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Savage Flower Kingdom v2.

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Welcome to the world of Savage Flower Kingdom – where
everything will try to kill you for dessert or for fun. Nevertheless, it
is a strange, mystical and adventurous kingdom with a lot of
hidden treasures and mysteries. Let’s go to adventure!
All you need to play
This pocketmod, friends, paper, pencil, a few six-sided dice and
imagination.
Creating your hero
Your hero is represented by these four Abilities, they are:
Physical: To do with physical challenges, stealth, searching,
lockpicking and speed.
Mental: To do with problem solving, knowledge, logic and
magic.
Combat: To do with combat, initiative and resisting.
Social: To do with negotiation, interaction, and bargain.
To create a hero you must distribute Character Points (CP)
between the abilities. The minimum points you can put in the
abilities is 1 and the maximum is 3 for a beginning hero.
Pick a class
Adventurer (can be a thief, knight, barbarian or warrior): Starts
with 1d6+12 HP, 8 CP and gets to pick 1 skill.
Wizard: Starts with 1d6+8 HP, 8 MP, 8 CP and gets to pick 3 spells.
Dwarf: Starts with 1d6+14HP, 7 CP and gets the Goblin Rage skill.
Elf: Starts with 1d6+10 HP, 6 MP, 7 CP and gets to pick 2 spells.
Defence
Defence (DEF) is a Target Number when dealing with attack. To
calculate your DEF; add 7 to your Physical ability. DEF may only be
upgraded by using armour or any magical items or spells.

Experience (xp) and advancement


You get 1 to 3 XP at the end of a scenario/quest, usually 2 XP. You
then may spend:
1. 1 XP to gain 1 HP or 1 MP.
2. 3 XP to gain 1 skill or to gain 1 spell.
3. 5 XP to add 1 to an ability of your choice.
Doing actions and stuffs
When in doubt, roll 2d6 plus appropriate ability trying to get the
Target Number (TN) or more to succeed. Refer to difficulty table
below:
Difficulty TN
Easy 7
Moderate 9
Hard 11
Tough 13

Critical hit and fumble


You get a FUMBLE on a natural roll of 2 and a CRITICAL HIT on
a natural roll of 12. A fumble is bad and a critical hit is good. In
combat you automatically miss on a fumble and automatically hit
on a critical hit dealing a double damage. E.g. Miri the Maid rolls a
2, she accidently drops the sandwich on the ground getting dirt
and bugs on it. “Yay way the go Miri!” says Jarred Strongbiceps.
Spells
To use magic you need to expand 1 MP and you need to make a
Mental roll to see if you succeed. If you fail, the MP is wasted.
Barrier (TN 7, self or a group): Caster creates an immobile invisible
barrier for number of turns based on how many MP you spend.
Enemy cannot attack you when the barrier is up.
Detect Magic (TN 7): Caster detects magic around him/her.
ESP (TN 7, 1 target): Caster is able to read another’s mind. Target
must be present near the caster.
Fireball (TN 9, Ranged, 1 target): The caster creates fire from
his/her hand and releases it at 1 target. If successful, it deals 1d6
damage. It can also be used to scares weaker monster.
Glow (TN 7, 1 target): Caster touches an item or person and makes
it glow for 1d6 turns.
Identify Magic (TN 7): Caster identifies magical item or target.
Caster can also identify the type of magic being used by someone
else (like attack & defensive spells, magical traps, etc.)
Invisibility (TN 9, 1 target): Caster touches a target and makes
target invisible for 1d6 turns.
Lightning Bolt (TN 11, Ranged, 1 target): Caster releases a bolt of
lightning from his/her hand. If successful, it deals 2d6 damage.
Levitate (TN 10, Ranged, 1 target): Caster may move target up and
down but not horizontally at will for 1 turns.
Power Boost (TN 9, 1 target): Give a +2 to one ability of your choice
for 1 turn.
Stone Skin (TN 8, 1 target): Caster touches 1 target. Target
temporarily a +2 to their Defence score for 1 scene.
Skills
Skills with * can be picked twice (twice means: +2 to roll instead of
+1; or you may make a second roll; or you may do the skill twice
per scene). You indicate it like this - i.e. Athlete (2), Eagle Eye (2)
*Athlete: +1 to Physical roll involving jumping, running,
swimming and climbing.
*Berserker Rage: +1 to melee attack roll.
Bloody Magic: you may use HP as well as MP to cast a spell.
Chef: you are able to turn monster into a Lunch Box Meal. At the
end of combat you may make a mental roll against TN 4 +
monster’s Combat stats. If successful you gain a Lunch Box Meal.
You may only do this once at end of combat.
*Eagle Eye: +1 to ranged attack roll.
*Goblin Rage: Whenever you are facing a creature related to
goblins through name or physical appearance, you automatically
get a +1 to your attack.
*Heavy Hitter: You deal an extra +1 damage.
*Locksmith: +1 to a Physical roll involving lock picking and
identifying locks.
*Lucky One: You may reroll one bad roll in 1 scene.
*Natural Armour: Reduce 1 damage dealt to you. Reduce 2 instead
if this skill is picked twice.
*Natural Mage: You get a +1 to you spell casting roll.
*Negotiator: +1 to any roll involving social interaction like
negotiation, bargaining, flirting, etc.
*Strong: +1 to any roll involving pushing, pulling, carrying.
Resting
Resting a full evening recovers full HP and MP. Resting for an
hour recovers 1d6 HP and 1d6 MP.
Falling
In Savage Flower Kingdom whenever you fall, you roll 2d6 for
damage. You may roll for Physical ability against TN (usually 9) set
by GM to halve the damage. On a critical hit you are not damaged
at all.
Poison
Some monsters have poison as their attack. Whenever it hits, the
victim needs to make a Combat roll against the TN. The base TN
for poison attack is 9 unless the GM thinks otherwise. (The GM
also controls how much damage the player receives if they fail
their roll.)
Combat
Initiative is the order of who acts when in combat. To determined
initiative, each combatant rolls 1d6 adding their Physical score.
The highest goes first. Any ties will act simultaneously.
When you turn arrive you pick one of the options below:
1. Attack: Attack a target with a weapon. Roll 2d6 and add
Combat to try and get an equal or higher number than the
target's DEF.
2. Use Magic: Cast a spell.
3. Move: A character may move into melee range and engage a
target, move away from a target, or move into cover.
4. Other Action: This is for actions surrounding picking locks,
reloading a bow/crossbow, opening a window, using an item,
etc.
5. Flee: To flee, combatant needs to make the Physical roll
against opponent with the highest DEF.
Equipment table
You start with 10 gold pieces.
Weapon Range Damage Cost
Unarmed Melee 2 0
Knife, Dagger Melee 1d6-2 3
Hand Axe, Club, Light Hammer,
Melee 1d6 5
Mace, Sword, Staff
Melee/
Spear (throwable) 1d6 5
Ranged
Battle Axe, Broad Sword, War
Melee 1d6+1 8
Hammer
Great Sword, Maul, Pole arm,
Melee 1d6+2 10
Great Axe
Short Bow Ranged 1d6 5
Long Bow, Cross Bow Ranged 1d6+1 8
Armour Description Cost
Shield Reduce 1 damage 3
Leather Armour +1 DEF 3
Mail Armour +2 DEF 8
Plate Armour +3 DEF 10
Other Mundane Items Description Cost
Ammo for your ranged
20 Arrows/20 Crossbow Bolts 5
weapon
Rope A sturdy rope. 3
Torch Light up your way! 5
Meal for one. Heals 1d6
Lunch Box Meal 5
HP when consume.
Monsters
Monsters are define by these stats: Combat, Ability, DEF
(Defence), HP (Hit Points) and Dmg (Damage). Anything in
bracket [like this] is the a monster skill. Here are some monsters
examples:
Blink Cat: Combat 2, Ability 2, DEF 8, HP 6, Dmg 1d6.
[Disappear] On a successful bite it will disappear. Roll 1d6, if the
result is 1-2 it will appear far from its target (ranged) on a roll of 3-4
it will appear close to another target (melee), on a roll of 5-6 it stays
or GM just choose where the Blink Cat goes.
Giant Centipede: Combat 3, Ability 1, DEF 7, HP 2, Dmg 1d6-2.
[Poison] Whenever Giant Centipede successfully bites a target; the
target must make a Physical roll against TN 8. If it fails, the victim
loses another 1d6 HP.
Goblin Cat: Combat 1, Ability 0, DEF 6, HP 5, Dmg Spear or Sword.
A bunch of mischievous cat like creatures that inhabit the forest.
They wear animal skin for armour and a skull for helmet and
usually wield a crude weapon made from stones.
[Flanking] +1 to attack roll when attacking a target along with one
or more attacker with Flanking. This effect is not cumulative.
Orc: Combat 2, Ability 1, DEF 7, HP 8, Dmg Club.
A large cannon fodder.
[Heavy Hitter] This monster deals +1 damage.
Carnivore Plant: Combat 1, Ability 2, DEF 10, HP 20, Dmg Bite
(1d6). [Swallow] On a successfully bite roll 1d6, if the result is odd
it swallowed the victim. During his turn, he must make a Physical
roll against TN of 9 to free himself; if fail, he receives 1 damage.
Advice to Game Master
This is a basic game with a lot of things to fill in. GM is free to
create or remove rules, monster, skills, spell, etc. Make it personal.
The number one rules for any RPG is to have fun!

Experimental Playground © 2013


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