a Body
component of damage. You gain a bonus of half your Body in
damage for this blow.
85
Quickdraw
You may draw a weapon as a free action. You must use this
ability with one-handed weapons only.
Snapshot
You can nock an arrow and loose it with incredible speed. You
may fire a shortbow or longbow as a ready weapon in the first
round of combat you have it out. This skill, combined with the
Quickdraw skill, makes loading a shortbow or longbow a free
action.
Sweeping Blow
You are so deft with a two-handed weapon that you may attack
two targets simultaneously. You must be in melee range of
both targets to perform sweeping blow on them. You must use
a weapon two-handed to perform sweeping blow.
Throwing
You have exceptional aptitude for throwing weapons. You may
ignore the base -1 penalty to throw a weapon within 10 strides.
Also, you may use your Hand Attack rather than your Ranged
Attack if preferable when throwing.
Toughness
With a successful Heart draw, you may ignore Incapacitation
and Stun effects.
86
Toughness, Advanced
Prerequisite: Toughness
You may double draw the Critical Effect Fate Test of any
Critical wound you take.
Unarmed Fighter
Whether pugilism, grappling, or some more exotic eastern
art, you are an expert at fighting without a weapon. Unarmed
Fighter gives you several advantages. You may attempt to break
grapple as a minor action rather than a major action. You gain
+2 points of base damage when fighting unarmed. You also
gain +1 parry when fighting unarmed.
87
Weapon Expertise
You have training and practice with one particular weapon.
You gain +1 to hit with a single chosen weapon.
Special: You may select Weapon Expertise multiple times at
the basic level if you want +1 in several different weapons.
88
Chapter Three
Twisting Fate
Fate is a capricious mistress. She will be kind one moment and
cruel the next. But when she is on your side, everything falls
into place!
Fate Twists allow you, the player, to manipulate the Fate Deck
itself. You can twist fate as often as you wish as long as you still
have points in your Fate
Pool. Some twists allow you Totally Meta
to look at upcoming cards or A Fate Twist is something you do,
reshuffle the deck. Others not your character. Your character
let you play with cards face has no knowledge that fate is
up or put certain Major twisted. You, on the other hand, are
totally aware of the implications of
Arcana near the top of the Fate Twists. We encourage you to
deck. Clever use of a Fate play in your most tactically savvy
Twist will benefit not just way. This is your chance to go meta
you but your entire party. and let your geek flag fly!
Rob’s goblin, Ismara, has a Fate Pool of 3. This means she can
twist fate three times in a session. After a play session, Ismara’s
Fate Pool will refill to 3, regardless of how many Fate Pool points
Rob spent.
89
Fate Twists
Balanced Ledger
Wherever it is, the GM should find Temperance and shuffle
it into the top 3. This is true even if the card is currently held
or in the boneyard. However, this twist will not remove a card
from under the Tower. Note that drawing Temperance knocks
the Fool off the table.
Borrowed Trouble
If another character places a Major Arcanum in the boneyard
as a result of Fortune Weeps, and that card is a Fortune Shines
for you, you may pick it up as a Fortune Counter. Once the card
is covered, this opportunity is gone. You cannot use this Fate
Twist when the Fool is on the table.
Déjà Vu
The GM takes the top card off the boneyard and shuffles it into
the top 5.
Devil’s Laugh
Wherever it is, the GM should find the Devil and shuffle it into
the top 3. This is true even if the card is currently held or in the
boneyard. Note that the Devil knocks the Fool off the table.
However, this twist will not remove a card from
under the Tower.
Fat Chance
The GM takes any Minor Arcana cards of your choice out of
the boneyard and shuffles them back into the remaining Fate
Deck.
Fate is Written
Name any Major Arcanum other than Death or the Wheel of
Fortune. The GM should find this card and turn it face up,
then reinsert it at the same spot in the deck. This card is played
90
face up for the rest of the session and everyone knows where in
the deck that card currently sits.
Fool’s Errand
If the Fool is in the Fate Deck, you may find it and put it
directly on the table. If the Fool is on the table, you may shuffle
it back into the remaining Fate Deck after one draw. You may
not use Fool’s Errand if the Fool is in the boneyard.
Good Omen
You may take Death off the table and shuffle it back into the
remaining Fate Deck after one draw.
Harbinger of Death
The GM should find Death and turn it face up, then reinsert
it to the same spot in the deck. Death is played face up for the
rest of the session or until it takes a life. Everyone knows where
in the deck the card currently sits.
High Roller
The next draw must be resolved with a Major Arcanum.
The player should continue drawing until they get a Major
Arcanum that resolves their draw. Discard any Minor Arcana.
The Fool, Death, and the Tower are placed on the table as
normal. The Wheel of Fortune is resolved as normal.
House Celestial
You may choose Star, Sun, or both. Wherever they are, the
GM should find your chosen card(s) and shuffle them into the
top 5. This is true even if the cards are currently held or in the
boneyard. However, this twist will not remove any cards from
under the Tower.
House of Law
You may choose Justice, Judgment, or both. Wherever they are,
the GM should find your chosen card(s) and shuffle them into
91
the top 5. This is true even
if the cards are currently House Rules
held or in the boneyard. Only one ‘House’ twist may be
applied to a single draw. You may
However, this twist will otherwise use multiple twists to
not remove any cards from affect a single draw, but they must be
under the Tower. implemented in the order in which
they were declared. For example,
if you were to use Fat Chance after
House of Misery using House of Law, Justice and
You may choose Hanged Judgment will likely get lost in the
Man, Hermit, or both. shuffle.
Wherever they are, the GM
should find your chosen
card(s) and shuffle them into the top 5. This is true even if the
cards are currently held or in the boneyard. However, this twist
will not remove any cards from under the Tower.
House of Motherhood
You may choose Empress, High Priestess, or both. Wherever
they are, the GM should find your chosen card(s) and shuffle
them into the top 5. This is true even if the cards are currently
held or in the boneyard. However, this twist will not remove
any cards from under the Tower.
House Planetary
You may choose Moon, World, or both. Wherever they are, the
GM should find your chosen card(s) and shuffle them into the
top 5. This is true even if the cards are currently held or in the
boneyard. However, this twist will not remove any cards from
under the Tower.
House of Tyranny
You may choose Emperor, Hierophant, or both. Wherever they
are, the GM should find your chosen card(s) and shuffle them
into the top 5. This is true even if the cards are currently held
or in the boneyard. However, this twist will not remove any
cards from under the Tower.
92
Hunch
Look at the top card in the Fate Deck. Keep this information to
yourself.
Ill Omen
Wherever the Death card is, the GM must find it and shuffle it
into the top 3.
New Day
The GM should reshuffle the entire Fate Deck including the
boneyard, all held cards, and cards on the table. However the
GM should not reshuffle the Tower or any cards under it.
Premonition
Look at the next 3 cards in the Fate Deck and discard 1. The
GM then shuffles the remaining 2 and a third together and
replaces them on top of the deck. Keep this information to
yourself.
Prudence
The next draw must result in a Minor Arcanum. The player
should continue drawing until they get a Minor Arcanum that
resolves their draw. Discard any Major Arcana including the
Fool or the Tower. The Wheel of Fortune is resolved as normal.
Reshuffle Death back into the Fate Deck.
Reprieve
You may ignore the Wheel of Fortune. The GM should shuffle
it directly back into the remaining Fate Deck. You may not use
Reprieve if the Wheel of Fortune is the last remaining card.
Rising Star
The GM should reshuffle the boneyard back into the
remaining Fate Deck, not including held cards, cards on the
table, or cards under the Tower.
93
Chapter Four
Gear
In Fortune’s Fool, your character has the appropriate gear and
possessions for their Wealth Level and occupation. You do
not need to keep track of things like clothing or food or your
dwelling. However, you should record personal gear that may
have combat or skill implications.
Weapons
Weapons have the following statistics.
Damage: The damage the weapon does with a ×1 hit. Many
weapons’ damages are based partly on the Body of the
wielder.
Type: Weapons are either Blunt or Lethal. For more
information on the difference, see Chapter Seven.
Parry: This is the value that you add to your Dodge when you
are defending yourself
with a melee weapon. What Do I Have
Range: The distance beyond
melee that a ranged
On Me?
Your Wealth Level tells you what
weapon can effectively you can afford, but not necessarily
attack. Ranged weapons what you have on your person at any
will be either Short or given moment. You might be able to
Long range. For more afford a great suit of armor as well
as a musket and two-handed sword.
information on ranges, see Does this mean you are going to
Chapter Seven. wear these things to a ball or dinner
Hands: The number of party? Obviously not. If you are
hands required to use going to a genteel affair, leave the
the weapon. Some war-gear at home! But this is a two-
sided contract. If, for the sake of the
one-handed weapons story, your martial dwarf leaves his
(broadsword and club, heavy armor in the barracks to go to
for example) may be used the fancy dinner, the GM needs to
two-handed for additional take that into account when danger
damage. erupts at the event.
94
Martial: The minimum Martial Training you must have to
use the weapon proficiently. If you use a weapon without
proficiency, you have half your normal attack value and
cannot use it to parry.
Wealth: The minimum Wealth Level you must have to use the
weapon without tempting fortune.
Melee Weapons
Unarmed Combat
Unarmed: Unarmed includes punches, kicks, knees, elbows,
and even head butts! Anyone can make the basic unarmed
attack regardless of their Martial Training or Wealth Level.
Unarmed attacks may be used while grappled. This weapon
may be used by Fey spellcasters.
Damage Type Parry Hands Martial Wealth
½ Body Blunt NA NA NA Destitute
95
Basic Blades
Knife: From kitchen tools to combat dirks, the knife is the
ubiquitous small cutting weapon of the day. This weapon
may be used while grappled. This weapon may be thrown.
Damage Type Parry Hands Martial Wealth
6 Lethal 0 1 0 Poor
Fencing Blades
Cutlass: This is the crudest weapon that can be used for
fencing. The cutlass has a heavy, fairly short, curved blade.
This weapon is commonly used at sea where tight quarters
make short weapons more practical.
Damage Type Parry Hands Martial Wealth
8 + ½ Body Lethal 1 1 2 Poor
96
Saber: The saber is longer
and thinner than a cutlass Fencing
but is still a fairly crude You do not actually need the Fencing
Martial skill to use a fencing blade.
fencing blade. The saber As long as you have the appropriate
is primarily a slashing Martial Training and Wealth Level,
and cutting blade and is you can use these weapons without
favored by cavalry fighters. actually ‘fencing’.
Small Sword: This blade is the state of the art for fencers. It is
basically a reinforced and edged fencing foil. These blades
are like vipers—quick and deadly. At the same time, they
lack the defensive prowess of the longer rapier.
Damage Type Parry Hands Martial Wealth
14 Lethal 2 1 4 Wealthy
97
Parrying Dagger: Also called the main-gauche or left
hand dagger, the parrying dagger is a new weapon of the
Renaissance. It is longer and thinner than a normal dagger
and has a heavy guard or hilt to improve its defensive
value. It cannot be thrown, but it can be used as an offhand
weapon. This weapon may be used while grappled.
Damage Type Parry Hands Martial Wealth
8 Lethal 2 1 2 Mid Class
Bludgeoning Weapons
Club: The most primitive of weapons, this is a heavy length of
wood, stone, or bone. The club may be used in either one or
two hands. This weapon may be used by Fey spellcasters.
Damage Type Parry Hands Martial Wealth
3 + ½ Body* Blunt 1 1* 0 Destitute
*If this weapon is used two-handed, increase damage by an additional ½ Body.
98
Staff: The staff brings less force to bear than a mace, but it is
better for defense. The staff is a length of wood held with two
hands. The wielder may attack or defend with either end.
This weapon may be used by Fey spellcasters.
Damage Type Parry Hands Martial Wealth
6 + ½ Body Blunt 3 2 2 Destitute
Axes
Hatchet: This is a small, one-handed axe that is as much a tool
as a weapon. This weapon may be thrown. This weapon may
be used while grappled.
Damage Type Parry Hands Martial Wealth
4 + ½ Body Lethal 1 1 1 Poor
Heavy Axe: A heavy axe is any large, two-handed axe. Often the
tool of farmers or lumberjacks, the heavy axe is still a very
dangerous weapon.
Damage Type Parry Hands Martial Wealth
7 + Body Lethal 1 2 2 Poor
99
Hammers
Light Hammer: Light hammers might be true weapons
or simple carpenters’ tools. They are small one-handed
weapons. This weapon may be thrown.
Damage Type Parry Hands Martial Wealth
6 + ½ Body Blunt 1 1 1 Poor
Spears
Light Spear: The light spear is really just a sharpened stick.
It can be used one- or two-handed. This weapon may be
thrown. This weapon may be used by Fey spellcasters.
Damage Type Parry Hands Martial Wealth
4 + ½ Body* Lethal 1 1* 1 Poor
*If this weapon is used two-handed, increase damage by an additional ½ Body.
100
Reach Weapons
For more on reach weapons, please see Chapter Seven.
Ranged Weapons
Slings & Bows
Sling: The sling is a primitive
but effective ranged weapon. It
is a simple strap of leather or
cloth with a pouch for a stone.
It takes a minor action to reload
a sling, and it cannot be carried
loaded. This weapon may be
used by Fey spellcasters.
Damage Type Range Hands Martial Wealth
7 Blunt Short 2 0 Destitute
101
Shortbow: The shortbow is the basic bow and arrow. Often
used more for hunting than battle, the shortbow is still a very
dangerous weapon. It is also easier to use than the longbow.
It takes a minor action to reload this kind of bow, and this
bow cannot be carried loaded. This weapon may be used by
Fey spellcasters.
Damage Type Range Hands Martial Wealth
9 Lethal Short 2 1 Poor
Crossbows
Crossbow: Sometimes called the flatbow, the crossbow is a
very short bow attached to a cross spar. Rather than arrows, a
crossbow fires shorter quarrels or bolts. It takes a full round
(minor and major actions) to reload this crossbow. It may
be carried loaded and used as a readied range weapon when
loaded.
Damage Type Range Hands Martial Wealth
11 Lethal Long 2 1 Mid Class
102
Heavy Crossbow: The heavy crossbow is a crossbow with a very
powerful pull. A heavy crossbow is reloaded with a crank or
foot brace. It takes one full round and an additional minor
action to reload this crossbow. It may be carried loaded and
used as a readied range weapon when loaded.
Damage Type Range Hands Martial Wealth
13 Lethal Long 2 1 Wealthy
Firearms
Pistol: Pistols are one-handed, muzzle-loaded firearms. Pistols
include matchlocks, wheel locks, and the more modern
flintlocks. Reloading a pistol takes two full rounds. It may
be carried loaded and used as a readied range weapon when
loaded. This weapon may be used while grappled.
Damage Type Range Hands Martial Wealth
17 Lethal Short 1 2 Wealthy
103
Advanced Weapons
If you have great wealth, you can utilize very expensive
weapons with special advantages! Don’t bother to look at the
following table if you are not at least Rich or it will make you
sad. You can never take bargain versions of advanced weapons.
Advanced Wealth
Advantage
Weapon Level
Masterwork +1 damage for bows or
Rich
Arrows crossbows
Masterwork Melee
+1 damage melee weapon Rich
Weapon
Double-Barreled
Firearm may load 2 shots Rich
Firearm
Armor-Piercing
Firearms ignore armor Absurd
Ammo
Ancient Melee +1 to damage and counts
Absurd
Weapon as ‘enchanted’
104
Can I Sleep In Armor
Armor allows you to reduce
My Armor? the damage of any hit you
A better question might be, ‘Would
you sleep in your armor?’ If you are take. You apply your armor
out on the road or at war, you might after any damage multiplier,
sleep in light armor. But you would not before. Armor applies
never sleep in medium or heavy to the hit point damage of
armor. Though you could sleep in Critical wounds but it does
the light layer of heavier armor.
not alter the specific effect
of a Critical wound. You
do not apply armor to environmental and incidental damage
(poisons, falling, fire, and so on).
105
If you are very wealthy, you may be able to afford masterwork
armor as follows. Masterwork armor has all the same modifiers
to Stealth, Movement and Initiative as normal armor.
Shields
You may carry a shield in one hand to gain a bonus to your
Dodge. You may apply this bonus once per round. You may
also combine the bonus
from a shield with the parry
of another weapon in your
other hand. Unlike normal
weapon parries, you may
apply your shield value to
ranged weapons. Like a
parry, you must be aware
of an attack to use your
shield against it. Wooden
shields may be used by Fey
spellcasters.
106
Animals
Birds of Prey
Birds of prey are mostly used to hunt small game, but they also
have a combat implication. For more information on using
birds of prey, please see the Hawking skill in Chapter Two.
Hounds
Dogs have been trained for almost every purpose! They hunt,
track, guard, and fight at the behest of their masters. For more
information on using dogs in combat, please see the Hounds
skill in Chapter Two.
Steeds
While horses are bred and trained for a wide variety of reasons,
the horses listed here are specifically for riding.
Hit
Horse Draw Trample Damage Wealth
Points
Nag -2 31 2 8 Poor
Quality
+0 37 4 9 Wealthy
Horse
Stallion +1 43 6 10 Rich
Double
Arabian 49 8 11 Absurd
Draw
108
Horse Barding
Another holdover from the Middle Ages, horse armor is rare
in the Renaissance. Horse barding is very expensive, but so are
most horses. Protecting them may be worthwhile.
Skill-Related Gear
Many skills require tools or equipment. Other skills don’t
require gear, but may need gear for certain uses. Some skills are
just easier when you have tools.
If you want to pick a lock with your Lockpick skill, for example,
you are going to need some kind of tool. Maybe you will have
access to a great set of delicate picks or maybe you will have to
improvise and use a hairpin. But you definitely can’t pick a lock
with just your fingers! Climbing, on the other hand, depends
entirely on the circumstance. The GM will never demand ropes
and pitons to scramble down the side of a building, but if you
want to scale an ice face in the Alps, you bet it will be tougher
without gear.
109
Climbing Gear Skill Draw Wealth
Standard +0 Poor
Climbing
Advanced +1 Wealthy
110
Tutors
If you are extremely wealthy, you may be able to retain the
services of a great scholar or a fencing maestro. To utilize a
tutor, you must be able to spend time studying or training with
them. These tutors are usually available only in large cities.
Spell Components
Many spells are harder or even impossible to cast without
appropriate spell components. You need to have your spell
components in hand to reap their benefits. Components must
be held in two hands and may be drawn with a minor action.
herbs, mushrooms,
Wiccan Craft Destitute
feathers, tokens
snakeskin, baby’s
Witchcraft Poor
blood, eye of newt
111
Miscellaneous Gear
The following is a sampling of gear you might carry. You don’t
need to record this gear on your character sheet. This list is
provided as a guideline for the equipment of the day and the
wealth necessary to use it.
Gear Wealth
Rope Poor
Torch Destitute
Flint and Steel Destitute
Matches Poor
Candles Poor
Cheap Lantern Poor
High Quality Lantern Middle Class
Cheap Spy Glass Wealthy
Telescope Rich
Compass Wealthy
Gun Powder (small amount) Middle Class
Gun Powder (large quantity) Wealthy
Oxcart Poor
Coach and Two Wealthy
Coach and Four Rich
Quill and Inkwell Middle Class
Books Middle Class
112
A
lthaea stared hard at the door. It was massive with
iron bands and a pair of locks the size of trencher
boards. There were no decorations. There was no
window. It was a mass of protection without the slightest hint
of welcome.
Behind this door lived a pawnbroker. Though Althaea
had never met him, the door told her everything she needed
to know. “Go away! I am careful and cautious and cheap! You
are not welcome!” The door did not even have a knocker. Why
would it? This was not a house that hosted guests. Althaea let
out a sigh and thought of another door.
113
get inside this pawnbroker’s ugly home. In her mind he was fat.
He would sit behind his giant door so sure of his security. As
snow blanketed the cobblestone street, he would drop more coal
on his brazier and pull his crimson robe tighter about him. Then
he would return to counting the day’s earnings. To stave off the
chill, he would help himself to a piping ladle of fatty goulash.
When the Goths had reached her home, the door had
been the first to go. Rome had been crumbling for decades, but
no one really believed an army would ever invade the city itself.
Then one day, panic swept through the streets. Invaders were at
hand!
Althaea had shut herself behind her beautiful door and
hunkered down with her servants. She was sure she could wait
it out. The Centurions would rout these barbaric men and orcs
and dwarves who could not even write their own language. She
had uttered one last charm to her door to seal it tight. Even if
the Roman legions failed, her home would be safe—protected by
ancient magic.
But the Goths had brought beasts and engines of war
the likes of which no spell had ever seen. The opulent door
had burst to pieces. Charred splinters had flown to the furthest
corner of the house. Bearded savages poured through into her
marbled entryway scattering her servants like geese.
From where she hid under the sideboard, Althaea had
seen something glinting across the marble floor. Amid the
wreckage and debris was the arrowhead of Artemis. She had
scurried forward out of hiding and snatched the tiny thing. That
was when they had seized her. Her last memory was clutching
the arrowhead so tight it had drawn blood. Then a club struck
her hard and closed her eyes.
114
sunlight on the steps of St. Vitus Cathedral. She had let her eyes
close for moment. When she woke, the arrowhead was gone.
115
Chapter Five
Magic
For centuries, the people of Europe have been ruled by myth
and superstition. If your child’s midwife gets an eye infection,
your baby might be possessed. To harvest well, sacrifice to
Bacchus. If the woman you crave ignores you, make a love
tincture of gypsum and foxglove. Now however, these ancient
beliefs are fading.
Magic Skills
Magic Is Rare To become a spellcaster, you
The use of magic was common a few
must choose or purchase at
centuries ago, but now it is quite
least one magic skill. Once
rare. However, you may look around
you have a magic skill, you
your party and see 2 or 3 mages! You
may cast all of the spells
yourself may be able to call upon
arcane forces. The relative rarity
listed under that skill.
of spellcasters is somewhat belied
by the Fortune’s Fool character
For example, if you were
to purchase or select Fey
creation process. Player characters
Magic, you could cast all
are exceptional! Even if half your
the spells on the Basic Fey
party are able to cast spells, don’t be
fooled—magic users in the general
Magic list. You could not,
population are very rare.
however, cast Advanced Fey
Magic spells until you had
purchased or selected the
Fey Magic, Advanced skill. For more information on magic
skills, please see Chapter Two.
116
Spell Elements
Each spell has the following listed elements: Type, Target,
Required, Draw, Effect, Duration, and Casting Cost.
Type
A spell’s Type describes its casting time and process. There are
5 spell types.
Reflex: A Reflex spell is a spell that is cast impulsively and takes
no action. A Reflex spell may be cast at any time and may be
cast when it is not your action. A Reflex spell takes no words
or gestures and is usually cast as a response to something.
For example, a defensive spell may be cast as a response to
an attack. You may cast multiple Reflex spells in a round,
but you may only attempt one as a response to a particular
action.
Thought: A Thought spell is the next fastest spell after Reflex.
A Thought spell takes a major action to cast, but requires no
words or gestures.
Word: A Word spell is as fast as a Thought spell. It requires a
major action to cast. A Word spell requires a clearly spoken
word or phrase. Usually the spoken text of a Word spell must
be audible to the target.
Incant: An Incant is a considerably slower spell. Incants are
non-combat spells, taking about 15 seconds to perform.
Incants also require chanting and gesticulation. While an
Incant is not intended as a combat action, if you decide to
cast one in combat it takes three full round actions to cast an
Incant (the Incant is cast on the third round).
Ritual: A Ritual is the slowest type of spell. Rituals take about
6 consecutive hours to cast. Rituals are long and complex
processes. At various parts of the ritual, the caster will need
to chant, gesture, and often use spell components.
117
Target
A spell’s Target describes whom
or what the spell is intended
to affect. A Target might
be a single person or many
people. A Target might be an
object. The word ‘Target’ is
somewhat hostile sounding,
but many spells are beneficial
to their Target. A healing spell,
for example, would have a
wounded person as its Target.
Required
The Required spell element
explains anything else that
might be necessary to cast the
spell. If you do not have or meet The Magician
these additional requirements,
you may not attempt to cast
the spell. For example, some spells require the caster to have
spell components in hand. If you do not have the appropriate
components, you cannot attempt the spell.
Draw
Some spells have a draw to cast. This means that you cannot
cast the spell without successfully performing the draw.
Usually this draw is a statistic like Heart or Perception. The
spell’s Draw will also describe any difficulty to this draw. If you
attempt to cast the spell but fail the draw, the spell fails.
118
a modifier, depending on how weak- or strong-willed that
NPC is. If your target is a PC, their Heart translates into a
Heart Modifier according to the rules of Player versus Player
described in Chapter Nine.
Effect
The Effect explains everything the spell does when cast. If the
spell has some kind of blunder result, this will also be listed
under Effect.
Duration
Duration is how long your spell will last. Some spells are
instantaneous lasting only for a moment. Other spells may
persist for a very long time or are even permanent. Many spells’
durations say ‘Until you release this spell, you cannot heal or
gain Fortune Counters.’ This means the spell will last until you
stop it, but until you stop it, you cannot gain Fortune Counters
or heal Hit Points naturally. You can still receive healing as a
result of magic or application of a skill.
Casting Cost
The Casting Cost is what you must pay or give up to attempt
to cast the spell. You must pay the listed casting cost whether
the spell is successful or not. The most common casting cost
is ‘1 Fortune Counter or Discard 1 Fortune.’ This means that to
attempt the spell you must either discard a Fortune Counter
or you must name a Major Arcanum that is Fortune Shines for
you and is still in the remaining Fate Deck. That card is then
placed directly in the boneyard. If the Tower is on the table,
the Fortune Counter or Discarded Fortune is placed under the
Tower.
119
Fey Magic
The most ancient, mysterious, and potent magic is Fey magic.
Fey is the magic of sprites and faeries and mythical creatures
that live on the boundaries between the real world and the
imaginary. As a wielder of Fey magic, you will be able to render
weapons impotent and pass through doors and walls. At the
highest levels you can turn invisible and even move through
time itself. Fey magic always comes from the arcane nature
inherent in the caster. Because of this, Fey magic does not use
components.
120
sensed with Arcane Sense. The weapon’s wielder does not
know the weapon has stopped working until after they have
used it once.
Duration: It takes no action to keep this spell going, and you
may release it at any time. The spell ends automatically if
your line of sight on the weapon is broken. Until you release
this spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Passage
You pass through a wall or a closed door to the other side.
Type: Thought.
Target: Yourself.
Required: You must be
touching the wall or
door you wish to pass
through. The door or
wall must be man-
made and less than 5
feet thick. (Note that
‘man-made’ does not
just mean human!
A goblin-made door
is fine, for example,
but a natural cave
wall would not be
acceptable.) The door
or wall may not be
ancient, consecrated or enchanted. No one can be watching
you to your knowledge. This may normally be accomplished
with a Stealth draw if there is a question.
Draw: None, this spell is automatic.
Effect: You instantly pass to the other side of the wall or door.
Duration: None.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
121
Sleep
You cause a target to fall into a pleasant slumber.
Type: Word.
Target: Your target must be a living being that sleeps naturally.
You must have line of sight on your target and they must be
able to hear you invoke the spell.
Required: No additional requirements.
Draw: You must make a Heart draw modified by your target’s
Heart.
Effect: If successful, your target sinks to the ground in a gentle
sleep.
Duration: The target will sleep 8 hours or until awakened by
some outside force such as a loud noise or shaking. If the
target dies during this sleep, you must Burn 1 Fortune.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Windstep
With incredible balance and intense concentration, you use
your Fey powers to walk through the air.
Type: Thought.
Target: Yourself.
Required: No additional requirements.
Draw: None, the spell is automatic.
Effect: You may move at walking speed through the air. Doing
so takes enormous concentration. If you take any other
action or you are attacked you must make an Agility draw.
If you fail this draw, you fall. You make a new Agility draw
and take damage according to the falling rules described in
Chapter Seven. The distance you fall is based on your failure
as follows.
F������ S�����: You take a short fall.
F������ F�����: You take a medium fall.
F������ W����: You take a long fall.
Duration: You may release the spell at any time. The spell ends
automatically if you are incapacitated or sleep. Until you
release this spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
122
Advanced Fey Magic Spell List
Astral Doorway
You create a link between two doorways in remote locations.
Type: Incant or Word.
Target: None.
Required: One of the two doors must be close enough for you
to touch. The other door must be at a location you can see or
clearly recall. Neither of the doors may be in a consecrated
place or a place that is touching metal.
Draw: If the second door is within your sight there is no draw,
and the spell is automatic. If the second door is not in your
sight, you must make a Perception draw with the following
modifiers.
Circumstance Perception Draw
You have only been in the
-1
location once
You have opened an Astral
+1
doorway to the location before
You are performing the spell as a
Black Double Draw
Word spell
124
Incorporeal
You let your body fade partly into the Faery Realm to avoid the
damage from a single blow.
Type: Reflex.
Target: Yourself.
Required: You may cast this spell after being hit, but you must
choose to cast it before Critical Effect Fate Test. The blow
must be a normal physical blow. It may not come from a
weapon that is ancient, consecrated, or enchanted.
Draw: You must make a Heart draw.
Effect: If successful, you become partly incorporeal to reduce
the damage of the attack. You take half hit point damage
from the attack and, if you were hit with a critical, may
double draw the Critical Effect Fate Test.
Duration: None.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
125
Invisibility
You turn invisible to normal sight.
Type: Incant or Word.
Target: Yourself.
Required: No additional requirements.
Draw: There is no draw if you cast the spell as an Incant. It is
automatic. If you cast the spell as a Word spell, you must
make a Stealth draw.
Effect: You turn invisible to normal sight. You may still be
spotted with Arcane Sense or other supernatural senses.
Duration: It takes no action to keep this spell going, and you
may release it at any time. The spell ends automatically if you
touch someone, deal damage to someone, speak to someone,
or manipulate an object in sight of others. The spell ends
automatically if you are incapacitated or sleep. Until you
release this spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
126
Duration: It takes no action to keep this spell going, and you
may release it at any time. The spell ends automatically if you
are incapacitated or sleep. Until you release this spell, you
cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Fey Hand
You pick up and handle an object with a telekinetic force.
Type: Thought.
Target: You may target any inanimate object. You may use Fey
Hand on metal objects.
Required: The object must be in your line of sight. The object
may not be consecrated.
Draw: None, the spell is automatic.
Effect: You may telekinetically pick up and handle an object.
You may apply your Heart to the object as if it were Body. You
must handle the object in its entirety. You could pick up and
swing a sword, but you couldn’t fire a pistol because it would
require moving a separate part of the object. If you use an
object held in your Fey Hand as a weapon, you may use your
Heart for an attack draw.
Duration: It takes no action to keep this spell going, and you
may release it at any time. The spell ends automatically if you
are incapacitated or sleep. Until you release this spell, you
cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Swap
You instantly physically trade places with anyone in sight.
Type: Reflex.
Target: You may target any living sentient being in sight. Your
target must be of a player character race.
Required: If you use this ability to escape a blow, you must do
so before the attack is drawn.
Draw: You must make a Heart draw modified by your target’s
Heart. This is true even if your target is willing.
127
Effect: If successful, you instantly swap places with your target.
They continue whatever action they were performing, but in
your position and facing. If you were falling and they were
not, now they are falling and you are not. If you were to swap
places with someone who was attacking you, your positions
would switch, but the attack would still resolve as normal.
Duration: None.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Timeslip
You move backwards through time for a brief moment.
Type: Reflex.
Target: None.
Required: You must have a real world reason to cast Timeslip.
This must be something your character has witnessed, not
something merely known by the player. For example, casting
Timeslip because you just watched your teammate get hewed
down is entirely acceptable. Casting Timeslip because your
buddy got killed miles away, and you happen to know it as a
player is unacceptable.
Draw: The spell is automatic if you only want to replay the
current round from the beginning. To replay the previous
round as well as the current round requires a Heart draw. To
replay 3 full rounds requires a black double Heart draw.
Effect: If successful, you rewind time to replay your specified
number of combat rounds. Only you know that Timeslip
was cast. Only you have any knowledge of what would have
happened in the alternate timeline. The Fate Deck, cards
on the table, and Fortune Counters are not rewound. New
actions are tested from the Fate Deck as is. There is one
crucial exception to this rule: if Timeslip is cast to replay a
round in which Death was placed in the boneyard, Death
must be reshuffled back into the remaining Fate Deck.
Duration: None.
Casting Cost: 1 Fortune Burn.
128
Gypsy Magic
Gypsy magic is the most common magic still practiced in
Europe. It is closely linked to witchcraft but is not overtly
evil in its nature. Gypsy magic is the magic of tinkers and
superstitious peasants. It is primarily practiced in Eastern
Europe. Most of its practitioners are Jewish or Eastern
Orthodox. Gypsies use a wide variety of components including
charms, jewelry, dice, scarves, crystal balls, and more.
129
Hypnosis
You lull a single target or even a group into a trancelike state.
Type: Incant.
Target: You may target as many people as you wish in a
conversation. All targets must be able to understand you.
Required: You and your target(s) must have a conversation.
This spell may not be used in combat.
Draw: If you are casting this spell on NPCs only, make a Stealth
draw modified by the strongest-willed NPC’s Heart. If you are
targeting any PCs, each PC should each make a Heart test to
resist individually modified by your Stealth according to the
rules of Player versus Player described in Chapter Nine.
Effect: If your draw is successful, the targets are lulled into a
hypnotic trance. While hypnotized, the targets will truthfully
answer any question you ask. They will obey your verbal
commands but slowly as if in a dream. If any target dies
while hypnotized, you must burn 1 Fortune. If you fail to
hypnotize any of the targets, they know that the hypnosis
was attempted.
Duration: You may verbally release the hypnosis at any time
for any individual target. Also the hypnosis will break for an
individual target if they take damage, feel a sharp pain, or
hear a very loud noise. If you lose line of sight on a target,
hypnosis wears off in a few seconds. When hypnosis ends,
the targets have no recollection of their experience.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
130
Advanced Gypsy Magic Spell List
Clairvoyance, Persona
You focus on any sentient being (living or deceased) and get
images about their current location, well-being, and any
other pertinent information.
Type: Incant.
Target: You must target any sentient being that is a member of
a player character race.
Required: If you have never met the target, you must have a
personal item of theirs.
Draw: You must make a Perception draw. If you have no
components in hand, this is a black double draw.
Effect: If successful, you achieve some level of contact with
your target. The quality and duration of this contact is based
on your success level.
F������ F�����: You get a single glimpse of the target
and the target’s immediate surroundings. You only
know what you can see. This establishes line of sight.
F������ S�����: You get a single glimpse of the target
and surroundings as far as the target’s line of sight. You
know your target’s physical and emotional condition.
This establishes line of sight.
F������ S�����: You get a single glimpse of the target
and surroundings as far as the target’s line of sight. You
know your target’s physical and emotional condition.
This establishes line of sight. If the target is willing, you
may continue the contact and communicate mentally.
Continued contact in this way takes a major action
every round.
Duration: None, unless Fortune Shines.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
131
Create Charm
You create a charm that makes its owner luckier when worn.
Type: Ritual.
Target: Your target must be a physical object that has
emotional significance to the owner. Usually this is a small,
portable object like a rabbit’s foot or talisman.
Required: You must have components in hand.
Draw: You must make a Heart draw.
Effect: If successful, you choose Major Arcana that will be
Fortune Shines for the charm’s owner when worn. You may
not choose the Tower, the Fool, Death, or the Wheel of
Fortune. The number of Major Arcana you choose is based
on your success level as follows.
F������ F�����: 1 Major Arcanum
F������ S�����: 2 Major Arcana
F������ S�����: 3 Major Arcana
Duration: The charm loses its potency if the object is damaged
or destroyed. While the spell continues, you cannot acquire
Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
132
Kabbalah
Kabbalah is the magic of Jewish mysticism. Kabbalah is closely
related to Gypsy magic, but it is older and more potent. The
components of Kabbalah tend to be Judaic religious items
like mezuzahs and copies of the Torah. Kabbalah is not a pure
expression of Judaism. It is mysticism born out of the Hebrew
faith, but it is a very extreme representation of the religion.
133
Malkuth (Kingdom)
You perform a blessing that inexplicably causes the target to
become wealthier.
Type: Ritual.
Target: You may target anyone willing, including yourself. An
individual may only ever have Malkuth attempted on them
one time by any caster.
Required: You must spend the entirety of the ritual with the
target and they must actively participate. You must have
components in hand.
Draw: The spell is automatic, but the target should make a Fate
Test to determine the quality of Malkuth.
Effect: There is no visible arcane effect, but the target somehow
becomes wealthier. For example, moments after Malkuth is
cast a messenger appears informing the target that they have
come into a large inheritance. The number of Wealth Levels
the target gains is determined by the Fate Test as follows.
F������ W����: -1 Wealth Level
F������ F�����: +1 Wealth Level
F������ S�����: +2 Wealth Levels
F������ S�����: Target’s Wealth Level is set to Absurd
Duration: The results of the spell last indefinitely. Once the
spell is successfully cast, it is no longer considered an arcane
effect. It cannot be detected with Arcane Sense, nor can it be
countered with Latin.
Casting Cost: The target must Burn 1 Fortune.
134
Draw: The spell is automatic, but you should make a Fate
Test to determine the quality of Gevurrah. If you have
components in hand, this Fate Test is a double draw.
Effect: Regardless of the Fate Test, the target’s blow takes a -1
to hit modifier. The target’s blow does increased hit point
damage based on the Fate Test as follows.
F������ W����: Normal damage
F������ F�����: +1 damage
F������ S�����: ×1½ damage
F������ S�����: ×2 damage
Duration: None.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
135
Master Kabbalah Spell List
Golem
You raise a loyal Golem made of earth and stone.
Type: Incant or Word.
Target: None.
Required: The Golem must arise in your line of sight. The
Golem must arise from earth mud or clay. You cannot raise a
Golem if another Golem is in sight.
Draw: If you cast the spell as an Incant, there is no draw and
the spell is automatic. If you cast the spell as a Word spell,
you must make a Heart draw. If you have no components in
hand, this is a black double draw.
Effect: If successful, you raise
a Golem that will obey
your mental commands.
The Golem has the same
Initiative and Fortune
structure as you. The
Golem’s statistics can be
found on page 239, with the
following additions.
• Hand Attack: 5
• Dodge: 1
Duration: You may release
the spell at any time, and it
takes no action to continue
this spell or to command
the Golem. The spell ends
automatically whenever you
become incapacitated or sleep. If two Golems are ever in line
of sight of each other, both spells end. Until you release this
spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
136
Wiccan Craft
Wiccan Craft is an ancient magic practiced by druids and
shamans across Europe. Wicca is tightly tied to nature.
Its spells involve plants, animals, and weather. Wiccan
components include totems and fetishes made from animal
bones as well as crystals and stones. All Wiccan Craft spells
may only be cast when you are outdoors. When in doubt,
outdoors means that you can look straight up and see sky
without looking through a window.
137
Barkskin
You turn someone’s skin into thick, protective wood.
Type: Word.
Target: You may target anyone you can touch. Your target must
be a willing living being. You may target yourself.
Required: No additional requirements.
Draw: None, the spell is automatic, but you should make a
Fate Test to determine the quality of Barkskin. If you have
components in hand, this Fate Test is a double draw.
Effect: The target gains natural armor based on your Fate Test
as follows.
F������ W����: +0 natural armor
F������ F�����: +1 natural armor
F������ S�����: +2 natural armor
F������ S�����: +4 natural armor
While the spell is held, the target has ×½ Movement.
Duration: It takes no action to keep this spell going, and you
may release it at any time. The spell ends automatically if
either you or your target is incapacitated or sleeps. Until you
release this spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Lifeforce
You transfer your health to a wounded target.
Type: Thought.
Target: You may target anyone you can touch. Your target must
be a willing and wounded living being other than yourself.
Required: No additional requirements.
Draw: None, the spell is automatic, but you should make a
Fate Test to determine the quality of Lifeforce. If you have
components in hand, this Fate Test is a double draw.
Effect: Each round you maintain contact, the target gains a
number of Hit Points based on your Fate Test as follows.
F������ W����: 0 Hit Points
F������ F�����: 1 Hit Point
F������ S�����: 2 Hit Points
F������ S�����: 3 Hit Points
138
Duration: You may maintain this spell from round to round
without redrawing, as long as neither you nor your target
moves and you maintain contact.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune, and you
must take 1 point of damage per round.
Mist
You summon a dense, obscuring mist.
Type: Word.
Target: None.
Required: No additional requirements.
Draw: None, the spell is automatic.
Effect: A dense mist begins to seep into your area. This mist
reaches to the edge of your sight radius. The mist affects the
vision of anyone in it, including you. Anyone may ignore
the effects of the mist each round with an Arcane Sense
draw. The density of the mist is based on the number of
major actions you devote to intensifying the mist according
to the table below. The actions devoted do not need to be
consecutive.
Major Hand Attack Ranged Attack
Visibility
Actions Modifier Modifier
Can see to 30
1 -1 -2
strides
Black Double Can see to 10
2 -2
Draw strides
Black Double Can see to arm’s
3 Impossible
Draw length
For example, if you devote only one major action, the normal
spellcasting time, the mist is fairly light. All hand attacks take
a -1 modifier; all ranged attacks take a -2 modifier; and no one
can see beyond 30 strides. If you then devote another major
action, the mist thickens, giving a -2 penalty to hand attacks,
139
black double draws for ranged attacks, and visibility falls to
10 strides. The values listed are for PC actions. If an NPC is
attacking a PC, these modifiers turn into Dodge bonuses.
Duration: It takes no action to keep this spell going at a
particular denseness, and you may release it at any time. To
intensify the mist, you must invest additional major actions
as described above. The spell fades at 1 level per round if you
leave the mist area. Until you release this spell, you cannot
heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
140
Forest Roots
You cause someone to grow roots, halting their movement.
Type: Word.
Target: You may target anyone
in line of sight. Your target
must be a living being. Your
target must be in contact
with the earth.
Required: No additional
requirements.
Draw: You must make a Heart
draw modified by your
target’s Heart. If you have
components in hand, this is
a double draw.
Effect: If successful, your target
grows roots into the earth.
The roots come from any parts of their body in contact with
the earth. Usually this is just the feet, but if the target were
lying down, the roots would come from their entire body.
While the target is rooted, they are immobilized. If your
target dies during the spell, you must burn 1 Fortune.
Duration: You may release the spell at any time. The spell ends
automatically if you are incapacitated or sleep. Until you
release this spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Healing Touch
You heal someone by laying hands on their wounds.
Type: Incant.
Target: You may target anyone you can touch. Your target must
be a willing living being. You may target yourself.
Required: You must touch the target for the duration of the
Incant.
Draw: None, the spell is automatic, but you should make
a Fate Test to determine the amount healed. If you have
components in hand, this Fate Test is a double draw.
141
Effect: Unless you draw a Fortune Weeps, the target’s bleeding
stops and the target is revived from incapacitation. The
target heals Hit Points based on your Fate Test as follows.
F������ W����: None
F������ F�����: Half your Heart in Hit Points
F������ S�����: Your Heart in Hit Points
F������ S�����: Double your Heart in Hit Points
Duration: None.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Staff
You create a staff endowed with arcane power.
Type: Ritual.
Target: A two-handed combat staff or club.
Required: The staff (or club) must be made of wood. You must
have components in hand. You may have only one Staff at a
time.
Draw: None, the spell is automatic, but you should make a Fate
Test to determine the combat value of the Staff.
Effect: You create a Staff. When held in two hands, your Staff
is a substitute for components for any spell. To determine the
combat quality of the Staff, you should make a Fate Test.
F������ W����: The Staff is considered enchanted.
F������ F�����: The Staff is considered enchanted
and does +1 damage.
F������ S�����: The Staff is considered enchanted,
does +1 damage, and has +1 to hit.
F������ S�����: The Staff is considered enchanted,
does +3 damage, and has +1 to hit.
Duration: The spell lasts indefinitely but the staff may be
destroyed. If your Staff is destroyed, you may perform a ritual
to create a new one without burning fortune. However, you
must perform the Fate Test again and can achieve no higher
result than you had before.
Casting Cost: 1 Fortune Burn.
142
Master Wiccan Craft Spell List
Bearform
You transform yourself or your target into a bear.
Type: Incant.
Target: You must be able to touch your target. Your target must
be willing. Your target must be from a player character race.
You may target yourself.
Required: You must touch your target for the duration of the
Incant.
Draw: You must make a Heart draw. If you have no
components in hand, this Heart draw is a double black draw.
Effect: Your target is
transformed into a Bear.
Anything the target was
carrying or wearing becomes
part of the Bear form and
cannot be accessed during the
spell. The Bear cannot speak,
but can cast Thought or
Reflex spells. If the target was
wounded when transformed
to a bear or vice versa, the wound status and percentage will
be the same. For example, if you had taken 10 of 20 hit points
before transforming into a bear, the bear would be at 50% hit
points as well. The Bear has the same Initiative and Fortune
structure as the original target. The Bear’s statistics can be
found on page 234, with the following additions.
• Hand Attack: 7
• Dodge: 2
Duration: You may release the spell at any time. The spell ends
automatically if either you or your target is incapacitated or
sleeps. Until you release this spell, you cannot heal or gain
Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
143
Lightning
You call lightning from the sky to strike a target or object.
Type: Word.
Target: You may target anyone or anything in line of sight.
Required: No additional requirements.
Draw: You must make a Heart draw modified by your target’s
Heart. If you have no components in hand, this Heart draw is
a double black draw.
Effect: Lightning works as a Blunt attack with damage 25. Your
Heart draw functions as your attack draw.
Duration: None.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Resurrection
You bring someone that has recently died back to life.
Type: Ritual.
Target: You may target the corpse of any once living target that
has died. Your target must be willing. Your target must be
from a player character race.
Required: You must touch the corpse for duration of the ritual.
Your target cannot have been dead for a number hours
greater than your Heart tripled. Resurrection may only be
attempted once on any corpse.
Draw: The target must make a Heart draw modified by their
Heart when alive. If you have no components in hand, this is
a black double draw.
Effect: If successful, the target is brought back to life. The
target is brought back conscious and at 1 Hit Point.
Duration: None.
Casting Cost: Both you and your target must Burn 1 Fortune,
but only if the spell is successful.
144
Witchcraft
Wielders of witchcraft draw their power from the black side
of arcane power. Whether this power comes from Satan,
Loki, Pluto, or some altogether different malevolent force is
unknown, and every witch has their own beliefs. Whatever
the case, the dark arts are potent and dangerous. Witches use
many components including candles, bibles, pentagrams,
animal parts, and more.
145
F������ S�����: Familiar is a flying, combat-ineffective
animal such as a bat or crow, or a non-flying but
combat-effective animal, such as a badger or medium
dog.
F������ S�����: Familiar is a flying, combat-effective
animal such as an owl or vulture, or non-flying but very
combat effective animal such as a leopard or wolf.
For combat values of these animals, refer to appropriate stats
for birds of prey and dogs in Chapter Four.
Duration: The spell lasts indefinitely, but the familiar may be
killed or exorcised. If your familiar is destroyed, you must
burn additional Fortune to make a new one.
Casting Cost: 1 Fortune Burn.
Glass Eye
You create a glass eye that you can see through from anywhere.
Type: Ritual.
Target: A fake eye such as a marble or wooden eye.
Required: The spell must be cast at night. You must sacrifice
or already be missing one eye, which reduces your Ranged
Attack by 1. You must have components in hand.
Draw: None, the spell is automatic.
Effect: You create a glass eye. You may see through the glass eye
anywhere it is placed.
Duration: The spell lasts indefinitely. If your glass eye is
broken, you may create a new one with a ritual and no new
cost. If your glass eye is disenchanted with Latin, you may
create a new one for 1 Fortune Burn.
Casting Cost: None, but you must sacrifice an eye, reducing
your Ranged Attack by 1.
Evil Eye
You make a target very unlucky as long as you can keep your
eye on them.
Type: Thought.
Target: You must target a living being. Elves are immune to Evil
Eye.
146
Required: Nothing additional is required.
Draw: You must make a Heart test modified by the target’s
Heart. If you have no components in hand, this test is a
double black draw.
Effect: If Evil Eye is successful and your target is an NPC,
all draws against the NPC are double draws. If Evil Eye is
successful and your target is a PC, they must black double
draw on all actions. If your target dies while under Evil Eye,
you must burn 1 fortune.
Duration: Evil Eye ends whenever you lose line of sight on your
target. It takes a major action each round to maintain this
spell. Until you release this spell, you cannot heal or gain
Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
147
Duration: The spell lasts indefinitely. Once completed, it
cannot be disenchanted with Latin or detected with Arcane
Sense.
Casting Cost: 1 Fortune Burn.
Astral Projection
Your spirit lifts out of your body and can travel great distances.
Type: Incant.
Target: Yourself.
148
Required: You must have components in hand.
Draw: None, spell is automatic.
Effect: Your spirit may travel out of your body and fly across
great distances. You can cross about a physical mile each
round. Your spirit is incorporeal and invisible but may
be detected with Arcane Sense. Your spirit is immune to
all normal physical damage, but you may be affected by
ancient, enchanted, or consecrated weapons. You may also
be targeted by spells. The damage translates through to your
body. You may choose to reveal yourself. You will appear as a
ghostlike version of yourself, and you will have a tiny, almost
inaudible voice. You may not physically affect anyone while
projected, but you can cast Thought and Reflex spells. Doing
so automatically reveals you.
149
Broom
You endow a broom, stick, or wand with power.
Type: Ritual.
Target: You must target a broom, stick, or wand.
Required: This spell must be cast at night. You must have
components in hand. You may have only one Broom at a
time.
Draw: None, the spell is automatic, but you should make a Fate
Test to determine the quality of your Broom.
Effect: You successfully create your Broom. The Broom counts
as a substitute for components for any spell. A Broom is not
combat effective and may be held in one hand. The quality of
your Broom is determined by a Fate Test as follows.
F������ W����: Your Broom is inanimate.
F������ F�����: Your Broom may fly carrying you
only.
F������ S�����: Your Broom may fly carrying you and
up to one passenger.
F������ S�����: Your Broom may fly, either carrying
you or through your mental control. In either case,
your broom may carry up to two beings.
Duration: The spell lasts indefinitely, but the Broom may be
destroyed. If your Broom is destroyed, you may perform a
ritual to create a new one without burning Fortune. However,
you must perform the Fate Test again and can achieve no
higher result than you had before.
Casting Cost: 1 Fortune Burn.
Crawling Eye
If you have a glass eye, you can roll it around with your mind.
Type: Thought.
Target: Your own glass eye.
Required: You must have a glass eye.
Draw: None, the spell is automatic.
Effect: You may roll your glass eye with your mind like a
marble. Each round, your eye may cover about 3 strides
150
but will move faster downhill and slower uphill. Your glass
eye can cross most surfaces but will move more slowly over
uneven terrain. It cannot cross running water.
Duration: It takes a major action each round to maintain this
spell. The spell ends automatically if you are incapacitated
or sleep. Until you release this spell, you cannot heal or gain
Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Imp
You summon a demonic Imp from the netherworld to do your
bidding.
Type: Incant.
Target: None.
Required: You must have components in hand. The Imp must
manifest in a place not in anyone’s sight, but very near you.
The Imp cannot manifest in sunlight. For example, an Imp
could manifest in a chimney or closet.
Draw: None, spell is automatic.
Effect: You summon a demonic Imp. This Imp is intelligent,
and capricious, but it is bound to obey you. It will not be
motivated to help you, but will obey all verbal or written
instructions. The Imp will not play word games. If it
understands the instructions, it will follow them. You do
not have a mental link with the Imp. You must actually
communicate with it. The Imp has the same Initiative and
Fortune structure as you. The Imp’s statistics are on page 240
with the following additions:
• Hand Attack: 6
• Dodge: 10
Duration: It takes no action to keep this spell going, and you
may release it at any time. The spell ends automatically
anytime you become incapacitated or sleep. Until you release
this spell, you cannot heal or gain Fortune Counters.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
151
Master Witchcraft Spell List
Conflagration
You cause an existing source of flame to explode into a deadly
blast.
Type: Word.
Target: You must target an already existing source of fire that
you can see.
Required: The existing fire must be at least as strong as a match
or candle.
Draw: The spell is automatic, but you must make an individual
Heart draw against any target in the affected area. If you do
not have components in hand, this is a -2 draw.
Effect: Conflagration causes the existing fire to explode into
a much larger ball of fire. The fire affects everyone in the
radius, including you. The radius of the fireball is based on
the initial size of the fire according to the following table.
152
against each target with base damage 13. Fortune Weeps with
this attack is not a blunder. This damage ignores armor.
Duration: This spell is instantaneous, but the fire is natural.
If something catches fire as a result of the spell, the fire will
continue to burn.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
Life Drain
You drain the life energy from someone to heal yourself.
Type: Word.
Target: You must target a mortal, living being. Elves are
immune to Life Drain.
Required: Your must have line of sight on your target and they
must be able to hear you. You do not need to be wounded to
cast this spell. The healing portion is optional.
Draw: You must make a Heart test modified by the target’s
Heart. If you have no components in hand, this is a black
double draw.
Effect: If Life Drain is successful, your target takes blunt
damage and you heal according to your success level below.
This damage ignores all armor and damage resistance. If your
target dies as a result of this spell, you must burn 1 fortune.
F������ F�����: The target takes 2 Hit Points per
round, and you heal up to 1 Hit Points per round.
F������ S�����: The target takes 3 Hit Points per
round, and you heal up to 2 Hit Points per round.
F������ S�����: The target takes 4 Hit Points per
round, and you heal up to 3 Hit Points per round.
Duration: You may continue this spell with a major action
each round. You must make a new draw, but you do not
need to pay a new casting cost. The spell ends automatically
whenever line of sight is broken.
Casting Cost: 1 Fortune Counter or Discard 1 Fortune.
153
Raise Dead
You raise a corpse as permanent, loyal undead servant.
Type: Ritual.
Target: You must target a corpse. This corpse must be from a
player character race. You must know the corpse’s name in
life.
Required: The spell must be cast at night. You must have
components in hand.
Draw: None, but you must make a Fate Test to determine the
Hit Points of the undead servant.
Effect: You raise a Walking Dead servant. The Walking
Dead is a complete automaton. It has no will of its own. It
will obey all your verbal commands without hesitation or
opinion. It must be able to hear your commands and each
command must begin with the Walking Dead’s name. The
Walking Dead will never disobey, but it will take no actions
without your instructions. The Walking Dead has Hit Points
according to the results of a Fate Test made when you cast
this spell.
F������ W����: 0 Hit Points
F������ F�����: 25 Hit Points
F������ S�����: 35 Hit Points
F������ S�����: 45 Hit Points
The Walking Dead’s statistics can be found on page 243, with
the following additions:
• Hand Attack: 7
• Dodge: 4
Duration: The undead servant lasts indefinitely but cannot
heal.
Casting Cost: 1 Fortune Burn.
Unholy Bargain
You make a bargain with the afterlife to return after your
death. Cheating death in this way incurs the heavy wrath of
Fortune.
Type: Ritual.
154
Target: You must target
yourself. You must have
at least one suit of Fortune
Smiles Minor Arcana.
Required: The spell must be
cast at night. You must have
components in hand.
Draw: None, but you must
make a Fate Test when you die
to determine how soon you
return.
Effect: Any time you are killed
and you have at least one
Fortune Smiles suit you
make a Fate Test and return
from the dead fully healed!
You must convert one suit of
Fortune Smiles to Fortune Death
Frowns. If you do not have
a suit to convert, Unholy
Bargain has no effect and you are truly dead. Unholy Bargain
has no effect if you are killed by a consecrated weapon or
your body is buried with Latin rites. How soon you return is
based on your Fate Test as follows.
F������ W����: You do not return from the dead.
F������ F�����: You return from the dead after 3
sunrises.
F������ S�����: You return from the dead after the
next sunrise.
F������ S�����: You return from the dead instantly.
Duration: This spell lasts indefinitely.
Casting Cost: 1 Fortune Burn. (Note that this is the cost to
cast the spell. Using the spell has the additional cost of
converting a suit of Fortune Smiles to Fortune Frowns as
detailed above.)
155
Chapter Six
Playing the Game
Now that your character is
done and you understand all
of your abilities, how do you
actually play? In Fortune’s
Fool, you draw Tarot cards to
resolve actions. You should
not use dice, rock-paper-
scissors, dreidels, or any other
randomizing element beyond
this single Tarot deck (called
the Fate Deck). The GM never draws from this deck. It is
reserved for you and your fellow players.
156
Normal Draws
Normal draws are associated with a statistic, skill draw, or
combat score. To succeed at a normal draw, you must pull a
Minor Arcanum that has a value equal to or lower than your
score or you must pull a Major Arcanum that is a Fortune
Shines for you.
Fate Tests
A Fate Test is not connected to any draw value or number.
You simply draw a card from the Fate Deck. If the card comes
up Fortune Shines or Smiles, the test is favorable for you.
If the card comes up Fortune Frowns or Weeps, the test is
unfavorable.
157
Major and Minor Arcana
There are two kinds of cards in the Fate Deck: Major and
Minor Arcana.
Major Arcana
Major Arcana are numbered 0 through XXI and have names
like The Emperor, The Hanged Man, or The Wheel of Fortune.
At the bottom of your character sheet you have a list of 18
of the Major Arcana. When you made your character, you
designated a portion of these Major Arcana as Fortune Shines
by circling them. Those that are not circled are Fortune Weeps.
Fortune Shines and Weeps have no numerical value. If you
draw a Fortune Shines, you always succeed regardless of the
number you needed. If you draw a Fortune Weeps, you always
fail.
There are four Major Arcana that are not listed at the bottom
of your character sheet: The Fool (0), The Wheel of Fortune
(X), Death (XIII), and The Tower (XVI). These cards have
special effects and are discussed in this chapter under ‘Unique
Major Arcana.’
Minor Arcana
Minor Arcana are similar to traditional playing cards. They
have suits (Cups, Pentacles, Swords, and Wands) and values
from Ace through 10 plus face cards (Page, Knight, Queen,
and King). When you make a normal draw, you are looking for
Minor Arcana values equal to or lower than your draw value.
When making a normal draw, an Ace always counts as 1.
158
Double Draws
A double draw means to draw two cards and pick the best
one. A black double draw means to draw two cards and pick
the worst one. Double draws and black double draws can be
combined in any number of combinations. In spite of the
name, they do not multiply, they add or subtract. Two double
draws does not mean draw 4 cards but rather 3. Similarly two
black double draws means draw 3 cards and choose the worst
card. If you combine a double draw with a black double draw
the result is a normal draw.
159
something, it doesn’t matter if you draw an 8 or a 2. They are
both successes. A Fortune Weeps can never be a success, nor
can a Fortune Shines ever be a failure.
Fortune Counters
Anytime you draw a Fortune Shines it is good news in two
ways! Not only is the draw an automatic success, you also get
to keep the card as a Fortune Counter to spend later. You may
keep these counters whether they come from normal draws or
Fate Tests.
160
Unique Major Arcana
The following Major Arcana have unique effects and do not
function as Fortune Shines or Weeps.
Death (XIII)
The Death card has two potent special effects. First, if you
draw Death as part of the Critical Effect Fate Test in combat,
the hit is automatically fatal. This is true whether you are
dealing the wound or taking it!
161
Second, if Death comes up in any other circumstances it is
placed on the table. While Death is on the table, PCs double
draw all attacks and must black double draw all defenses.
This applies to all attacks but does not apply to spells even if
they deal damage. Once someone dies as a result of card draw,
Death is placed in the boneyard.
Once the Tower is drawn, it remains on the table for the rest of
the play session.
Fool (0)
When you draw the Fool, it is immediately placed on the
table. It does not resolve your draw, and you will have to
draw again to get a result. While the Fool is on the table, no
one may acquire Fortune Counters. Also, as long as the Fool
is on the table, Fortune Shines and Weeps are reversed and
Fortune Smiles and Frowns are reversed. For example, if the
Emperor is a Fortune Shines for you, while the Fool is on the
table it becomes a Fortune Weeps. Likewise, if the Pentacles
suit is Fortune Frowns for you, while the Fool is on the table it
becomes Fortune Smiles.
162
The Fool is knocked off the table into the boneyard by drawing
the Devil or Temperance. The Fool is also shuffled into the
Fate Deck if the New Day Fate Twist is played or the Wheel of
Fortune is drawn.
Experience
As you play, your character’s abilities will develop and grow!
At the end of each play session, the GM should award each
character experience points. The amount of experience will
vary depending on the personality and culture of your gaming
group and the pace of your campaign. Generally speaking, 2-5
experience per session is a good number.
Changing Fortune
As you play, not only can your character gain experience as
described above, but they can also win the favor of Fortune.
Fortune rewards a risk taker! At the end of a session, if you are
holding at least one Fortune Counter you may increase your
Fate Pool by 1. If you are holding more than one counter, you
still only get +1 to your Fate Pool.
Fate Pool points earned this way may be used during sessions
to twist fate as normal, or they may be used to customize your
character’s Fortune as described under “Customizing Your
Character’s Fortune Structure” in Step 16 of Chapter 1.
163
Chapter Seven
Combat
You charm, seduce, sneak, and negotiate, but sometimes it’s
not enough. Sometimes, blood must be shed. Violence is a big
part of Renaissance Europe, but be careful—the weapons of
the day are deadly! If you leap to bloodshed too quickly, your
reward might be a musket ball through the ribs.
Picking a Fight
Someone draws a blade or throws a punch. Maybe someone
just pulls a trigger. If there’s going to be a fight, someone does
something to start it. The action that either starts combat or
makes it inevitable is called the ‘Initiating Action.’ This action
may be taken by a PC or an NPC. The initiating action might
be an attack in itself or it might be a clear precursor to violence
such as drawing a blade. There are two kinds of initiating
actions: ‘Starting the Fight’ and ‘Complete Surprise.’
164
Starting the Fight
‘Starting the Fight’ happens when you take the first action, but
you are not hidden. The other combatants are aware of you and
are ready to act. When in doubt, anytime you take an initiating
action and you do not have complete surprise, you are ‘Starting
the Fight.’
In this case, the guard is ‘Starting the Fight.’ Drawing the mace is
the guard’s initiating action. This is a minor action. He gets to do
this before the Initiative card is turned. Once the Initiative card
is drawn, the guard will get a single action on his turn—either
another minor action or a major action, such as hitting Ismara
with his now ready mace.
Suppose the guard already had his mace in hand. He could have
simply taken his ‘Starting the Fight’ action to try to pound Ismara.
Had he done so, his attack would have been a major action, and he
would have had no other action during the first round of combat.
165
Complete Surprise
‘Complete Surprise’ happens when you get the drop on
someone, and they are taken totally unaware. If you have
complete surprise on someone, you get a single action before
the Initiative card is turned, then you still get your entire
action as you would normally during your first round.
Initiative
After the initiating action, combat begins in earnest. One
of the players should draw a card that will be the ‘Initiative
card’ for the remainder of the fight. This card determines the
initiative order for all combatants.
166
If the Initiative card is a
Fortune Shines for a player Fortune Counters, Fate
they do not get to hold is Twists, and Initiative Cards
as a Fortune Counter. If “Can I use a Fortune Counter to affect
the Initiative card is the the draw of an Initiative Card?” You
Fool, Tower, or Death, put bet! If the card is a Minor Arcana
face card, it will be a success for
the card on the table and you. This does not help your fellow
redraw. players. “Okay, then, how about Fate
Twists? Can I use them to affect the
Initiative Order draw of an Initiative Card?” Yes! All
the normal rules of the twist apply.
Each player should treat the Just remember, what benefits you
Initiative card as if they had does not necessarily benefit your
personally turned the card entire party.
as an Initiative draw. If the
Initiative draw is successful,
the character acts before the NPCs. If the Initiative draw is a
failure, the character acts after the NPCs.
167
Exceptions to Initiative Order
If you have a ranged weapon ready, you may always fire at the
top of the round (before the Fortune Shines group).
If you have a reach weapon, you may always attack at the top of
the round, if the weapon can reach a target (3 strides).
If you have aimed you may always attack at the top of the
round or at any point before your target acts (see Aiming).
Actions in Combat
There are four kinds of actions you can take in a combat.
Minor Actions
Minor actions are the things you do to set up a major action.
For example, you draw a weapon before attacking. You take
out your spell components before casting a spell. You move
to change your angle before firing your crossbow. You may
perform one minor action each round in addition to a major
action. You may perform two minor actions in a round, if you
sacrifice your major action.
Major Actions
Major actions are the conclusion of your round. You fire your
bow. You swing your sword. You cast your spell. You may
perform one major action each round. Performing a major
action always ends your turn, so if you want to perform a minor
action, you must do it first.
168
Full Round Actions
Some things you do are full round actions. A full round action
takes your entire round. You may take no other action except a
free action while performing a full round action.
Free Actions
Finally, there are a handful of free actions that do not take
any time to perform. Free actions may be tagged onto other
actions. For example, as a major action you can attack with
your sword. As a major action you could also move a single
stride and attack with your sword. You may not, however, add a
free move action to any other kind of move.
Action Examples
Major Actions Minor Actions
Attack Normal move
Cast a Thought Spell Draw a weapon
Cast a Word Spell Draw spell components
Begin Full Dodging Load a normal bow or sling
Load a normal crossbow Mount or dismount a horse
Taking Aim Recover from prone
Maintaining Aim Pick up a weapon
Full Round Actions Free Actions
Full Move Speak a phrase
Load a Firearm (1 of 2) Drop prone
Cast an Incant spell (1 of 3) Move 1 stride*
Drop a weapon
Cast a Reflex spell
*This must be your only movement that round.
169
Movement in Combat
Distances in combat are measured in ‘Strides.’ A stride is the
distance covered by an average adult male human in a single
step. Think of a stride as about one yard or meter.
You may only do 1 of these three moves each round. You could
not, for example, take a normal move as a minor action, then
take another normal move as a major action. Nor could you
take a normal move then a single stride.
170
Movement Draws in Combat
A ‘stride’ is deliberately imprecise. Just because you have a
Movement of 7 and someone else has an 8 doesn’t mean your
opponent automatically outruns you every time! Movement
draws can heighten the tension of combat. If you want to run
up and hit someone at the edge of your Movement, the GM
can say, “Okay, you can do it if you make a Movement draw.
Otherwise, he is just out of reach.” Or if someone is chasing
you and you have reasonably close movement rates, you may
need to make a Movement draw to outrun your pursuer!
Attacking
Now that you know how to start a fight, when you go in the
fight, and how you get to the fight, you are probably ready to
hit something!
Ranged Attack
Ranged weapons include slings, bows, firearms, and thrown
weapons. Attacking with a ranged weapon takes a major
action. When attacking with a ranged weapon, you use your
Ranged Attack statistic. Your attack may be modified by your
target’s Dodge modifier, your range from your target, and a
variety of circumstantial modifiers described below. Ranged
weapons cannot normally be parried, but they can be defended
against with shields and parrying cloaks.
Ranges
Ranged weapons are divided into three categories: Thrown,
Short, and Long. A thrown weapon has a maximum effective
range of 30 strides. A short-range weapon has a maximum
effective range of 50 strides. A long-range weapon has a
maximum effective range of 100 strides. Ranged weapons also
take distance modifiers listed on the following page.
171
Range Modifiers
Weapon More than
1-10 Strides 11-30 Strides
Range 30 Strides
Black Double
Throw -1 NA
Draw
Black Double
Short +0 -1
Draw
Long +0 +0 -1
172
Aiming
You may aim with any short- or long-ranged weapon. Thrown
weapons may not be aimed. Aiming increases the maximum
effective range of your weapon by half. Aiming also gives you a
double draw on the target of your aim!
Once you have established an aim, you may fire at the top of
the next round or at any other moment of your choosing. You
may hold an aim indefinitely, but you may only take minor
actions while holding your aim. When you finally decide to
resolve your aim, it ends your turn for that round.
If your target acts after you in the same round you aimed, they
may try to attack you, run away, or otherwise interrupt your
aim. If this happens, you may choose to resolve your attack on
them immediately; however, you do not get the double draw or
range benefits of the aim. Your aim can be interrupted by a full
dodge (see Full Dodge). If your target full dodges against your
aim, the aim and full dodge cancel each other and you may
resolve your attack as a normal attack.
173
Normal and one-handed crossbows take a major action
to reload. These weapons may be carried loaded. Heavy
crossbows take one full round and an additional minor action
to reload. This means you may fire every other round as long
as your take no other action. These weapons may be carried
loaded.
Firearms take two full rounds to reload. This means they may
be fired every third round. These weapons may be carried
loaded.
If you have a ranged weapon loaded and ready, you may always
attack at the top of a given combat round as long as you take
no other action that round. Bows and slings may not be carried
loaded, but the Snapshot martial skill effectively lets you carry
a bow as a loaded weapon.
Melee Attack
Attacking hand-to-hand or
with a melee weapon takes a
major action. When attacking
a target hand-to-hand or with
a melee weapon, you use your
Hand Attack statistic. Your
attack may be modified by
your target’s Dodge modifier,
and a variety of circumstantial
modifiers described on the
following page. Melee attacks
can be parried with a weapon
or shield.
Seven of Cups
174
Melee Circumstantial Modifiers
Circumstance Hand Attack Modifier
On Point
Having someone on point means that you have your weapon
trained on your target and they are largely at your mercy.
When you have a target on point, your next attack on them is
a double draw. You get to make this attack at any point of your
choosing. If they attempt to take any action, you get to resolve
your attack before they resolve their action! This attack is a
major action and ends your turn whenever it happens. You may
keep a target on point as long as you wish, but it ends when
either the target takes an action or you resolve your attack.
If you have the Fencing martial skill and are using a fencing
blade, there are several ways to put a target ‘On Point.’ Any
time someone you are fighting blunders, becomes stunned, or
is disarmed you may automatically put them on point.
175
Non-fencers can also put targets on point. Anytime you would
have complete surprise on someone with your melee weapon
and you are close enough to strike, you may choose to put the
target on point instead. Obviously, having complete surprise
on someone gives you a double draw, so there’s no particular
advantage to having them on point. But sometimes you want
to give someone the chance to surrender before you stick them
through the ribs!
Reach Weapons
Certain melee weapons have reach. This means that you can
use them to attack a target that is up to 3 strides away from
you. You may also use a reach weapon to attack at the top of
the round, outside of your normal Initiative order, if there is
a target within 3 strides. If you do so, you cannot take another
action that round.
Disarming
Instead of taking a normal melee attack, you may attempt
to disarm a foe. This takes a major action. To disarm a target
you must make a Hand Attack at a -1 penalty. If your target is
wielding a two-handed weapon, the disarm attempt is a black
176
double draw. If you succeed, your target is disarmed. Your
success level determines where the weapon lands as follows.
F������ F�����: The weapon is at your target’s feet. They
may retrieve it with a minor action.
F������ S�����: The weapon flies a short distance. The
target may retrieve it as a full round action.
F������ S�����: You may catch the weapon in your off
hand or fling it anywhere you choose up to your Body in
strides away.
Grappling
Grappling someone can be an excellent way to defend yourself!
While grappled, large weapons are useless, but knives, pistols,
and other small weapons may still be used. No weapon gets
any parry value, shields are ineffective, and none of the melee
circumstantial modifiers apply. In a tussle like this, a thug with
a knife is deadlier than a nimble fencer.
Breaking a Grapple
If you find yourself the victim of a grapple, you may want to
break free! Breaking out of a grapple takes a major action. You
must make a Body draw modified by your opponent’s Body.
If you are trained in Escape Artist you may use your Escape
Artist draw. This draw will be unmodified regardless of your
opponent’s Body. If you are trained in Escape Artist or have
the Unarmed Fighter martial skill, you may attempt to break
grapple as a minor action rather than a major action.
177
Defending Yourself
Anytime someone attacks you, you must make a Dodge draw.
If you succeed, your attacker misses! If you fail, you are struck
and take damage according to the damage rules described
later in this chapter. Your Dodge may be modified by the skill
of your attacker, distance (for a ranged attack), your parry
and shield bonuses, and a variety of circumstantial modifiers
described below.
178
Parrying & Shields
To parry, you must have a
weapon in hand with a parry
value. You may only parry one
attack per round and it must be
a melee attack. You must be able
to see the attack and know that
it is coming. Parrying takes no
action.
Full Dodge
Full dodging allows you to double draw all Dodges until your
next action. There are two ways to establish full dodge. On
your action, you may elect to full dodge as your major action.
This means you get to double draw all your dodges and parries
until you act next round.
179
For example, at the top of a combat round, someone takes
a musket shot at Ismara. Ismara has a passable Dodge, but no
shield, and Rob knows that muskets pack a wallop! He decides
that he can’t let Ismara risk this. He decides that Ismara will
full dodge. Rob gets to double draw all dodges and parries until
Ismara gets to act. When her turn comes around, she will only get
a minor action.
Note that you can use full dodge to cancel out some combat
circumstances. For example, suppose the musketeer from above
had an aim on Ismara. When he fires, she will have to black
double draw her Dodge—truly a grim prospect! Again, Ismara
may forgo her next major action to full dodge. If she does this,
the full dodge cancels out the aim and she gets a normal Dodge
draw.
Mounted Combat
For the unskilled, riding into combat is difficult and
dangerous, but if your character is a strong cavalryman, you
will find great advantages fighting in the saddle!
Horsemanship Draws
There are three times in a combat when you must make a
horsemanship draw:
1. At the start of any combat in which you are mounted.
2. Any time you mount a horse during a combat.
3. Any time you are mounted and you or your horse is injured.
If you do not have one hand free, your Horsemanship draws are
at -2. If you are unsatisfied with your Horsemanship draw, you
may redraw as a full round action. Note that Horsemanship is a
skill you can attempt even when untrained.
180
draw is unsuccessful, you must use a major action each round
to control your steed. In either case, you may use your horse’s
Movement rather than your own each round.
Blundered Horsemanship
If your Horsemanship draw is a Fortune Weeps you have
blundered! You must make a Fate Test as follows. If you are
not trained in the Horsemanship skill, this Fate Test is a black
double draw.
F������ W����: You are thrown from the horse.
F������ F�����: Your horse is spooked.
F������ S�����: Your horse is spooked.
F������ S�����: No blunder, treat as a normal fail.
Spooked Horse
If your horse is spooked,
it will immediately
gallop at full movement
rate in the safest-looking
direction. Each round
after the first, you have
one chance to make a
Horsemanship draw to
stop the animal. This
Horsemanship draw is a
full round action. Until
you stop the horse, it will
continue to sprint away
from danger at its full
movement rate. Once
you have calmed the
animal, you are mounted
with a successful
Horsemanship draw.
181
Falling or Thrown
If you are thrown you’re your horse or knocked off for any
reason, you take a short fall. The rules for falling are described
on page 182.
Mounting or Dismounting
Mounting or dismounting takes a minor action. With a
successful Acrobatics draw, you may dismount as a free action.
Trampling
If you are trained in the Horsemanship skill, your may attempt
to trample a target, as described in that skill’s description in
Chapter Two. Each time you trample, your horse attacks with
its trample as though it were an extension of yourself.
Environmental Dangers
Falling
You try to be careful, but the world is a dangerous place! No
matter how sure footed, sometimes you fall. Falls are broken
into four categories based on their distance.
1. Short falls are minor falls but long enough to deal damage.
Examples of short falls might be falling off a horse or off
the roof of a single-story building.
2. Medium falls are more significant, but not deadly—two or
three stories or up to about 40 feet.
3. Long falls are very dangerous . They are more than 40 feet
but shorter than 70 feet.
4. Extreme falls are falls of 70 feet or more, which are deadly.
182
Fall Distance
Agility Draw
Short Medium Long Extreme
None and Reduce to 0
Shines None None
not prone Hit Points
Successful
None 3 6 Death
Smiles
Successful
None 6 12 Death
Frowns
Unsuccessful 18 as
3 9 Death
Smiles Critical
Unsuccessful 24 as
6 12 Death
Frowns Critical
9 as 18 as
Weeps Death Death
Critical Critical
For example, against his better judgment, Rob has Ismara climb
out a third story window. Unfortunately she fails her climbing
draw. The GM rules that she plummets to the street below!
Fire
Nobody wants to get set on fire, but adventuring is dangerous!
Lanterns, burning oil, spells like conflagration—there are lots
of ways you can wind up burning. If it happens, it’s important
to know how to put it out.
183
you catch fire. If the test is a Fortune Frowns, you burn 1 point
each round. If the test is a Fortune Weeps, you burn 2 points
each round.
While you are on fire you can take no action, devote a minor or
major action to putting out the fire, or devote a full round to
putting out the fire. Each round you should make a Fate Test
based on your choice as follows.
Fortune
No change No change Fire is put out
Smiles
Fortune
No change Fire is put out Fire is put out
Shines
Blunders
No one is perfect. Sometimes Lady Fortune turns her back
on you. If you draw a Fortune Weeps when attacking, you
have blundered. The flip side of this coin is that if you
draw a Fortune Shines when dodging an NPC’s attack, the
NPC blunders! In either case, you must make a Fate Test to
determine the effect of the blunder as shown on the following
page.
184
PC Blunder Table
PC Weapon
Fate Test
Unarmed Armed Firearm
Fortune
No effect No effect No effect
Shines
Fortune PC drops
No effect PC drops firearm
Smiles weapon
The firearm is
Fortune PC falls PC weapon destroyed and PC
Frowns prone broken takes ×½ firearm
damage
The firearm is
PC weapon
Fortune PC falls destroyed and PC
broken and
Weeps prone takes ×1 firearm
PC falls prone
damage
185
Damage, Death, and Other Unpleasant
Results of Combat
In Fortune’s Fool, you will assuredly deal damage, and (in spite
of your best efforts) you will probably take damage as well.
There are two kinds of wounds: Normal and Critical.
Normal Wounds
Normal wounds result from a Minor Arcana draw, either
Fortune Frowns or Fortune Smiles. Normal wounds deal only
hit point damage.
Critical Wounds
Critical wounds happen as a result of Major Arcana. If you
attack and draw a Fortune Shines, you deal a critical wound.
Likewise, if you defend and draw a Fortune Weeps, you take a
critical wound. Like normal wounds, critical wounds deal hit
point damage. A critical wound deals ×1½ a weapon’s damage.
186
PC Deals Critical Wound
Lethal Blunt
Fate Test
Secondary Effect Secondary Effect
Fortune Weeps No Effect No Effect
Fortune Frowns No Effect Stun
Fortune Smiles Stun Stun
Fortune Shines Death Incapacitation
Death Death Death
Damage Effects
There are no ill effects from losing hit points until your total
drops below 1. Once your hit points fall below 1, you are
incapacitated. If the weapon that reduced your hit points
below 1 is a lethal weapon, you start bleeding 1 hit point per
round. Once you reach negative hit points equal to your Body
plus your Heart, you are dead.
Stun
When your character is stunned, you lose your next action
in its entirety. You may not move, attack, or take any other
action, but you still defend as normal. If you are stunned when
fighting someone with the Fencing martial skill, they may
automatically put you on point.
187
Incapacitation
There are two ways your character may become incapacitated.
First, anytime your hit points drop to 0 or lower, you are
incapacitated. Second, you may be incapacitated as a result
of a critical wound. When your character is incapacitated,
you collapse unconscious. Unless revived, you will remain
unconscious based on a Fate Test as follows.
F������ S�����: 3 combat rounds
F������ S�����: About 3 minutes
F������ F�����: About 15 minutes
F������ W����: Approximately 1 hour
Bleeding
If your hit points are reduced below 1 as a result of hit with a
Lethal weapon you start bleeding. You bleed 1 hit point per
round. You always bleed at the end of the round starting the
round after you take the wound. You will keep bleeding until
the bleeding is stopped or you are dead. If you are reduced
below 0 hit points from multiple sources, you still only bleed 1
point per round.
188
Stopping Bleeding
The best way to stop bleeding is with a relevant skill, such
as Medical (see Chapter Two). Successful healing spells will
also stop bleeding. If you lack an appropriate skill or spell,
you can still try to stop someone’s bleeding. If you are not
incapacitated, you can even try to stop your own bleeding. An
unskilled attempt to stop bleeding is a major action.
Death
Death is a grim but unavoidable aspect of Fortune’s Fool. You
may die as a result of a Critical Effect Fate Test or from having
your hit points reach a negative value equal to your Body plus
your Heart. Either way, once you are dead, your character is
lost! You must make a new one.
189
W
ashing your hands should be an easy thing. You have a
basin of water like this one. You put your hands in like I
am doing now. You wash. This should be easy. But it’s not
working. I lift my hands from the basin, and they are even filthier than
before.
At first I was just trying to wash off that one stain and be done
with it. That one there, just above the knuckle. Or maybe it was this
one? Or that one there? Where is my serving girl? I should not have to
do this alone. Have to speak with her. But for now, I just need to scrub
off this spot here.
No, that’s worse. What kind of stain spreads the more you
scrub it? Maybe I need to scrub harder and use this pumice stone. Yes!
That feels right. Scrub and scrub hard with this stone. It hurts, but it’s
a small price to finally have these hands clean! Scrub and scrub; now
rinse; now lift my hands out and—
190
Claudia said it sounded like guilt. The dreams had
started after Pileatus had ordered the execution of the Jewish
fanatic from Nazareth. Many loved and even worshipped the
young human. Ordering that a man be strung up to die would
make even the strongest governor feel guilt, but Pileatus
discarded this notion. The man was Jewish and the Jews wanted
him executed. It was their problem. He had even offered
to execute the dwarven murderer instead, but the Hebrews
demanded the sentence fall on the mystic. Besides, guilt was a
foolish emotion. The high Roman Prefect to Judea did not have
the luxury of feeling guilt.
191
“Prefect, I have not seen this before. Humans and
dwarves and the lesser races, yes. But I have never seen such a
tragedy befall one of our kind.”
Pileatus noticed that as the physician spoke, he rinsed his
hands in the very basin of his earlier dream. Though he feared
the answer, Pileatus could not stop himself asking the question,
“Will she ever be able to…”
“There was, I am afraid, much damage inside of her. I do
not think that she will—”
A halfling girl burst into the room cutting short the
doctor’s answer. Her clothes were disheveled, and her face was
streaked with tears.
Pileatus recognized the girl. She had waited on him at a
dinner party last season in the villa of the elvish Tetrarch. Both
their wives were newly expecting! The Tetrarch had thrown
a lavish elven feast to celebrate so rare an occasion. Pileatus
particularly remembered the girl because she had been so tiny
that she could barely manage the wine jug.
As fast as she could form the words, the girl began to
plead in broken Latin, “Doctor, you must come now! Please! My
mistress is sick. Something is very wrong.” As the physician
hastily gathered his herbs and bag, Pileatus stared at the serving
girl’s hands. They were covered in blood.
192
Chapter Eight
The World of Fortune’s Fool
The historical Renaissance that most people learn about in
school spanned from the mid-14th century to the 17th century,
and touched every kingdom in Europe. It was a tumultuous,
exciting time. Alliances between political powers shifted like
the sands. New kingdoms came into existence while powerful
armies conquered others. Music, art, philosophy, and religion
flourished as Europe emerged from the Dark Ages, blinking in
the new light of intellectualism.
History
Before seeing how the world stands, it helps to learn on what
it is standing. There are two tragedies that reach out from the
ancient past to shape the world of Fortune’s Fool.
194
The second tragedy of antiquity struck at the height of Roman
power. Rome was the mightiest empire of the ancient world.
The elves fleeing Greece had brought all the advanced science
and architecture from Athens. While Rome never achieved
the artistic or philosophical perfection of Athens, the Romans
made up for it with military might. At its height, the empire
reached Egypt, Istanbul (then Constantinople), and even to
the faraway British Isles. But during this zenith, a terrible
fate befell the Romans. The leading citizens of Rome were all
elves. Even the elected Caesars were Elves, many of whom still
remembered Athens in its prime.
195
guilt, and they deny any god whose wrath would stretch so far
beyond the actual wrongdoers. These elves cling tenaciously
to the old Pagan ways. Many still worship Zeuss, Athena, and
Apollo, while others find the natural order sacred and worship
the sun, the stars, and nature itself.
Atlantis
While not precisely a
natural feature, Atlantis
is worthy of mention.
Atlantis is the name
attributed to sunken
portions of Greece.
Atlantis refers specifically
to sub-aquatic Athens,
but the term is often
misapplied to Corinth, Thebes, and the rest. It is believed that
anyone who could reach these sunken cities would find ancient
treasures and knowledge beyond reckoning.
196
The Black Forest
The Black Forest is the largest woodland in Europe. It spans
for hundreds of miles across parts of Bavaria, the Swiss States,
Austria, and into France. The Black Forest is an extremely
dense forest, mostly of towering evergreens. It is a dangerous
forest teeming with wolves, bears, and much fouler creatures.
Only the heartiest of peoples journey into the Black Forest.
The Alps
The Alps are the massive mountain range that runs like a
backbone through southern Europe. With towering icy peaks,
these mountains have a foothold in France, Venetia, Austria,
Bavaria, the Swiss States, and beyond. The mountain range
boasts peaks like the Weisshorn, Mount Blanc, the Eiger, and
of course, the Matterhorn. The Alps are jaggedly beautiful, but
they are also extremely dangerous. Beyond the treacherous
slopes themselves, the Alps are home to a menagerie of
savage creatures. It is even said that somewhere, deep in the
mountains, sleeps a massive dragon.
The Pyrenees
The Pyrenees, which form the natural geographic barrier
between France and Spain, are actually the westernmost
arm of the Alps. This mountain range suffers from a lack of
traversable passes, forcing most of the travel between France
and Spain to be by boat.
197
The Carpathian Mountains
The Carpathian Mountains are a chain of mountains in
Eastern Europe. While not as massive or rugged as the Alps,
the Carpathians are noteworthy in their own right. Parts of the
Carpathians lay in Poland and Hungary, while the Ottoman
Empire lays claim to another portion. Regardless of the
political boundaries, the Carpathians are a largely wild and
lawless region.
Sherwood Forest
Sherwood Forest is a modest-sized woodland in the middle
of England. Known to be a particularly confusing and
disorienting forest, Sherwood is home to all manner of bandits
and ruffians. These thugs find shelter in its ancient growths
and tangles, but even they will not travel deep into the woods.
Sherwood is said to be haunted by dark spirits. It is also said
that an ancient evil lives at the very heart of the forest, and
wild tales abound as to what this never-seen creature might be.
198
Loch Ness
There are thousands of lochs in the Scottish Highlands, but
Loch Ness is exceptional. It is a very deep, cold loch of great
size, but what makes Loch Ness noteworthy is not its size.
Beneath the still surface of the ancient loch lives a massive
creature. This thing might be a leviathan that traveled in from
the sea or a whale of some kind. It might even be an aquatic
dragon. Tales abound about this creature, but all who have
glimpsed it agree that it is a monster of terrifying proportions.
Danube River
From its headwaters in the Swiss Alps to its mouth at the Black
Sea, the Danube is the longest river in Europe. Passing through
Vienna, Budapest, and many other cities, the Danube is an
essential waterway linking eastern and central Europe. For
most of its course, it is a wide and meandering river, making it
ideal for boat traffic.
199
Kingdoms of Europe
Following is a brief description of the major kingdoms of
Renaissance Europe. This list is a rough guide, loosely inspired
by European history. Your GM should feel free to alter this list
as desired.
Great Britain
Capital: London
Native Language: English
Racial Population: 60%
human, 19% dwarf, 15%
halfling, 5% elf, 1% orc and
goblin
Major Religions: Protestant,
Catholic, Pagan
202
The center of English metropolitan life, and the country’s
capital, is London, which sits atop the Thames River. London
is the home of the nation’s culture. Theatre artists with names
like Keane, Webster, Jonson, and Shakespeare gain fame daily.
Meanwhile, poets Edmund Spenser and John Milton scribe
verse on the Faerie world and mankind’s fall from paradise.
Sir Thomas More and Sir Francis Bacon are some of the first to
publish their thoughts on the nature of thought itself.
Wales
Capital: London in theory, but Cardiff in tradition and practice
Native Languages: Welsh, English
Racial Population: 50% halfling, 30% human, 15% dwarf, 4%
elf, 1% orc and goblin
Major Religions: Pagan, Protestant, Catholic
203
Scotland
Capital: Edinburgh
Native Languages: Scottish, English
Racial Population: 40% dwarf, 36% human, 18% halfling, 5%
elf, 1% orc and goblin
Major Religion: Protestant
Ireland
Capital: Dublin in the south, Belfast in the north
Native Languages: Gaelic, English
Racial Population: 36% halfling, 35% human, 21% dwarf, 7%
elf, 1% orc and goblin
Major Religions: Catholic, Pagan, Protestant
204
the halfling Archbishop Tremaine. Beyond the Catholic and
Protestant factions, Ireland also has a substantial minority
who still cling to their Pagan traditions.
Scandinavia
Capital: No true capital, but Oslo is the largest city
Native Languages: Old Norse, Finnish
Racial Population: 39% human, 31% dwarf, 23% orc, 6%
halfling, 1% elf and goblin
Major Religions: Pagan, Catholic, Eastern Orthodox
205
France
Capital: Paris
Native Language: French
Racial Population: 36% human, 30% elf, 20% halfling, 12%
dwarf, 2% orc and goblin
Major Religions: Catholic, Protestant, Jewish
206
Spain
Capital: Madrid
Native Languages: Spanish, Euskara
Racial Population: 40% human, 23% elf, 20% goblin, 9%
halfling, 7% dwarf, 1% orc
Major Religions: Catholic, Occult
Portugal
Capital: Lisbon
Native Languages: Portuguese, Arabic
Racial Population: 36% human, 30% goblin, 15% orc, 10%
halfling, 7% dwarf, 2% elf
Major Religions: Catholic, Moslem
207
Moslem, most of the humans he rules practice Catholicism.
Braganza manages this contentious situation with trade. Often
called “The Merchant King,” he does everything he can to
foster Portugal’s growing merchant class.
Venetian Republic
Capital: Venice
Native Language: Italian
Racial Population: 33% human, 24% goblin, 21% elf, 11% orc,
7% dwarf, 4% halfling
Major Religions: Catholic, Moslem, Jewish
208
use of the printing press. Many Venetians can be seen with one
of printer Aldus Manutius’ state of the art “paperback” books
tucked in their waistbands.
Papal States
Capital: Vatican City in Rome
Native Languages: Italian and
a significant Latin speaking
population
Racial Population: 40%
human, 30% elf, 19%
halfling, 8% dwarf, 3% orc
and goblin
Major Religion: Catholic
209
Duchy of Naples
Capital: Naples
Native Lanuage: Italian
Racial Population: 41% human, 26% goblin, 19% elf, 7%
halfling, 5% orc, 2% dwarf
Major Religions: Catholic, Occult, Moslem
Late in the Dark Ages, the isles were struck with a maddening
plague. This plague turned the inhabitants into ravenous
cannibals with insatiable appetites for flesh. Naples is
constantly on guard against these beastly neighbors. In
spite of its beset-upon nature, the city is still a hub of naval
trade. Rivaled only by Venice, Naples is a prime port, and
this lucrative trade keeps the city alive. Sometimes peaceful
months or even years pass, but eventually the Neapolitan calm
is shattered. A boat lands and the cargo is death.
210
Swiss Confederacy
Capital: Geneva
Native Languages: French, German, Italian
Racial Population: 30% human, 30% dwarf, 30% halfling, 9%
elf, 1% orc and goblin
Major Religions: Catholic, Protestant, Jewish
Netherlands
Capital: Amsterdam
Native Languages: Dutch, Yiddish, French
Racial Population: 33% human, 31% halfling, 19% elf, 16%
dwarf, 1% orc and goblin
Major Religions: Catholic, Jewish
211
Culturally, Amsterdam is known for its current generation
of oil painters, most notably the middle-aged Jeroen
Anthoniszoon van Aken. It is said he awoke one morning from
a terrible dream of the afterlife. He spent the next few months,
painting as though possessed. The product of his feverish work
was a triptych that showcases twisted figures frolicking in
Heaven and Hell. Jeroen knew the risk of making the heretical
work public, so he decided to hide his identity. He signed his
masterpiece “Hieronymus Bosch.”
Denmark
Capital: Copenhagen
Native Languages: Danish, German
Racial Population: 38% human, 25% dwarf, 22% halfling, 8%
elf, 6% orc, 1% goblin
Major Religions: Protestant, Catholic, Jewish
212
Austria
Capital: Vienna
Native Languages: German, Yiddish
Racial Population: 39% human, 29% dwarf, 9% halfling, 9% elf,
9% orc, 5% goblin
Major Religions: Catholic, Jewish
Bohemia
Capital: Prague
Native Languages: Czech, German
Racial Population: 40% human, 29% dwarf, 19% orc, 6%
goblin, 5% halfling, 1% elf
Major Religions: Protestant, Jewish, Eastern Orthodox
213
remain completely Catholic, Bohemia has fully accepted the
Protestant reformation. The Bohemian nobility has recently
placed the Protestant Friedrich of the Palatinate on the throne,
much to the chagrin of their Austrian neighbors. Friedrich is
an intellectual dwarf, but a bit of a mystic. He is often seen
wearing a full set of arcane regalia, including the Crown
of Saint Wenceslas, which he believes grants him magical
protection.
Moravia
Capital: Zlín
Native Languages: Czech, Hungarian, Yiddish
Racial Population: 28% dwarf, 26% human, 22% orc, 15%
goblin, 8% halfling, 1% elf
Major Religions: Eastern Orthodox, Protestant, Jewish
214
been making advances toward an alliance with neighboring
Hungary to gain their complete freedom from Bohemia.
Bavaria
Capital: Munich
Native Language: German
Racial Population: 33% dwarf, 29% human, 20% halfling, 10%
orc, 6% elf, 2% goblin
Major Religions: Protestant, Catholic
215
Prussia
Capital: Wittenberg
Native Language: German, Polish
Racial Population: 32% orc, 30% dwarf, 28% human, 7%
halfling, 2% goblin, 1% elf
Major Religion: Protestant
Saxony
Capital: Leipzig
Native Languages: German, Yiddish
Racial Population: 37% human, 36% dwarf, 11% halfling, 9%
orc, 5% elf, 2% goblin
Major Religions: Catholic, Jewish
216
Jorge is an ardent critic of the Protestant reformation. He even
went so far as to begin a correspondence with Martin Luther
to try to sway the halfling back to Catholicism. Protestantism
is officially illegal in Saxony and is punished swiftly, usually
through banishment.
Poland
Capital: Krakow
Native Languages: Polish, Yiddish
Racial Population: 40% human, 38% dwarf, 10% orc, 9%
halfling, 2% elf, 1% goblin
Major Religions: Eastern Orthodox, Jewish, Catholic
217
universe. His idea has been accepted by a few, but the church
violently opposes the theory. Copernicus, a humble man
who doesn’t wish to upset people, is nevertheless gathering
information for a more detailed paper. Copernicus has put
King Sigismund in a difficult position. While the king has
tried to foster an environment of learning and intellectualism,
he is also a devout Catholic. The church is putting enormous
pressure on the dwarf king to silence the revolutionary ideas of
Copernicus.
Hungary
Capital: Budapest
Native Languages: Hungarian, German
Racial Population: 36% human, 25% orc, 20% dwarf, 12%
goblin, 6% halfling, 1% elf
Major Religions: Catholic, Jewish, Eastern Orthodox
This bloody history does not define the entire kingdom. Janus
Pannonius, the Bishop of Pecs, is a renowned humanist, poet,
and diplomat. He attended schools in Ferrara and Padua,
and was considered the brightest student of his generation
by his tutors. He maintains his connections with his teachers
and other intellectuals throughout Europe, making him an
influential scholar.
218
Muscovy
Capital: Moscow
Native Language: Russian
Racial Population: 46% orc, 32% human, 11% dwarf, 8%
halfling, 2% goblin, 1% elf
Major Religions: Eastern Orthodox, Jewish, Moslem
219
Ottoman Empire
Capital: Istanbul
Native Languages: Turkish, Arabic
Racial Population: 49% goblin, 34% human, 10% dwarf, 5% orc,
1% halfling, 1% elf
Major Religions: Moslem, Eastern Orthodox, Jewish
220
Chapter Nine
Running the Game
As the GM, you have the daunting but rewarding task of
running Fortune’s Fool! While the players are the main
characters of the story, your job is to supply everything
else. This includes the setting, the background characters,
the villains, and the ever-elusive narrative drive. Running
a successful adventure for the game is as much an art as a
science, and each GM needs to develop their own particular
style, but here are some helpful tips for running Fortune’s Fool.
Racism in Europe
In a traditional fantasy game, an orc or goblin is usually a
monster to be killed on sight. But in Renaissance Europe, these
races are not monsters; they are foreigners.
222
Experience
After each session, you should give the characters experience.
How much you give is up to you, but a range of 2-5 is about
right. The amount of experience should reflect the challenge
and risk of the particular session. If the threat level was great
or an important milestone was reached, you can give a little
more experience than you would for an easier session.
223
Lethality
Fortune’s Fool is a dangerous game. From razor-sharp fencing
blades to potent firearms, the weapons of the Renaissance are
deadly. Hit points are limited, and the Death card is always
somewhere in that deck. That said, with Fate Points, Fortune
Counters, and Fate Twists, the game is certainly slanted toward
the players.
224
Fate Tests: A Gamemaster’s Ally
As a GM, you can’t prepare for everything. Players will always
surprise you with unexpected plans, actions, and questions.
The ingeniousness of your players is not to be feared; it’s a
beautiful part of collaborative storytelling! Fortune’s Fool
provides you with a great tool to answer these unexpected
issues—the Fate Test.
You may have drawn a detailed map of a city street, but then
a player surprises you by asking if he can find a grate on the
street that leads to the sewers. You didn’t see it coming, but
you have to acknowledge it’s a good idea. You could certainly
exercise your GM power and declare that such a grate simply
exists or not, and that might be the best answer for you. But
you can also answer with a Fate Test. The player wants a grate
to the sewers? Put it up to chance! If they turn a card and get
Fortune Shines or Smiles, give them their sewer grate. If not,
there’s no grate and they have to find a different route.
Use the Fate Test when it makes sense, but don’t let it spoil
your story. A sewer grate on a city street is a very reasonable
idea, but if that player had asked if there was a winged horse
on the street you don’t need a test. You already know the
answer!
225
These are tough questions and the answer ultimately lies with
you. Good roleplaying should always be rewarded, but you
can’t allow it to substitute for a skill. You also can’t expect your
players to be Laurence Olivier or Meryl Streep! On the other
hand, a social skill isn’t a gun with a trigger you pull. If a player
wants to use deceit or charm on someone, at least make them
offer up the actual words they use.
226
The Tarot Deck
You or one of your players will have to provide a Tarot deck to
play Fortune’s Fool. There is enormous variety among Tarot
decks. Use your favorite, or switch it up!
Some terms vary from deck to deck.Here are some of the more
common variations.
• The suit Pentacles is often called Coins or Discs.
• The suit Wands is often called Rods or Batons.
• The Hierophant (V) and the High Priestess (II) are
sometimes called the Pope and Popess.
• Death (XIII) is sometimes called Change (yes, seriously).
The Tarot deck you use each session in Fortune’s Fool is called
the Fate Deck. At the start of each session, you should shuffle
up the Fate Deck thoroughly then have one of your players cut
it. This is true any time you shuffle the deck, be it from the
Wheel of Fortune or a Fate Twist. The Fate Deck is for a given
session only. If you have to end a session early before the end
of your story or even in the middle of a fight, you still shuffle
the deck at the beginning of the next session.
227
Player Versus Player
In Fortune’s Fool, players will normally use their skills, spells,
and combat abilities against NPCs. When they attack an
enemy, they make a draw based on their Hand or Ranged
Attack score. If an enemy attacks them, they draw based on
their Dodge or Parry. However, sometimes players will have
occasion to work against each other or even attack each other
directly. If a player attempts an action opposed by another
player, the following rules apply.
The player that is the aggressor on each action makes the draw
according to that player’s character’s skills and Fate structure.
For example, a player would make a Hand Attack draw to hit
another player with a sword. The other player would not draw
based on their Dodge. If the attack is a success and is a Fortune
Smiles for the attacking character, it deals damage as a Fortune
Smiles regardless of what the card is for the character being
attacked. If fate is twisted, the Fate Twists are resolved in the
order in which they were declared.
This does not, however, mean that the abilities of the character
being attacked are not a factor. Compare the stat the defending
character would normally draw if being attacked by an NPC
to the attacking character’s stat (Dodge vs. Hand Attack, for
instance). If it is equal or lower, the attacking character makes
a standard draw. If it is higher, the attacking character has a
-2 penalty to the draw. If it is double or more, the attacking
character must make a black double draw.
228
Playing the Villains
Okay GMs, eventually you are going to want to hit the PCs with
some bad guys! Fortune’s Fool is written from the point of view
of the player character. This makes the creation of NPCs very
simple.
229
Average Average
Race Max HP Race Max HP
HP HP
Human 22 40 Halfling 20 38
Elf 21 34 Orc 24 42
Dwarf 28 46 Goblin 17 35
You decide that Gilgamoor is a very big dwarf. You take the
base 28 for Dwarf and throw on another 6 hit points for a total
of 34. This makes him big, but by no means ridiculous. You
also need to give Gilgamoor a movement rate. He’s a pretty fat
dwarf—call it 5 strides.
230
G unter stumbled through the woods, the beast not far
behind him. The treetops shuddered with gusts from
its powerful wings. Looking back toward his pursuer,
Gunter tripped on an exposed root and sprawled face first
into the dirt. A bright flash of pain blinded him as his
teeth smashed together. His head swam, and he nearly
blacked out. With a grunt, he willed himself to stay
conscious and struggled to his feet. He could taste blood
from where he had bitten his tongue. Somewhere behind
him, the beast roared, and Gunter began moving again.
231
The old woman stood in the middle of the road, waving a
totem made from bark and string. “Beware! Beware! Wings like
shadow! Razor talons! Poison tail! Beware the wyvern!”
Gunter let go of his horse’s reins, took the old woman
by the hand, and led her to the doorway of her nearby hut.
“Woman, no one has seen a wyvern in over three generations.
They have long been driven from these woods.”
“Nay!” shouted the old woman, her one milky white eye
looking straight at Gunter. “From their caves, they wake! They
prowl! They feed!”
He left the madwoman to her ranting. Her words shook
Gunter for a moment, but he knew they were nonsense. After all,
he was the greatest hunter in the region. He smiled to himself
and led his sturdy horse to the edge of town.
232
Chapter Ten
Bestiary
There are still wild places in Europe. Trolls lurk on desolate
roadways, and wolf howls shatter the peace of slumbering
campsites. In places hidden and forgotten, ancient creatures
wait for those who would interrupt their repose. In some
dreary lands, the dead themselves rise from their wormy beds
to plague the living. The Renaissance is not all courtly masques
and snifters of brandy! Fantastic and fearsome creatures
menace the wild lands of Europe and beyond.
233
Animals
Animals are the natural beasts that dwell in the wilds. These
creatures do not use tools or weapons nor do they wear clothes
or carry armor. They are neither good nor evil, but are guided
by the instincts of the wild. Animals may be targeted by the
Wiccan Craft spell Animal Control.
Bears
From small black bears to giant grizzlies, bears of all kind
roam the woodlands of Europe. These carnivores are usually
timid, unless they are provoked into action to protect their lair
or young. Massive claws and large, powerful bodies make them
fearsome killers when enraged.
Hit Points: 44-60 (52)
Movement: 12 strides
Attack: Bears have a natural maul attack that does base 14
lethal damage. Because of their size and ferocity, PCs are at a
–2 to dodge bear attacks.
Defense: Because of their size, PCs get a +1 bonus to attack
bears.
Special: Bears have 1 point of natural armor and the Critical
Wound Fate Test must be black double drawn in their favor.
Feral Cats
Feral cats are small predators that prowl uncivilized lands.
These cats, such as lynxes and ocelots, live mostly in the
mountainous regions of Europe.
Hit Points: 9-15 (12)
Movement: 12 strides
Attack: Feral cats have a natural maul attack that does base 7
lethal damage.
Defense: Because of their speed and size, PCs take a -2 penalty
to attack feral cats.
234
Wolves
While wolves range mostly in wild lands, there is no kingdom
in Europe that does not have at least some population of
these predators. Wolves are hunted extensively as menaces to
livestock, but their numbers still grow. Hunting in packs with
speed and cunning, wolves can take down large and dangerous
prey. A single wolf is not too formidable, but they are rarely
encountered alone. More often they hunt in pairs or sizable
packs.
Hit Points: 14-20 (17)
Movement: 15 strides
Attack: Wolves have a natural bite attack that does base 6
lethal damage. This damage increases to 9 against prone
targets.
Defense: Because of their speed, PCs take a -1 penalty to attack
wolves.
Special: Two or more wolves may act in concert to attack a
single foe. PCs must black double draw their dodge against
this attack, and if they fail, they take normal damage from a
single bite and are knocked prone.
Natural Monsters
Natural monsters are sentient creatures of the wild. Unlike
animals, many natural monsters can use tools and weapons,
wear armor and clothing, and are capable of understanding
good and evil.
Basilisks
Basilisks live in very hot climates—deserts and swamps. The
basilisk is sometimes called “the king of serpents” because of
its crown-shaped crest. They are large lizards with six to eight
legs. They are fonts of poison, and it is said that meeting their
gaze invites death. Basilisks hunt alone. Once fed, the lizards
often sleep for months at a time. A basilisk’s poison sacs can be
harvested with a successful Survival draw. This grants the user
a double draw to Poisons for 3 uses.
235
Hit Points: 25-35 (30)
Movement: 7 strides
Attack: A natural bite attack using poisoned teeth that does
base 8 lethal damage, plus 1 poison damage every other
round thereafter. This poison may be treated as a normal
poisoning (see Poisons skill).
Defense: None
Special: The basilisk’s gaze seems to attract death. During a
combat with a basilisk, all PCs must black double draw Fate
Test for any Critical Wound they take. The basilisk’s scales
give it 2 points of natural armor.
Giants
Giants are enormous, towering man-like creatures that are
incredibly rare. Once these ancient creatures had kingdoms
of their own, but now they are found only in the most remote
regions of upper Scandinavia. A giant resembles a human or
dwarf in features, but stands 12 feet tall or more! They have
heavy beards and stout limbs. In ancient times, giants made
clothing and even forged weapons and armor. Many still carry
these oversized relics. Giants are not necessarily good or evil,
but they are extremely distrustful of other races. They are
not stupid but are quite simple in their thinking. Like elves,
giants are immortal creatures. Some have lived for countless
centuries. But they have gradually died out or been hunted
until only a handful remain.
Hit Points: 72-88 (80)
Movement: 9 strides
Attack: A giant’s weapons are usually oversized weapons from
ancient times. These weapons cannot be parried.
Oversized Chainmace: 28 blunt damage
Oversized Greatsword: 24 lethal damage
Defense: Because of their massive size, PCs get a +2 bonus to
attack giants.
Special: The typical giant wears about 2 points of armor.
236
Trolls
Though much smaller than giants,
trolls are still massive monsters.
The origin of trolls is unknown,
but it is believed they are castoffs
from the Fey world. Fearing the
sun, trolls hide by day in caves,
under bridges, and in the darkest
nooks and crannies of Europe. At
night they emerge to stalk and steal
to satisfy their massive appetites.
Standing 8 feet tall or more, trolls
have thick, mottled grey-green
hides, pockmarked with pustules,
scars, and bony protrusions. Trolls
have the intelligence level of a
mean-spirited child. Trolls are solitary and reclusive creatures,
but they are far from harmless. Not as dim and brutish as they
look, they possess a cruel cunning. Underestimating them is a
mistake. Once a troll has been lured out of its hiding place, it
is a fearsome foe.
Hit Points: 44-54 (49)
Movement: 11 strides.
Attack: Trolls use a variety of weapons. They favor two-handed
weapons that let them leverage their massive strengths.
Two-Handed Club: 18 blunt damage
Two-Handed Axe: 20 lethal damage
Defense: Because of their size, PCs get a +1 bonus to attack
trolls.
Special: As long as they have at least 1 hit point, trolls have a
potent regeneration ability. They regenerate 1 hit point each
round and the Critical Effect Fate Test must be black double
drawn in their favor. This ability does not work in the light of
the sun.
237
Wyverns
The wyvern is a horrifying winged lizard with two legs. It
is often mistaken for a small dragon, but it is, in fact, quite
different. Wyverns are not scaly creatures, but have black,
leathery skin like a bat’s. They also do not breathe fire, but a
caustic mist. Most importantly, while a dragon is immortal, a
wyvern will eventually die of old age. They cannot use tools or
weapons, so if they have to carry something it must be in their
oversized jaws. Wyverns are about the size of a large horse, but
they are actually quite light and almost fragile creatures. They
are shrewd hunters, though, and occasionally attack in pairs.
Hit Points: 24-32 (28)
Movement: Fly
Attack: Wyverns have a natural bite attack that does base 10
lethal damage. If the wyvern misses with this attack, it makes
a follow-up attack with its spiked tail that does base 6 lethal
damage.
Defense: None
Special: A wyvern’s tough skin gives them 1 point of natural
armor. The wyvern also has an acid breath weapon it may use
1 time per combat as a major action. This acid breath has a
range of up to 10 strides and is a -3 for a PC to dodge because
of its spread. The acid takes effect on the PC’s next action
after the breath and lasts for a length of time depending on
the PC’s failed Dodge draw as follows.
238
F������ S�����: Acid effects last 3 rounds.
F������ F�����: Acid effects last 5 rounds.
F������ W����: Acid effects last 7 rounds.
Each round, the PC takes 2 hit points of damage and must
make a Heart draw to act in spite of the incapacitating pain. If
successful, the PC may act, but may only take a single action
(major or minor) each round. Acid damage ignores armor.
Unnatural Monsters
Unnatural monsters are those creatures that only exist on earth
through supernatural forces. Demons, the undead, and other
aberrations are included in this category. Unnatural monsters
are not living. As such, they do not suffer the negative effects
of the Death card.
The Golem
The Golem is an animated anthropomorphic being created
from stone and clay. The Golem is summoned through
a Hebrew ritual. The Golem has hands, but does not use
weapons. The Golem is not living, but it is not considered
undead either. Immune to magic, the Golem is slow but nearly
unstoppable.
Hit Points: 65
Movement: 3
Attack: The Golem has a natural slam attack that does base 16
blunt damage.
Defense: Because of their slow speed, PCs get a +2 bonus to
attack the Golem.
Special: Golems have 3 points of natural armor and take only
hit point damage from Critical wounds. Golems are not
considered living creatures. Golems are immune to magic,
Latin, and Hebrew.
239
Demons
A demon is an underworld denizen summoned onto the earth
through supernatural power. Demons have many earthly
immunities and resistances, but holy rituals, blessed weapons,
and magic are very effective against them. Demons are
intelligent and can speak any languages their conjurer speaks.
Hell is populated by an incredible variety of demons that can
manifest upon the earth. Many demons have wings and can
fly. Some demons have potent arcane abilities and vast stores
of knowledge. Two of the most common (and least dangerous)
demonic specimens are listed here.
Demonic Imps
The imp is a tiny
demon no taller
than two feet. The
imp is the easiest
demon to summon
and control. The
imp has very little
physical strength,
but it is still a nasty
creature.
Hit Points: 6-12 (9)
Movement: Fly
240
Attack: The imp cannot use weapons. The imp has a natural
maul attack that does base 6 lethal damage. This attack is
considered enchanted.
Defense: Because of their speed and size, PCs take a -2 penalty
to attack imps.
Minor Demons
The minor demon is larger than an imp, but is still a small
demon. A minor demon is about the same size as a small
human.
Hit Points: 19-25 (22)
Movement: Fly
Attack: The minor demon cannot use weapons. The minor
demon has a natural maul attack that does base 11 lethal
damage. This attack is considered enchanted.
Defense: None
The Undead
The undead are beings trapped between the world of the living
and the peace of the grave. They exist in many forms, whether
animated by a necromantic spell, unable to rest because of
some unfulfilled purpose, or created by some other macabre
means. Some roam freely, while others are anchored to a single
spot; some possess vast cunning, while others are mindless
killers. No matter what form they take, all undead are wholly
unnatural beings.
241
Banshees
The banshee appears as a pale
woman shrouded in mist,
her eyes filled with despair.
These spirits are usually
found near burial sites, but
can be summoned as a curse.
These creatures only appear
at night, and they only appear
alone. While the banshee
can be physically harmed
with weapons, unless the
curse is removed or the spirit
put to rest with consecrated
weapons, it will rematerialize
the next night after being
vanquished.
Hit Points: 28-34 (31)
Movement: Fly
Attack: The Banshee has a natural maul attack that does
base 8 lethal damage. This attack ignores all armor and is
considered enchanted.
Defense: None
Special: Once per combat as a major action, a banshee may
make a wailing doom attack, which targets all living beings
within earshot. Each target must make a Heart test or be
doomed until the next sunrise. Doomed characters must
black double draw all actions. Elves are immune to this
attack.
Ghouls
Ghouls were once normal living beings. These creatures
resorted to unspeakable rituals to achieve immortality. Now
they are dead things, consumed with an unending appetite
for flesh of their own kind. No matter how much they devour,
they can never be sated. Packs of ghouls lurk in dilapidated
cemeteries and near battlefields. Ghouls possess a measure
242
of cleverness, and can talk. They frequently band together
to overwhelm their prey. Sometimes they disguise their
emaciated forms to lure unwary victims to secluded places
to feed on them. Ghouls are terrified of the sun. When in
sunlight, they will focus all their energy on escape.
Hit Points: 18-28 (24)
Movement: 8
Attack: Ghouls have a natural bite attack that does base 6
lethal damage. Ghouls sometimes steal weapons from graves
and burial mounds. Ghouls are not enormously strong, so
they usually use small weapons.
Dagger: 8 lethal damage
Light Spear: 6 lethal damage
Defense: None
Special: In any round that a ghoul has successfully used its bite
attack, it heals 3 hit points.
243
Name:
Race: Gender:
Age: Size:
Birthright: Environment:
Social Class: Religion:
Experience Points:
Languages
None
LMH
Damage
Redvction
Long +0 +0 -1
Action Examples
Major Actions Minor Actions
Attack Normal move
Cast a Thought Spell Draw a weapon
Cast a Word Spell Draw spell components
Begin Full Dodging Load a normal bow or sling
Load a normal crossbow Mount or dismount a horse
Taking Aim Recover from prone
Maintaining Aim Pick up a weapon
Full Round Actions Free Actions
Full Move Speak a phrase
Load a Firearm (1 of 2) Drop prone
Cast an Incant spell (1 of 3) Move 1 stride*
Drop a weapon
Cast a Reflex spell
*This must be your only movement that round.
PC Blunder Table
PC Weapon
Fate Test
Unarmed Armed Firearm
Fortune
No effect No effect No effect
Shines
Fortune PC drops
No effect PC drops firearm
Smiles weapon
The firearm is
Fortune PC falls PC weapon destroyed and PC
Frowns prone broken takes ×½ firearm
damage
The firearm is
PC weapon
Fortune PC falls destroyed and PC
broken and
Weeps prone takes ×1 firearm
PC falls prone
damage