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WHITEFRANK

Jonathan Nolan
“You’re telling the story!”

Zombienomicon ®
WHITEFRANK

WHITEFRANK
By Jonathan Nolan TM & © 2021 all rights reserved worldwide.

CONTENTS
Page Section Content
3 How To Basic game concepts, how to start playing WHITEFRANK.
4 The Game How to play and how to build a world.
5 Rules What rules are and how they are made.
Rolling Dice Dice and how to use them.
Success How to make the roll in the game and what it means.
7 Time and Space Time passing, Height, Weight, amount of weight characters can
carry, effects of sizes of characters.
Size, Height and Weight Adjustments to height and weight (and speed) based on the size
chart of a character.
8 Strength Effects How much a character can carry, drag and so on over different
time periods, and how it affects speed.
Weight Possibilities Chart compiling the information on carry, drag, lift etc. based on
chart size of a character.
9 Attributes What Attributes are, how they work (+6 on rolls) and the basic
WHITEFRANK mechanic: roll 12 or more on 3 six sided dice
(“3d6”).
10 List of Attributes A newly created character has six Attributes; not all characters
can or should have the same ones.
11 Body Attributes chart List of all Attributes that come under the Body classification.
These are PHYSICAL Attributes.
12 Mind Attributes chart List of all Attributes that come under the Mind classification.
These are MENTAL Attributes.
13 Other Attributes ALL CHARACTERS HAVE A HEALTH STATISTIC. ALL CHARACTERS
HAVE A LOOT STATISTIC.
Other Attributes chart List of all Attributes that come under the Mind classification.
These are MENTAL Attributes.
14 Problems Characters can have Problems, chosen by their player. Each
Problem chosen allows an improvement to the character of +1
to an Attribute or choosing a Power for the character.
Problems chart List of all Problems. Some Problems are Severe, which allows a
bigger improvement to the character with them.
17 Bad Changes Bad Changes are TEMPORARY Problems.
Good Changes Good Changes are TEMPORARY bonuses.
18 Powers Powers are extra benefits or abilities some characters have.
Powers include what might be considered super powers, as well
as the powerful abilities some monsters and other extraordinary
non-humans possess.
Powers chart List of all Powers.
22 Pariah Powers Pariahs are mutants. They manifest strange abilities due to their

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different genetic makeup.
Pariah Powers chart Roll 3d6 to randomise what Power the character has.
24 Skills Skills are education and learned abilities that add bonuses to a
roll in a given situation. Each applicable Skill adds +6 to a roll but
a few Skills have a special effect instead or as well. Wizardry and
Prayer skills are the only way for a character who does not have
Wildmagic to cast magic spells. Parry, Evasion and Dodge have
Combat effects.
Skills list chart List of all the Skills used in the rulebook.
30 Character Classes A Class is something that defines a character. More than a
profession or a job, it is something innate to the character. No
player has to choose a Character Class for a character.
Class Effects chart Lists a set of classes, and their Attributes, Powers, Problems and
Skills.
34 Explanation of the Goes through each listed character class providing notes on their
Character Classes suggested background, motivation and so on.
36 Elements Empedoclean Elements (Earth, Air, Fire and Water( and their
Elementals, expansions, suggested enhancements.
37 Combat Initiative is rolled on 3d6, highest goes first. The Combat Turn is
the collection of all players and other characters in a fight
“having a turn” of doing something, in order of their Initiative
roll. Attacking (a 3d6 roll), Parry, Evasion, Dodge.
38 Armor, Toughness, Defending, Skill or Power, Waiting.
39 Touch or Grappling attacks, Bare Handed attacks, Headbutts and
Kicks, Stunning, Entanglement, Fear, Poison and other effects
besides Wounds for successful attacks.
40 Magic Wildmagic, Wizardry skill and Prayer skill allow magic spells to
be used. Every spell has a Difficulty – beat this number on 3d6.
Spells have a Range and a Duration.
41 Common Spells list Lists all magic spells in the rulebook available to everyone.
45 Holy Prayers list Only characters with Prayer can use these magic spells.
46 List of Challenges Examples of different challenges and rolls to succeed.
Challenges list
48 Items, Weapons and All forms of item can have different Quality and prices
Armor accordingly. Starting money is 2d6 silver pieces.
Quality Table Quality: Low, Normal, Royal and Legendary.
Weapons List
50 Armor List
51 Items List
53 Character class starting Lists “free” gear given to each character belonging to a
equipment chart particular character class.
56 Living Challenges “Monsters”, bad guy and other living things to defeat.
Living Challenges list Alphabetical list of “Monsters”.
58 Example Characters Some examples of the rulebook used to create characters
Jake Skinwalker
59 Lucilla the Warrior
Woman
60 O’Brien the Barbarian
Swordsman
61 Flagstaff the Wizard

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How To
Whitefrank is a story telling game. Everyone who
plays it will take turns telling part of the same
shared story. The story in Whitefrank is a tale of
adventure, romance, treachery, violence, mystery,
magic, weird science, horror or any other element
the players decide!

One player should be chosen to tell the story at


any one time. Each player might tell the story of
one part of the world where the story takes place,
or perhaps each player might take the responsibility
for telling the story in a different kind of situation-
for example combat, romance, politics or exploration. Generally it works better for each player to be
responsible for a region of the world where play takes place. But there is no set rule to stop any
approach being used.

The world where play takes place is a dream-world where all the players contribute and share their
thoughts. It can be mapped, created using models and miniatures, based on the local area where
people live, based on a different time in history or a different environment like an alien planet. The
“world” might include lots of different areas or regions including underwater, an alien planet, the
local town and so on, in the same way a film or television show might include scenes in different
places. Note that the story determines where the players are playing.

It is also possible to explore a completely unknown dream-world. This means that the world the
players are in is a big unknown, ready to be explored for the first time. This can be true whether the
world is an impenetrable jungle, outer space or even a city or town unfamiliar to the players.

Players interact with the world where they play using one or more characters. These characters are
the heroes and villains, the monsters and wild creatures of the world. They are roles the players play
and like characters in a film or actors in a stage play they are the people that the action is centered
upon. They may be on a quest, a group of people on a train or fellow soldiers in a war. They could be
a mixture of all sorts of different types of people and other creatures. They could even include
robots, dragons or supernatural entities! The only limit really is what all the players agree.

There is absolutely no right or wrong way to play WHITEFRANK. The aim of this game is to tell shared
stories and have a good time. The “point” of a particular story might be to complete a quest, defeat
bad guys or save the world, but whether or not that happens spending time on WHITEFRANK should
always be positive and fun. If it isn’t fun- STOP. Go and do something else for a while.

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The Game
The game is the world and the actions that happen, remembered from session to session. In other
words at the end of the game session, what has happened should be written down by the players
and remembered for next time. This is much the same as a saved game on a computer, issues of a
comic book or the historical records from olden time. It means that a story can continue in chapters
or stages for more than one day, week, month- or even year! However, sometimes the story will end
quite quickly.

Time passing inside the story is quite different from outside in our world. A story might have days or
weeks pass in a few minutes, just by the player telling the story saying, “two weeks pass.”

The only exception to this is in combat and other situations where time is important. There, the
basic rules for time inside the game (see below) need to be used to stop confusion (and maybe even
cheating).

Whoever is telling the story in general should also play the part of the monsters, enemies and local
people in the story, allowing the other players who are not telling the story to just focus on their
characters. However, it is quite possible to have one person tell the story and a different player take
a break from playing their main character to play the local monsters or enemies as characters during
that particular story. WHITEFRANK is about fun and cooperation!

WHITEFRANK is wide open in terms of rules and situations so there are going to be many
opportunities for the players to tell their stories in completely unique ways. This ongoing series of
stories forms the “campaign”, and each day a story is told is a “game session”.

To begin with it is better to be less ambitious. Don’t try and create an entire world or even an entire
town or underground tunnel complex (“dungeon”). Start small and leave room for all the players to
give voice to their own cool ideas, and add their own stories.

Sometimes what seems initially to be a good idea just isn’t fun when it is tried. There is nothing
wrong with giving up on the story and turning to a different idea.

Taking inspiration from books, history, film, television, streaming shows, web comics, comic books
and mythology always works well, at least to begin with. Get some ideas for a kind of story to tell
and then let your own world develop from there in its own unique way. Don’t try and force things to
go a certain way or try and force a certain outcome to an adventure because the more people try
and do this the less fun the game becomes and the more hateful the rules become, which is the
absolute opposite of the purpose of WHITEFRANK.

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Rules
Rules are joint decisions the players agree on to decide what happens in the game. Some of the
Rules are provided in WHITEFRANK to start players on their adventures. These basic WHITEFRANK
rules shouldn’t be changed without good reason. However, players can introduce many other
different rules for different situations, based on the existing WHITEFRANK rules or on something
entirely different.

All Rules as they are decided upon and used need to be recorded and remembered. New players will
need to know these rules as they come up in play and it helps to have them written down so
everyone understands them and uses them fairly.

Rolling dice
Rolling dice is used to decide if some activity succeeds or not, and to generate a random number
when needed.

In WHITEFRANK 3d6 is used. 3d6 means three six sided dice. Six sided dice are very ancient in the
human experience and are available virtually everywhere. “3d6” means rolling three dice and adding
together the total of the “pips” on the dice. For example rolling 3d6 and getting 2,5, and 4 means
you “rolled” 11.

Success
Succeeding at any action in the story requires
rolling a number or higher on 3d6. This number
is given in brackets (12), (7), (120) etc. after the
challenge. For example, Persuade guard to leave
door unlocked (32).

To succeed, a player rolls 3d6, adds any


Attribute that everyone agrees would apply, and
sees if it is equal to or more than the number
given. “Adding an Attribute” is usually written as
+ Touch or + Muscles and so on. This means
adding +6 if the Attribute is owned by the
character (or more than 6 if the Attribute has been improved through Progress).

If the number given is lower than the character’s Attribute then the roll is automatically successful
and the player doesn’t need to roll 3d6 at all. It just works. For example “Open Door (10)” requires a
roll on 3d6 of 10 or more but if the character has an Attribute that applies, say Muscles, then the

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lowest possible roll a player can make for their character would be 1,1,1 plus 6 = 9, meaning that any
roll other than triple 1 is going to succeed.

Xd6 for example 6d6, 7d6, 9d6 simply means rolling six, seven, nine or however many six sided dice
to generate a number.

Sometimes in a story there is a situation where players can compete against each other with dice
rolls. For example two players struggling in a wrestling match, riding horses against each other in a
race or on opposite sides of a court case or argument in a crowd.

The number given in the situation for success will be the same for all players involved. And the
players’ characters might be rolling on different Attributes in the same situation. However the same
number is the target. The player who succeeds is the one who rolls the highest number that is the
same or greater than the target number. For example if the target is 12 and both players roll 12 or
more, the player who rolled a total (plus Attribute etc.) of 20 beats the player who rolled a total of
13.

In WHITEFRANK challenges based on dice rolls are going to fairly quickly separate into three main
groups: extremely easy rolls, impossible rolls, and some that are in the middle and which should,
with thought, be possible for a wide variety of characters to solve, or at least survive.

Some players when they are telling story in which the other players can use their characters might
decide not to use dice at all. They might use playing cards, rock-paper-scissors or any other kind of
way to decide success they choose. That is a decision for the person telling the story. There is no
“right” or “wrong” way to decide a character’s fate, as long as what is used is applied fairly for
everyone.

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Time and Space


All character have a Speed, which is their movement rate, and determines how much ground they
can cover. For human characters this is 4 miles per hour, 1 mile per 20 minutes, 300 feet per minute
and 6 feet per second. Characters half the size of an adult human move at half this rate, quarter
sized characters move at a quarter, and so on. Giant sized characters move at twice this rate for each
doubling of human height they have in height. For example a ten to twelve foot tall Troll moves at 2
miles per 20 minutes and can cover 12 feet per second. The exceptions to this movement rate are
where a character has the Power of being Quick (double speed), Very Quick (four times speed), the
Problem of being Slow (half speed) or Very Slow (one quarter speed) or other common sense
situations.

Flying characters move at their running speed in the air. Swimming characters move at their running
speed in water. Human swimmers can only maintain their Swimming speed for 12 seconds before
needing to reduce their swimming speed to their walking rate.

Time passing in the game is up to the player telling the story. However there are two exceptions. The
first exception is Combat (when there are fights between characters) and the other exception is
when there is a challenge. Challenges are things like trying to defuse a bomb in time, persuading a
guard before another guard arrives, racing to reach a plane before it takes off and so on.

A human sized character likewise has a range of 3 feet for touching something, 10 feet for attacking
something with hand to hand or a weapon in the hand and the range of the weapon or item for
hitting a target at range.

Different sized characters have general effects. The chart below bases its size on normal human (5’6”
to 6’0” and weighing 150 Ibs.)

Size, Height and Weight

Character size Effects


Miniscule One hundredth normal size; one thousandth normal weight; divide speed by
16
Miniature One tenth normal size; one twentieth normal weight; divide speed by 8
Tiny One quarter normal size; one fifth normal weight; quarter speed
Small Half normal size; one third normal weight; halve speed
Normal Human No special effects
Large One and a half normal height and weight; double speed
Giant Double normal height, triple weight; double speed
Gigantic Four times normal height, seven times normal weight; four times normal
speed
Colossal Eight times normal height, twenty times normal weight, eight times normal
speed

To get the fairy tale type lumbering slow giants, rather than doubling speed and so on for large
creatures, which is based on the span of their legs, assume they have terribly slow metabolisms and

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don’t cover this distance. Instead, add Their height in feet to their basic (human) movement rate of
4 miles per hour, to acknowledge their leg span (or equivalent) when moving, but don’t change any
of the other speeds such as feet per second or per minute. This means they are quicker over longer
distances but not quicker in combat.

Whether or not a character has Muscles, ie is exceptionally physically strong, all characters can
attempt to lift, carry, push open or drag heavy objects.

Below is a table listing Strength Effects. All of the effects listed DO NOT REQUIRE A ROLL. Rolling 12
or more would double the amounts listed, subject to what the referee, the player telling the story,
decides.

Strength Effects

A character adds their Muscles, Toughness and Willpower to the amounts in pounds below. In other
words if a character has all three of those Attributes – all three numbers are added.

Carry All Day means the load the character can carry in a backpack all day.

Lift Over Head means the amount the character can pick up and push directly over their head like a
weightlifter in a single movement, before dropping it to the ground.

Drag means the load the character can drag or tow behind them all day. When dragging something
the character moves at one third of their normal movement rate.

Push means the weight the character can move by bracing then slowly but surely pushing with their
hands and moving forward with the load in front of them. When pushing something the character
moves at one tenth of their normal movement rate.

Weight Possibilities

Character size Carry All Day Lift Over Head Drag Push
Miniscule 5 ounces 10 ounces 20 ounces 1 Ib.
Miniature 2 Ibs. 3 Ibs. 4 Ibs. 5 Ibs.
Tiny 10 Ibs. 10 Ibs. 10 Ibs. 20 Ibs.
Small 20 Ibs. 30 Ibs. 40 Ibs. 50 Ibs.
Normal Human 50 Ibs. 60 Ibs. 160 Ibs. 300 Ibs.
Large 75 Ibs. 100 Ibs. 200 Ibs. 400 Ibs.
Giant 240 Ibs. 350 Ibs. 700 Ibs. 1,200 Ibs.
Gigantic 560 Ibs. 500 Ibs. 1,200 Ibs. 2,400 Ibs.
Colossal 1600 Ibs. 800 Ibs. 2,000 Ibs. 1 ton

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Attributes
Each character begins with six Attributes. An Attribute adds +6 to the dice roll. After play has gone
on for a while, a character might make Progress. Progress means after succeeding on rolls and
achieving things in the game, a character gains a further +1 on an Attribute., Skill, Power or anything
else on which a roll is made enough times. As a general rule, no Progress should be made DURING a
story but only worked out AFTER the end of the day’s play, or at the end of the story if the story is
short. As a further general roll at least 100 or more successful rolls should be made on an Attribute,
Skill or Power etc. before any Progress.

It is ultimately up to the players as to what exact effects are covered by each Attribute but the
general guidelines are provided below.

Attributes once chosen can’t be changed. However, a new Attribute may be added at the end of an
adventure (when a story is finished) ready to use on the next adventure. This can only be done when
the player telling the story rules as referee of that story that the new Attribute has been earned. For
example after a story about tests of strength, wrestling and carrying heavy objects, the player may
rule that everyone can gain Muscles as an Attribute even if they didn’t already have it, and that
character who already had Muscles gain Progress (+1) in it.

Likewise, a terrible event in a story might temporarily (or even permanently) reduce an Attribute.
Temporary reductions in an Attribute last for a period of time or for the whole of a story. Reductions
to an Attribute count as Bad Changes (see below).

Since people in real life succeed all the time without having a specific Attribute, this is described as
the 12 OR MORE rule. Even if a character does not have an Attribute to add to a roll, a roll of 12 or
more on 3d6 is considered to succeed. Anyone can try and do anything after all, even if the situation
or challenge seems impossible. The referee, the player telling the story at the time, might say there
is an extra penalty, but a roll should still be allowed in most cases. And if it makes sense then more
than one player can add their 3d6 roll to the attempt.

For example:

Trying to hold a huge door shut against a marauding horde of enemies is not going to be easy for a
character without Muscles, so it defaults to 12 or more. The referee then rolls for the enemy and they
DO have Muscles, and make a roll easily to force the door open. The referee says the 12 or more roll
has penalty of 6- the player will have to roll triple 6 = 18 to succeed. If the penalty was even higher
say 20, meaning a roll of 32 was needed, the roll would be impossible unless the player says they are
going to try and barricade the door shut using stuff in the room- this might give a bonus of 10, the
referee decides, meaning the rolls is now 22. Still impossible! Another character, who also has no
Muscles, decides to help. Now it is two rolls of 3d6 that can be combined, to try and get 22.

Did it work..?

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Having one or more Attributes that apply in a
situation is a BONUS for a roll, but even if nothing
applies there is usually in life some kind of chance of
success, even if things look hopeless. It’s finding the
solution to the puzzle that is the real challenge.

Sequences of rolls also make sense in some situations.


For example researching a magic spell to defeat a
specific trap in a dungeon might require a research
roll, then a magic ingredient preparation roll then
finally a roll by a wizard with Wildmagic to cast the
spell. If the player rolling for research succeeds by 10,
perhaps that 10 could be a bonus on the next roll to
prepare ingredients. Neither of those rolls would
confer a bonus on a Wildmagic wizard though because
Wildmagic is innate and comes from some strange
wellspring inside the Mind. But say the wizard doesn’t
have Wildmagic, and instead uses Magic based on Education and the Wizardry skill- THEN the earlier
rolls might be able to add some sort of bonus to the attempt to cast the spell.

To begin to play WHITEFRANK, that is literally all you need. The six Attributes, plus Health and Loot
(see below) and you can begin! Or, take it further with Powers, Problems, Skills, Character Classes,
Magic Spells, Prayers and so on.

List of Attributes
A newly created character has six Attributes their player can pick. It is possible to pick an Attribute
more than once, but it still counts as a pick – SIX TOTAL picks. Choosing the same Attribute multiple
times is going to make for a super powered character in some ways but will be potentially limiting in
most other ways.

Not all characters can or should have all the same statistics.

Sometimes a roll required is given in terms of NUMBER + ATTRIBUTE for example 4 + Charisma or 6 +
Muscles. This means for that situation the target number for a roll or the score for a situation is the
number plus the character’s Attribute score.

Attributes should make sense for the character. They are all very different from each other and can
be used to make literally any kind of character at all. Players should choose what fits the idea of their
character and not just try and make a tough character to try and kill their way through an adventure.
That simply won’t happen in any normal WHITEFRANK game anyway, or it shouldn’t. Unless that is,
that such an adventure is exactly what the players want to do!

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Attributes are “added to” rolls or various scores. This means that +6 is added to the roll or the score
UNLESS Progress has been made with that Attribute. Then, the higher score is added to the roll or
score. And if the score is for example Health, then if Endurance or Vigour increases through
Progress, Health increases automatically due to that increase. Make all necessary adjustments.

Body Attributes

Rolling on any of these Attributes is a Body based roll. All of these Attributes are PHYSICAL. They are
part of the physical form of a character.

Attribute Effects
Agility Quickness on one’s feet, ability to use Dodge and Evasion, how good a
dancer a character might be, grace and poise
Aim Ability to target ranged weapons
Alcohol Consumption Ability to drink really enormous amounts of alcoholic beverages with no
immediate ill effects.
Beauty Physical attractiveness and perfection of form. Good looks.
Brawling Hand to hand fighting bare handed including wrestling, punching,
kicking, biting and so on.
Eating Ability to eat really enormous amounts of food with no immediate ill
effects.
Endurance Physical health and wellbeing. Endurance also allows a character to
more easily resist poison, disease and longterm injuries and illnesses
Hearing Extremely good sense of hearing, like a bat.
Muscles Physical strength, the ability to lift extremely heavy weights, push open
colossally heavy doors and so on.
Poison Resistance Character is physically highly resistant to poisons and poisonous side
effects.
Precision Ability to accurately use items and build fiddly things using the hands (or
equivalent)
Sexual Prowess Character is naturally a very impressive lover.
Sight Extremely good sense of sight, like an eagle.
Smell Extremely good sense of smell, like a bloodhound.
Taste Extremely good sense of taste, like a snake.
Touch Extremely good sense of touch, like a frog.
Toughness The character’s physical form is stronger and more resistant to damage
than normal. See the Combat section below.
Vigour Energy, vitality and recovery from Wounds
Voice Character has an amazing and impressive singing voice and speaking
voice. Great voice for radio!

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Mind Attributes

Rolling using any of these Attributes is a Mind based roll. All of these Attributes are MENTAL. They
are part of the energy form of the character, its mind, spirit, soul, psyche and connection to the
infinite.

Attribute Effects
Charisma Persuasiveness, likeability, leadership qualities and being the centre of
attention.
Courage Ability to be immune to fear, doubt and bad news, and to free one’s
mind from depression and nagging self doubt.
Education Learned information, and the ability to learn new information and keep
it in a character’s memory.
Faith Spiritual Oneness with a Supreme Being or Higher Self.
Mesmerism The ability to exert energy over another character and control their will.
Intelligence Brain power. Inner ability to think clearly, analyse and reason things out.
Smarts.
Observation The ability to spot hidden or subtle things, correctly judge personality,
danger and the truth of a situation or object.
Self Belief The ability to survive attacks on the character’s ego, personality, sense
of self and confidence. The ability to ignore fear and hypnosis. The
ability to resist Mind Control, and to twist the meaning of commands
given when Mesmerised and mind controlled so as to frustrate the
puppetmaster.
Self Control The ability to control the body with the mind. The ability to temporarily
ignore Wounds, the effects of fear or pain or poison.
Wildmagic An ability to use magic with which the character is born. No training is
needed for this character to try and produce magic effects although of
course training may help.
Willpower The ability to overcome physical challenges by sheer force of intention
and will.

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Other Attributes

There can be any number of other Attributes. However some Attributes that will undoubtedly come
into play are listed below. These Attributes are not based on the character’s Mind or Body.

ALL CHARACTERS HAVE A HEALTH ATTRIBUTE.

ALL CHARACTERS HAVE A LOOT ATTRIBUTE.

Other Attributes

Attribute Effects
Health The character’s Health rates how many Wounds the character can
receive. Wounds are the points of damage done by attacks or other
effects. An attack inflicting 10 Wounds in damage has taken 10 points
from a character’s Health. At zero Health, the character is dead. At 1
Health the character is unconscious (or deactivated for a robot or other
unloving character, etc.). When a character reaches 1 Health they will
die in 4 (+Endurance+Toughness+Self Control) minutes if not receiving
medical (or equivalent) attention.

All characters begin with a Health equal to 1d6. Added to this is


Endurance and Vigour. If neither Attribute exists for the character, that’s
it, 1d6 is the character’s Health. Progress can still be added to the
character’s Health as with any other Attribute.

Healing lost damage from Health and restoring Wounds occurs at the
rate of 1 point of Health per hour.
A player can roll on their character’s Vigour to try and heal quicker than
normal.
Loot Loot is physical treasure, be it magic items, coins of the realm, gold dust,
gems or whatever. This Attribute is a list of the actual physical spending
money and other stuff the character has.
In rough and ready terms the world where the story is set, if nothing
else has been decided or created for it, will have a monetary system
where 1 Gold Sovereign (golden piece or gp) is worth 10 Silver Florins
(silver piece or sp) and a Silver Florin is worth 20 Copper Pennies (copper
piece or cp). Earnings and rewards will typically be in silver pieces SP.
Social Status The reputation and standing of the character in their home setting,
nation or country. Social Status will be modified or unusable in different
settings where people have never heard of the character or where they
despise the character’s home setting or nation. However, the Social
Status still means that the character is famous and has a reputation that
people may have heard of before they even meet the character.
Wealth Treasure, money, bank credit rating, ability to borrow from relatives or
friends, cash on hand, barter goods. Wealth is the character’s
POTENTIAL total monetary power. It can be rolled on like any other
Attribute.

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Problems
Characters can also have Problems. Some
characters have no real Problems so players don’t
have to pick one or more Problems for their
character. It’s all optional.

However for each Problem chosen the player can


Improve. Improve means one of the following:

1. Progress: add 1 point to one Attribute.


2. Choose a Power.

Some Problems have Opposites. This means that


bonus points of Progress can’t be added to the
Opposite of the Problem if the character has both that Attribute and the Problem, and have to be
added to something else.

Some Problems are noted as severe Problems. These allow a player to add TWO (2) points of
Progress to an Attribute. They still only count as ONE (1) Power choice though.

It is possible for a character to have both Opposites. For example a player might choose Ugly for a
character that already has Beauty. This means that the character’ Beauty has been spoiled in some
way or that the character is no longer Ugly due to cosmetic treatment or some other effect. It may
even mean that the character has Beauty but spoils it by looking mean and frowning all the time for
example.

Remember, players might need to roll on an Attribute or make a roll involving an Attribute that their
character doesn’t have. This means some Problems will make such rolls virtually impossible for some
characters.

Problems chart

Problem Effect Opposite


Accountable (choose) The character must answer to a higher -
authority. If the character EVER fails to
make a report, account for their actions or
answer when asked by the Authority they
immediately lose all effects associated with
the Accountable Problem- for example if a
character class has Accountable as a
Problem, the character loses the character
class by failing to be Accountable. Getting
the character class back may or may not be
impossible.
Amputee The character lacks an important limb or -
pair of limbs that would be considered
normal for their species. For example a

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Dragon lacking wings, a Human lacking
arms. This is a severe Problem.
At The Mercy Of Chaos Every time the character tries to cast a Wildmagic
magic spell, whether successful or not, the
character also suffers a penalty on the next
roll not connected to magic spell use. The
penalty is a random amount generated by
1d6+2.
Coward Character always loses Initiative in Combat, Courage
and goes last of all players in any Combat.
Also, other characters can make the
character lose consciousness and faint by
causing the character fear.
Cursed The character is under a curse or other bad Lucky
luck hoodoo or technological impediment.
-2 on all Mind based rolls.
Enemy of the Empire (choose) A powerful empire somewhere has sworn -
eternal hatred against the character. The
reason may or may not be known and may
or may not make sense. Once per gaming
session, at the beginning of the story, the
player rolls 3d6 and adds Social Status. If
the roll is 12 or more then the Empire
attacks the character during that story on
that day, either sending its Troopers or
hiring one or more Bounty Hunters to hunt
the character down.
Evil (or good) Twin The character begins the story with -
another character out there who is
physically identical to them but opposite in
every way concerning outlook, “good” or
“evil” and even things like religion,
profession and the like. This Evil Twin will
appear and challenge the character, or
work secretly to try and kill the character
and take their place for reasons of their
own.
Fat The character weighs double the normal Self Belief
weight for their size and all the Weight
Possibilities listed are halved, ie the
character can only lift, drag and so on half
the listed amount.
First World Problems The character must successfully roll on Wealth
Wealth once each game session during the
story or lose all Loot due to unpaid bills.
Gradual Hideous The character will undergo a gradual -
Transformation change in physical form and appearance as
they age, changing permanently into a
hideous (Ugly) form.
Hunted (choose) The character is the focus of a permanent -
effort by a group of dedicated enemies

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who intend to find and destroy the
character. Not for them the constant
clumsy attacks directed at an Enemy of the
Empire or a Sacrificial Victim. No, these
enemies will hunt the character down,
make careful plans, and then launch a full
scale plot to annihilate the character at
some point in the future.
Infamous Whether it’s true or not, the character has Nobility
a national and possibly even at times global
bad reputation. -6 on all Charisma, Social
Status, persuasion and law enforcement
related rolls
Known To Police The character has a past criminal record. -6 -
on all rolls related to law enforcement and
the legal system.
Lax Morals The character does not stick to any set of -
rules, laws or etiquette with any
consistency and is generally unreliable,
deceitful and sleazy. -6 on all rolls related
to being believed, trust, Faith or
persuasion.
Lowly The character is lowborn whether through Nobility
genetics, bad luck or fortunes of war. -6 on
all Social Status and Charisma based rolls.
Mindless The character cannot make any rolls based
on Mind. This is a severe Problem.
Obtuse The character can’t combine any Mind -
based rolls with other characters under any
circumstances.
Sacrificial Victim (choose) A cult or other group of nutballs constantly -
seeks the character to sacrifice the
character to their dark god or equivalent. A
technological alternative would be a secret
laboratory wanting to abduct the character
and conduct fatal experiments on them.
Once per gaming session, at the beginning
of the story, the player rolls 3d6 and adds
Social Status. If the roll is 12 or more then
the cult attacks the character during that
story on that day.
Savage -6 on all Self Control based rolls Self Control
Scrawny The character weighs half the normal Muscles
weight for their size and all the Weight
Possibilities listed are halved, ie the
character can only lift, drag and so on half
the listed amount.
Selfish The character can’t combine any Body -
based rolls with other characters under any
circumstances.

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Stench The character emits a permanent choking -
foul smell. -6 on all Beauty, Smell, Charisma
and Leadership rolls.
Strict Code of Conduct The character is REQUIRED to behave a -
certain way, in all situations, no exceptions,
no ability to try and lawyer out of the
requirements. A Knight’s Code of Chivalry,
an Assassin’s Code of Never Showing
Mercy, a Pirate’s loyalty to the Pirate’s
Code are some examples. The first time the
character is caught breaking the Code, they
are immediately exiled from any character
class that requires the Code and they lose
all benefits from that class. Likewise if they
chose a Power or bonus for having a Strict
Code they lose those Powers or bonuses.
They also suffer -10 Social Status. Even if
they do not have Social Status Attribute:
this means the 12 or more for this
character on Social Status is 22 or more!
Sucker Other characters have +6 bonus when -
telling the character lies
Ugly -6 on all Beauty based rolls Beauty
Weak-Willed -6 on all Willpower rolls Willpower

Bad Changes

Bad Changes are new Problems that are given to a character during play. A Bad Change doesn’t give
any bonus and is just a problem for the character. A Bad Change is TEMPORARY in some way rather
than being permanent. Any Problem effect can be a Bad Change if inflicted on a character by poison,
magic spell, technology, illusion, local law enforcement and so on.

Good Changes

Good Changes are bonuses that a character receives. These can be TEMPORARY Progress points on
an Attribute or anything else that makes a dice roll easier or makes it easier to make progress in a
challenge. Not all Good Changes add up to a number. Some of them just have an effect like being
owed a favour by a powerful dragon or having the keycard that opens the door to the bunker full of
goodies.

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Powers
Powers are permanent effects that a character has as part of their existence. Each Power has one or
more effects as noted. Not all character have Powers and it is not necessary to have one or more
Powers. If it spoils a player’s idea of the character or in any other way detracts from the story- don’t
use it!

Powers

Power Effects
(SIZE) The character is not Human sized. Use the size chart information in the
Time and Space section of this rulebook to calculate the effects. This is
the character’s permanent size. For whatever reason, this is the size
they were born.
Airproof Character does not take damage Elemental Air effects or poison gases.
This may mean the character does not need to breathe, or that the
character has some sort of air filtering system built into their body.
Always thinking +2 on all Intelligence and Education rolls
Animal Form The character has its normal form and can also turn into an animal with
a separate sets of statistics, Attributes, size, etc. This is a similar
transformation to a Werewolf or a Vampire turning into a bat, etc. The
character keeps as close to the same coloration and eye color as
possible in both forms.
Beast of Burden The character has ten times the normal Weight Possibilities (see chart in
Time and Space section of this rulebook)
Bedroom Eyes +6 on all seduction related rolls.
Beguiling The character is constantly being overlooked, chosen last for execution,
underestimated by enemies, luckily not listed on lists for being rounded
up and jailed and generally does not attract attention due to social
camouflage.
Blackblood Anyone bitten by this character, or who tastes their blood or eats their
flesh, receives as an addition the same character class as the character
with the same starting Attributes, Problems and Powers of the
character. This process is irreversible by any known means.
Blood Brother (or sister) The character has at some point in the past become the Blood Brother
(choose) of, and therefore the equivalent of a native born member of, a different
race or species than their own. This can be literally any intelligent race
or species other than the character’s own so for a Human it could be
anything from Elf, Dwarf or Lizard-Man to Cat or Dragon. Blood Brother
status is specific- if the story has generic Elves or Dragons, fine, but if
there are different political or racial groups the Blood Brotherhood is
with a specific sub-group and all the alliances and enmities come with it.
This means for example being Blood Brother to an Elf makes the
character Hunted by the Church of the One True Faith.
Blueblood Any children of this character automatically receive at birth the starting
Attributes, Problems and Powers of the parent’s class.
Bonded Animal (choose) The character has a permanent friendly mental bond with a specific
animal that the players agree upon. This animal is in all respects another
character for the player to play in the story. The character can see

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through this animal’s eyes as desired, and the animal will fight to the
death without being affected by fear for the one to whom it is Bonded.
Combat Reflexes Add character speed in feet per second to their Initiative rolls
Death Dealer +6 on all damage inflicted in combat.
Deus Ex Machina Once per story – per story, not per game session – the character can call
upon their Holy Order, King, Emperor or other powerful organisation or
person on whom they are the friendliest terms, and have an extremely
powerful item, vehicle or champion sent to help them. The item, vehicle
or champion basically solves one problem, more or less automatically,
and with no real side effects. The item, vehicle or champion is used up,
expended or unable to be used ever again once it is delivered. Until a
new story begins, the Deus Ex Machina cannot be used gain.
Disease Resistant +6 on all rolls related to avoiding catching a disease and resisting the
effects of a disease if infected.
Dragon form The character has its normal form and can also turn into a full sized
Dragon with a separate sets of statistics, Attributes, size, etc. This is a
similar transformation to a Werewolf or how some Vampires turn into a
bat, etc.
Earthproof Character does not take damage from Elemental Earth effects.
Echo Location Character has a special organ that emits and receives sonar, giving the
character a sound based equivalent of the sense of Sight. This will work
in conditions where the character would normally be blind.
Elemental Bloodline The player selects a specific Element. The character is descended from
(choose) the union of an Elemental of that Element with a mortal. As a result all
rolls involving that Element, whether attacking, defending, surviving,
seducing or anything else, have a +6 bonus.
Elemental Breath The character can breathe out a blast of pure elemental energy. This can
take the form of Fire, Water, Air, or even Earth (as in lumps of Earth) or
any other Elemental effect the players agree upon. The Breath Weapon
inflicts 3d6 damage on each character or other target in front of the
character with an area that begins at the character’s mouth, then spread
out two feet wide and six feet high and 10 feet away from the character.
This area of effect spreads out further as follows: Width + Endurance,
Height + Vigour, Range (distance) + Voice. Damage from the Element
effect is 3d6 with any other effects the Element might have.
Extra Arms The character has an extra set of arms. This allows the character to
make an extra attack or take an extra action in Combat for their turn. It
does NOT allow an extra skill use or let the character cast two magic
spells for their turn however.
Fashionable Character can dress for success – if wearing exactly appropriate clothes
or other items for a situation, receives a +6 bonus to all Beauty and
Charisma rolls in that situation.
Ferocious Attack The character has an attack that does a LOT of damage. Whatever attack
(choose) type is chosen does massive damage to a target. The character has a bit,
claw, kick, horn goring or shriek (or anything else chosen) that does 6d6
damage.
Fireproof Character does not take damage from fire and Elemental fire effects
including heat and flames.
Green Thumb +6 on all Botany related rolls
Hard To Kill All Wounds suffered by the character are halved. This new half damage

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value is inflicted on Health TWICE: once as Wounds, and once as
stunning damage. In other words the character takes half damage but is
also being stunned.
Heightened Healing Character heals at twice the normal rate.
Heightened Hearing +6 on all Hearing based rolls
Heightened Sight +6 on all Sight based rolls
Heightened Smell +6 on all Smell based rolls
Heightened Taste +6 on all Taste based rolls
Heightened Touch +6 on all Touch based rolls
HUMANOID The character is either literally humanoid when their species normally
isn’t, or is treated as if a normal Human somehow for the purposes of
using items and weapons and so on. The first possibility is some sort of
mutation or magical change like Puss in Boots, the second possibility is
more like a cartoon animal.
Immortal Character does not show signs of age and appears youthful. Character
does not age and will not die of old age. Accident and violence can still
kill them however.
Instinct +6 on all Observation related rolls.
Iron Will +6 on all Willpower related rolls.
It Makes No Sense! There is a specific aspect to this character that just does not make sense
(choose) “in the real world”. It might be something that seems impossible,
something absurd or something that seemingly defies all rational
explanation.
Lucky +2 on all rolls on Mind Attributes
Magic Resistance +4 on all rolls to resist magic spell effects and magical effects from
potions, items and so on
Mighty +3 on all Toughness rolls, +3 on all Muscles rolls
Mooks For whatever reason, the character is served, without question or any
gap in loyalty, by an apparently endless supply of unquestioning
unthinking virtual slaves. They may even be ACTUAL slaves although
they serve willingly. These servants, generally called Mooks, don’t have
any particularly remarkable abilities or Powers, but there are a lot of
them and they are only too happy to act as cannon fodder or a rabble in
warfare.
Natural Armor The character has naturally tough hide, skin, a shell like a turtle or some
other form of natural protection. This acts as Alive Armor with an Armor
Number equal to 6 + Toughness.
Natural Resistance +2 on all rolls to resist effects from the environment such as freezing
cold, sunburn, drowning, being stuck in mud and so on
Natural Weaponry The character has claws, fangs, spikes or some other part of their body
able to be used as a Touch or Grappling (see Combat section of this
rulebook) weapon that inflicts Wounds on a target equal to 1d6 +
Muscles.
Night Sight The character sees in darkness equivalent to a moonless night as though
they were a normal Human seeing in daylight.
Nine Lives For the whole of the character’s lifetime it has nine “slots” it can use of
good luck or happy fate. This means that in a situation where the
character is certain to die, they survive. They may only survive on 1
Health and be soon to die anyway, but they absolutely survive the
certain death and can take at least one more action before having to use

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up another of their Nine Lives.
Nobility The character has an inner light of aristocratic power. +3 on all Beauty,
Charisma and Social Status rolls.
Pariah Power See separate table “Pariah Powers”.
Political Animal +6 on all Political Science and Bargain related rolls.
Purity +6 on all rolls attacking the Undead or when resisting their attacks.
Quick Double character speed
Redline Operational This character ignores the normal Health rules and fights on as if at full
Health until their Health is reduced to zero.
Reflexes +4 on all Initiative rolls
Regeneration The character recovers points of health equal to its Endurance each
minute, meaning without any Progress bonus 1 point of Health returns
every 10 seconds; character does not begin to die when on 1 Health.
If the character doesn’t have Endurance then the rate of recovery is 1
point of Health per minute.
Restoration When the character is fed a certain substance or immersed in a certain
liquid or similar, they gain the effects of Regeneration. Regeneration is
listed in this table.
Second Skin Once per lifetime the character can literally shed their skin like a snake
(or a lobster or an insect) and become a totally different character. This
can be triggered at the time of the character’s death or done
deliberately at any time. Once the Second Skin is used, the old character
is GONE forever and the new one takes their place. This may mean that
for example clothes they were wearing at the change no longer fit, and
so on.
Sense Magic The character can detect the presence of magic within a range of 30
feet. If the Sense Magic Power is based on a specific sense such as Sight
or Taste then that Attribute is added to the range.
Slippery +6 on all rolls to escape bonds, evade being grappled and held, wrestling
and any other situation where the character risks being pinned, held,
netted or glued to the floor and so on.
Slow Halve character speed
Studious +6 on all Education related rolls.
Sure Footed (choose) The character is treated as on standing and moving on level ground with
maximum stability when in a specific harsh environment where being
sure footed would normally be impossible- such as Ocean (on the
constantly moving deck of a ship or on a surfboard), Forest, Jungle (up in
the trees or running along branches and swinging on vines), Urban (on
ledges, awnings, rooftops and so on), Frozen (slippery ice and deep
snow), Space Station (zero gravity) or even Alien Planet – (choose) such
as Alien Planet – Mars or Alien Planet – Globnaxxul. None of the normal
penalties apply.
Tentacles The character has tentacles which are boneless limbs. These limbs when
used can double the character’s movement rate, allow the character to
swim with a +6 bonus and be treated as having Brawling (or an extra
pick of Brawling). If Tentacles are not normal for the character’s species
then they are considered to also have the Problem “Ugly”.
Tough Nut To Crack All Wounds inflicted on the character are halved (round up). 6 damage
becomes 3, 5 damage becomes 3.
Very Quick Character has four times normal speed but -4 on all Initiative rolls.

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Very Slow Divide character speed by four but gain +2 on all Initiative rolls.
Vivacious +6 on Health
Walk It Off The character can stand up when reduced to 1 Health, ignore the
normal rules and start slowly staggering around. While doing this they
are treated as having the Regeneration Power. When a total of 6
Wounds have been restored, that is, when the character has Health of 7,
the effect ends.
Waterproof Character does not take damage from Elemental Water effects or
Drowning. This may mean the character has gills or can “breathe water”
somehow.
Well Connected +6 on all Wealth related rolls
Well Practised Character takes half the normal time to use a Skill
Wings The character has a pair of wings which allows them to fly at will. These
wings can be bat wings, bird wings, technological wings or whatever is
appropriate for the character and the story.
Zen Strategy +4 on all Initiative rolls

Pariah Powers
Considered by some sages and scholars to be “the next step in human evolution”, Pariahs are
mutated humans who manifest unusual powers and abilities. Generaly, Pariahs are feared and hated
by normal humans on an almost instinctive level. The Pariah is listed as a character class however it
is possible that some Pariah escape notice or are not normative even for a Pariah and so escape
attention that way. For example someone with Tentacles may be a Pariah even if not Pariah
character class, but it might be explained away as being due to the character being the child of a
woman who had sex with a demon. Pariah Powers are mutations and it might be good were they to
be random when given to a character. If a player wants to randomise Pariah powers, they should roll
3d6 and consult the “Roll” column to see what it means. Note that Pariahs are physically mutated.
This means that a Pariah Power is always part of, generated by or a genetic feature of, the Pariah
character.

Pariah Powers chart

Roll Power Effects


3 Tentacles As per the Tentacles Power listed in the Power section of this rulebook
4 Wings As per the Wings Power listed in the Power section of this rulebook
5 Mind Control The character can exert complete control over a single living intelligent
creature within range of sight of the Pariah with this power.
6 Regeneration As per Regeneration Power listed in the Power section of this rulebook
7 Elemental The character can cause a gout or cloud of a chosen Element to appear
Creation (choose) around them. The Element cannot harm the Pariah but it can harm
anyone else or any other exposed object. The Elemental effect extends
out 10 feet from the Pariah in all directions. For a list of Elements
consult the Elements section of this rulebook.
8 Elemental Control The character can control the chosen Element anywhere within 100 feet
(choose) radius of the character. Controlled Elements move as if obedient
servants of the character and can also be used as if the Tentacles or

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Wings powers. This Power does NOT create the Element.
9 Shapeshift The character can change their form to a single other type of form such
(choose) as a specific type of animal, plant, object or another race such as Elf,
Dwarf, Halfling, Lizard-Man and so on. Or, the form the character can
shapeshift into can be unique. When in the other form, the character
has a totally different set of statistics. Clothes and items do NOT shift.
10 Savant (choose) The character has a permanent +13 bonus to a single chosen skill.
11 Elemental Blast The character emits a blast of Elemental energy from a specific part of
(choose)[choose] their body. The player needs to choose a type of Element and a part of
the body for example Fire / Eyes or Water / Hands. The Elemental
energy bursts out for a maximum range in feet of 100 + Willpower and a
maximum duration in seconds of 10 + Endurance. Elemental Blast is
useable a number of times per day equal to 1 + Endurance.
12 Imitation The character can imitate the effect of having any Skill they do not in
fact have. This Power is useable a number of times per day equal to 1 +
Self Belief. The Skill can be a different Skill for each use of this Power.
13 Transmutation The Pariah can change one Element or substance to a different Element
(choose) to or substance. For example the Pariah might be able to Transmute Flesh
[choose] to Stone, or Sound to Silence or Fire to Water. The Transmutation has a
duration equal in hours to 1 + Wildmagic. At the end of the duration the
Transmuted substance (or person) returns to their previous state.
14 Force Field The character can generate a protective field that acts as Energy Armor
around the character with an Armor rating of 12.
15 Remote Viewing The character can attempt to use mental power to see into an area at
any distance from the character. The difficulty of the roll ie the number
required is equal to the distance from the character in miles.
16 Telepathy The character is always treated as having the highest Initiative in
Combat. The character is also unable to be surprise attacked.
17 Mutant Strength +6 to Muscles.
18 Mutant Mind +2 to all Courage rolls, +2 to Intelligence rolls, +2 to Education rolls.

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Skills
Skills are education and learned abilities that add bonuses to a roll in a given situation. Each
character has four skills that can be picked, or again, multiple picks can be used on one skill to make
that one skill much higher. Each skill chosen adds +6 to the specified types of roll. Choosing a skill
twice makes this +12, three times +18 and so on. Any skill not listed but which players agree is
sensible should be allowed for a character. However, try and use the skills listed first to help the
game and its stories be consistent. The main point about using skills is to choose what is logical for
the character and not just try and make a killing machine. In a well told story it will be difficult to be
a killing machine anyway depending on what situation is set by the player telling the story.

Choosing a character class might give additional skills. As always, multiples of the same skill stack
their effects.

It is quite possible, as in real life, to stack skills. A character with both Zoology and a PhD in Zoology
for example is +12 on Zoology related rolls.

Skills list

Skill Effects
Acrobatics Character can tumble, roll and perform on parallel bars or
equivalent. Character takes no damage from falling if a
successful roll on this skill is made, with any suitable
penalty, suggested as being -3 per 10 feet fallen.
Alchemy (in technological stories, Ability to make liquids, pills, powders and foodstuffs that
probably called Pharmacy) have the effect of the use of a Medicine, Veterinarian,
Herbalism or Xeno Medicine skill.
Astrology Ability to tell the future by looking at the movements of the
stars and planets.
Axe Familiarity with all types of one and two handed axes.
Bargain Ability to argue in a friendly way to reduce the cost of
goods or services before paying for them.
Botany Detailed knowledge about plant species and their biology.
Cargo Ops Ability to pack efficiently so as to maximise amount of Loot
stored in a bag, crate, sack, saddlebags and so on.
Carpentry Ability to make and repair wooden objects, buildings and
boats.
Cheat Ability to use an unfair advantage in gambling or a game of
skill.
Climbing The character can travel at their normal movement rate
vertically climbing up or down a surface.
Computer Programming Ability to write code for computer systems.
Conceal True Nature The character has a range of successful strategies and tricks
for hidng who or what they really are.
Construction Character is a licensed builder or equivalent and knows how
to build cottages, houses, apartments and larger structures.
Courtly Romance The character knows all the behaviour patterns, traditions,
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seduction at a royal or imperial court or other setting where
most people have high Social Status as well as Nobility.
Dancing Character can quickly learn and perform new dance moves
and dance steps and knows the proper etiquette when
attending dances be they tribal or ballroom.
Demonology Detailed knowledge about the extra-dimensional evil
creatures know as demons, devils and their lords and
powers.
Detect Activity (choose) Character can spot even hidden activity by a chosen target
group such as Criminals, Vampires, Dwarves, prey animals,
Knights, Merchants, Robotic Surveillance, Space Pirates or
any other group the players agree would be good.
Disguise Ability to use costume, cosmetics and props for the
character to pretend to be a different race, character class
or species.
Diving Character can dive under deep water to a depth equal to 12
+ Endurance feet.
Dodge Ability to throw oneself out of the way of an attack.
Domestication Character can attempt to tame a wild animal to turn it into
a friendly animal ally or companion.
Drive Car Character can operate an automobile successfully and
knows the rules of the road etc.
Drive Horse and Cart Character can operate a wheeled horse drawn vehicle
successfully.
Drive Truck or Bus Character can operate a heavy road vehicle successfully and
knows the rules of the road etc.
Duelling Knowledge of the Code of Conduct of a duellist as well as
familiarity with the single shot pistol, dagger and rapier of
the duellist.
Elemental Lore (choose one) Detailed knowledge about one Element, its creatures,
weaknesses, strengths and influences.
Enchantment Ability to make a magic item. The Enchanter places a magic
effect into the item by casting a spell on an item that has
already been created. The effect on the item is permanent.
Enchanting an item inflicts 1d6 Wounds on the Health of
the Enchanter. If the character can’t cast magic spells, this
skill is useless unless used in cooperation with someone
else who can.
Energy Weapon Familiarity with all types of technological beam firing one
and two handed weapons.
Evasion Ability to step out of the way of an attack, at the cost of
exposing oneself to a further attack by a different person.
Genealogy Detailed accurate knowledge of the family trees of
characters with Nobility, Purity, Blueblood and Blackblood.
Geology Detailed knowledge about minerals, metals and the
formation of rocks and sedimentary deposits.
Gun Familiarity with all types of bullet firing one and two
handed firearms.
Hammer Familiarity with all types of crushing blund one or two
handed weapons.

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Herbalism Using natural cures, plants, fungi, fruit and berries the
character can restore 1 + Wildmagic points of Health to any
injured character.
Horse Riding Character can ride a horse or similar animal and can take
action while sitting on a horse. WITHOUT THIS SKILL no
action is possible while sitting on a horse other than staying
sitting on a horse.
Invention The character can create an item that confers a +1 bonus
on a specific type of roll. The difficult of the skill roll to
successfully make the item should increase depending on
how often the +1 bonus would apply. For example a penalty
of -6 on Invention to create an item that confers a +1 bonus
on all Body rolls, and no penalty on a +1 item that acts as a
gun sight (+1 on all Gun skill rolls).
Jeweller Ability to make decorative items from precious metals and
gems. Includes ability to cut gems from rough precious
stones.
Jumping The character can cover the normal running distance they
cover in a minute in a single enormous leap. Maximum
height they can jump is equal in feet to 10 + Muscles +
Willpower.
Language Ability to speak, read and write an extra language. This may
also give some insight into any related ancestral or ancient
language.
Leadership The character can command a group of other characters.
This protects the other characters from the effects of fear
and provocation in argument and also allows the group to
act as if a single character, combining all of their dice rolls
and using the best skill out of those possessed by any of the
characters in the group. The maximum size of the group a
character with Leadership can directly command is 4 +
Charisma + Nobility bonus (+6 usually). This size of group
stacks, ie if Leadership is chosen twice – double all the
above numbers.
Legends and Lore The character is familiar with myths, folklore, tall tales,
legends and other tales of wonders and treasures.
Library Use Character has a better than average ability to find things
written down in records, books, tablets, scrolls and
especially where they are collected in repositories like
libraries or shelves in temples, or in files on a computer
system.
Local Folklore (choose location) Detailed knowledge of the local stories about monsters,
supernatural events, ghosts, buried treasure and old
scandals.
Local Knowledge (choose location) The character has a detailed knowledge of the local people,
politics, controversies and history of an area. Area cannot
be larger than a large city or equivalent rural or alien area.
Local Laws Detailed knowledge of the local civil and criminal laws, or
equivalent.
Local Maps (choose location) The character has a detailed memorised knowledge of the

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local terrain of an area. Area cannot be larger than a large
city or equivalent rural or alien area.
Lockpicking Ability to pick locks on doors, chests, padlocks and also to
open safes with combinations and similar mechanically
secured locked objects.
Lying The character can tell lies and be believed.
Martial Arts The character is considered to be a Weapon Specialist with
their own Body. Also, the character can Parry using their
arms and legs rather than a weapon or item. Damage for a
Punch is increased to 1d6+1, for a headbutt to 1d6+3 and
for a kick to 2d6. Martial Arts usually have name for their
Style or School.
Medicine Using technology the character can restore 1 + Education
points of Health to an injured character.
Midwife Ability to ease childbirth so that the mother and newborn
child are both as safe as possible during the process.
Miner The character is extremely expert at digging deep holes,
making tunnels secure from cave-ins and prospecting for
valuable materials found underground.
Parry (Choose) Familiarity with a single TYPE of weapon to use when
making a Parry of a successful attack. Parrying an attack
means the attacker is turned aside by the weapon or item
that the character with Parry has used. Choosing Shield as
the Parry skill item is absolutely allowable.
PhD (choose) The character is an expert in a single field of study. PhDs in
WHITEFRANK include all essential and useful topics of study
such as Fishing, Blacksmithing, Armorsmithing,
Arrowmaking, Weaponsmithing, Sculpting Statues, Painting
Fine Art, Siege Engine Design, Mechanical Engineering,
Architecture, Sewer Construction, Dungeonkeeping,
Papermakng and Fashion Design. Anything not listed as a
Skill and which a story teller thinks is needed- someone can
have a PhD in it.
Pilot fixed wing multiple engine plane The character can fly an aeroplane that is equipped with
more than one engine.
Pilot fixed wing single engine plane The character can fly an aeroplane that is equipped with a
single engine.
Pilot Flying Carpet The character can fly an air vehicle that magically floats in
the air.
Pilot Helicopter The character can fly an air vehicle that has rotary wing
propulsion.
Poetry Character can write and perform poetry. The poetry can
make listeners feel an emotion, learn information or stop
feeling fear or confusion.
Political Science Ability to motivate a crowd to obey a character with
Leadership.
Prayer The character has the ability to call upon a chosen god or
pantheon of gods (or powerful demon or group of demons)
or supreme force of the universe. And be answered.
Quips Character can say short sentences, make jokes and so on in

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Combat outside their normal Initiative place. Quips usually
can’t be longer than six words long.
Research The character is better than average at looking up
information, talking to witnesses and analysing clues.
Rituals The character can spend an hour and attempt to perform
rituals to improve the chance of a magical spell or effect
working. THE HOUR MUST BE SPENT.
Robotics Using technology the character can restore 1 + Education
points of Health to an damaged (injured) robot or similar
unliving character. The character can also attempt to build
and activate a Celedon or similar automaton by rolling 100
or more on 3d6 twice – once to build, once to activate. If
either fail, the process must be begun again. Cost of
attempting to create a Celedon is 100,000 gp.
Rods, Wands and Staves Familiarity with all types of magic spell firing one and two
handed magical items that are hand held and stick or staff
like in form.
Rowing Ability to operate smaller boats by paddling or rowing using
oars. Also applies to acting as one galley oarsman among
many.
Running The character can use a movement rate double that of their
normal speed for a number of minutes equal to 10 +
Endurance + Willpower + Self Control.
Sac and Soke Character knows the local laws and can give judgment on
legal matters fairly in such a way that anyone Accountable
can report the decision without fear of punishment. The
character is a magistrate and public notary.
Sailing Ability to operate boats and ships that are propelled by the
wind.
Scrying Ability to use all forms of remote sensing magical items
such as Crystal Balls, Magic Pools, Magic Mirrors that
answers questions, Magic 8-Balls, Tarot Cards and so on.
Fortune Telling that has a chance of actually working.
Search Ability to find concealed, hidden or magically obscured
things within touching range of the character.
Security Systems Detailed knowledge of systems of alarms, security cameras,
patrols, guarding of treasure and other forms of secret
monitoring of an area or building.
Singing Character can attempt to make listeners feel an emotion,
learn information or stop feeling fear or confusion.
Sneak Ability to move quietly through an area without being
spotted or detected.
Stonemasonry Ability to quarry, shape and build using stone.
Surprise Attack The character can automatically gain the highest Initiative
in a Combat situation if this skill is used BEFORE COMBAT
BEGINS.
Survival (choose) Detailed knowledge of how to survive (find food and water,
make shelter, avoid dying) in a given harsh environment
such as Desert, Ocean, Forest, Jungle, Urban, Frozen, Space
Station or Alien Planet – (choose) such as Alien Planet –

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Mars or Alien Planet – Globnaxxul. Could even be used as
Survival – Elemental Plane of Fire, or similar. Just choose a
Survival that makes sense for the character.
Swimming Character can stop themselves from drowning when in
deep water and can move through water at normal speeds.
Sword and Dagger The character can use a Dagger to try and Parry attacks in
the same turn that the character is using a one handed
Sword to make their own attack rather than having to use
the same item to do both.
Sword and Shield The character can use a Shield to try and Parry attacks in
the same turn that the character is using a one handed
Sword to make their own attack rather than having to use
the same item to do both.
Swordsmanship Familiarity with all types of one and two handed swords.
Tracking Ability to follow a physical trail to find a specific animal,
person or vehicle.
Trapping Ability to set snares, pitfalls, spring traps and other forms of
mechanical trap to catch food animals. Or people.
Treasure Lore Detailed information about specific items of great monetary
worth, such as their location, any Problems associated with
them, who might be interested in them and so on.
Veterinarian Using technology the character can restore 1 + Education
points of Health to an injured animal (non HUMANOID)
including magical animals and alien animals.
Weapon Specialist (Choose) Familiarity with a single TYPE of weapon, for example one
handed swords, handaxes, blaster pistols or magic wands.
In addition to the extra bonus to rolls, this Skill allows
weapons chosen for the Specialist to inflict an additional
+1d6 Wounds.
Wizardry The character can call upon external forces, extra-
dimensional entities and occult knowledge to cast magic
spells. If the character does not have Wildmagic as an
Attribute, this is the ONLY other way to cast magic spells.
Wrestling Character can attempt to lock an opponent in touching
range using their limbs so they cannot move.
Xeno Medicine Using technology the character can restore 1 + Education
points of Health to an injured alien or other weird living
character.
Zoology Detailed knowledge about animal species and their biology.

Using a Skill to earn money requires a local community prepared to pay for the service provided.
However if that is possible then a character can earn 1d6 silver per day from using a Skill people
actually want to have provided to them. The same applies to Attributes.

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Character Classes
A Class is something that defines a character. More than a profession or a job, it is something innate
to the character. No player has to choose a Character Class for a character but if a Class is chosen all
the effects are applied. A player can choose more than one Character Class for a character as long as
it makes sense.

Choosing a character class gives the character all of the listed effects. If the character already had a
particular Attribute, Problem, etc. then the new addition directly adds. In other words if the
character class gives Muscles to a character who already has Muscles, that character goes from +6 to
+12 for Muscles Attribute bonus, and so on.

Creating other character classes or changing these suggestions is entirely up to the players who are
telling the story. It’s YOUR game and YOUR story!

Class Effects

Name Attributes Problems Skills Powers


Amazon (female Muscles, Beauty, Hunted (Slavers) Swordsmanship It Makes No
only character) Brawling, Vigour, Sense! (Amazon
Toughness Armor)
Barbarian Muscles, Obtuse, Selfish, Swordsmanship, -
Brawling, Vigour, Savage Sword and
Toughness Dagger
Bear Brawling, Obtuse, Selfish - HUMANOID,
Endurance, Speech, LARGE –
Muscles, Voice, the character is
Toughness, Large sized,
Vigour, Willpower Natural
Weaponry
Bounty Hunter Muscles, Aim Known To Police, Local Laws -
Accountable
(Client)
Cat Taste, Agility, - Evasion, Climbing, HUMANOID,
Precision Surprise Attack Speech, Nine
Lives, TINY – the
character is Tiny
sized, Quick
Cavalier Charisma Accountable (The Weapon Walk It Off
King!), Selfish Specialist (One
Handed Swords),
Parry (Dagger),
Sword and
Dagger, Horse
Riding
Celedon Beauty, Voice, Mindless, Selfish Brawling Airproof, Redline
Muscles Operational,

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Beast of Burden,
Immortal
Dog Smell, Voice, - Tracking HUMANOID,
Muscles Speech, SMALL –
the character is
Small sized,
Natural
Weaponry
Dragon Muscles, Hunted (Treasure Poetry, Treasure GIGANTIC –
Intelligence, hunters), Hunted Lore, Legends and character is
Education, (Knights), Hunted Lore, Genealogy Gigantic sized,
Endurance, (Big Game Wings – the
Vigour, Charisma Hunters) character has bat-
like wings,
Regeneration,
Elemental Breath
(Fire)
Dragon Maiden Beauty, Charisma Cursed - Tentacles – the
(female only bottom half of a
character) Dragon Maiden is
a long serpentine
tail. This is
treated as the
character having
Tentacles.
Dragon form –
can turn into a
Dragon and back
to her normal
form once per
gaming session.
Can remain in
Dragon form as
long as she
chooses.
Duck Voice Hunted (Dogs, Evasion, Wings – the
Foxes, Wolves), Swimming, Diving character has bird
Hunted (Cats) wings,
HUMANOID,
Speech, TINY –
the character is
Tiny sized
Dwarf Muscles, Hunted (Goblins Axe, Wrestling, SMALL –
Endurance, of all kinds) Treasure Lore character is Small
Vigour sized
Elf Beauty, Enemy of the Wizardry, Botany Immortal
Endurance, Agility Empire (High
Church of the
One Way)
Halfling Endurance, - - SMALL –
Vigour, Eating character is Small

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sized (see Time
and Space section
of this rulebook)
Hedge Wizard Wildmagic, At The Mercy Of Herbalism, Restoration
Willpower Chaos Botany, Zoology (immersion in
natural spring of
water)

Lizard-Man Muscles, Savage, Ugly Weapon Redline


Brawling, Specialist (Spear) Operational,
Endurance, Faith Natural
Weaponry
Monk of the Holy - Code of Conduct PhD (Armaments Mooks (junior
Armaments (cannot use any and Advanced acolyte monks)
weapons in Weaponry) Deus Ex Machina
combat; cannot Weapon
ever accumulate Specialist (Fists
total Loot worth and Feet)
more than 1 Gold
Sovereign)
Pariah Willpower Hunted (Anti- Conceal True Pariah Power(s)
Pariah Mobs and Nature (see Pariah
Groups) section in this
rulebook)
Princess (or Beauty, Charisma, First World Etiquette Blueblood
Prince) Social Status Problems
Rabbit Vigour, Agility Hunted (Dogs, Dodge, Evasion, HUMANOID,
Foxes, Wolves) Running, Jumping Speech, TINY –
the character is
Tiny sized, Very
Quick
Sorcerer Intelligence, - - -
Education,
Wildmagic
Swordsman Muscles, - Swordsmanship, -
Endurance, Horse Riding
Vigour
Thief Agility, Precision, Known To Police Sneak, Hide, Nine Lives
Aim Lockpicking,
Security Systems
Town Guard Endurance Lowly, Local Laws, Hold -
Accountable (the The Line
Town Council and
Mayor)
Trooper Muscles Accountable (The Local Laws, -
Empire) Military Training
Vampire Mesmerism, Infamous, Hunted Conceal True Restoration
Endurance, (Vampire Nature (being fed blood),
Muscles, Hunters), Hunted Blackblood,
Charisma, Wealth (High Church of Mooks, Natural

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the One Way) Weaponry
Vampire Hunter Willpower, Self Accountable Ecclesiastical Chosen Foe –
Belief, Faith, (choose – most Lore, Detect Vampires and the
Brawling likely High Church Activity related Undead,
of the One Way (Vampires) Purity
or the Secret Holy
Ancient Diligent
Order of Wardens
S.H.A.D.O.W.)
Wereanimal Endurance, Cursed Conceal True Animal Form,
(choose) Muscles Nature Restoration –
swap form to
other form,
Blackblood

Amazon (female only character)


An Amazon belongs to a race or tribe of female only warriors. They reproduce by having sex with
outsider men, and only keep the female children produced.

Barbarian
A Barbarian lives free in the world and comes from a society or culture usually far remote from cities
and farms. Born in a wild environment, natural selection has made them tough, in some cases quite
brutal.

Bear, Cat, Dog, Duck, Rabbit


These animals have stepped from a fairy tale or folktale and come from the forest or mountains.
They have somewhat learned the ways of Humans and now imitate Human dress and speech.

Bounty Hunter
A Bounty Hunter is used by evil societies and those kingdoms that do not have the rule of law to find
and either capture or punish a convicted criminal- or someone convicted in their own absence of
being an enemy of a powerful empire.

Cavalier
Cavaliers are the King’s (or Queen’s) Men (or Women). They are the product of city environments
where they constantly squabble and duel with each other. Every so often the King throws them all
out of the kingdom to go and do good deeds a long way away for a while. However in times of crisis
they are the first to bravely race back to the King’s side and defend him.

Celedon
A Celedon is a golden automaton, a living moving statue made of golden metal and built to resemble
a beautiful young woman wearing a flowing robe.

Dragon

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A Dragon is a very large bat winged reptilian creature. Sometimes a more friendly Dragon will fly
down to near a settled area to see what all the fuss is about.

Dragon Maiden (female only character)


A Dragon Maiden is the offspring of a Human woman who has had sex with a Dragon that
shapeshifted into human form. When born a Dragon Maiden seems to be a normal human baby girl.
At puberty, the lowers half of her body changes into a snake-like dragon tail and her powers
manifest.

Dwarf
A Dwarf is a short humanoid, often bearded. They dwell in clans or large family groups in mountains,
underground tunnel systems and in ancient ruins.

Elf
An Elf is a pointy eared humanoid. Sometimes their skin, hair and eyes are colored in ways that
would be odd or even alien to a Human. They dwell in forests, jungles and ancient ruins. A clan of
Elves with the Power of Waterproof dwell underwater in a beautiful sunken city.

Halfling
A Halfling is a short humanoid. They dwell in their own communities which are very similar to
Human settlements except that Halflings enjoy living partially or entirely underground, so that many
of their structures in one of their villages is actually simply the decorated entrance to a tunnel
system or warren.

Hedge Wizard
A Hedge Wizard is a magic using character who lives wild in a forest or scrubland area, or in a Hippie
commune.

Lizard-Man
Lizard-folk are reptilians who have never developed decadence or urban culture. They live in family
groups in swamps, deserts or jungles.

Monk of the Holy Armaments


Monks of the Holy Armaments are an ancient order of men and women dedicated to preventing a
cataclysm. The documents they preserve in Brother Everard’s Archive tell of ancient times when the
world was wrecked and reshaped by a War of Powers and Gods. A few surviving weapons and items
of this prehistoric time still exist, and the secret task of the Monks is to find and take these items,
removing them from any risk of being used by contemporary adventurers or rulers.

Pariah
Pariahs are believed to be the next stage in evolution – or perhaps they are the genetically damaged
descendants of the survivors of the legendary ancient World-Ending War?

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Princess (or Prince)
A Princess is the child of a royal family who is in direct line to become Queen when she is older and
her parents die.

Sorcerer
Sorcerers are students of the dark arts and of casting magic spells of all kinds. Their life is devoted to
studying strange magic and its effects.

Swordsman
A Swordsman is a better than average fighter who uses the dominant weapon of his culture, a
simple Longsword. Frequently, they are criminals and duellists.

Thief
A Thief is a parasite on civilised society who preys on the wealthy, the foolish and the business
owning people of a settled area.

Town Guard
Town Guards are local men and women hired to protect a settlement. They might protect a humble
hamlet or a gigantic city but their job is very much the same wherever they live in terms of their
training. It’s just danger round every corner in the big city and quiet as an undisturbed grave out in
the country most of the time. Most of the time.

Trooper
Troopers are dog soldiers of a powerful empire of some kind. Their loyalty is either unquestioning or
obtained through constant terrorisation by their masters. They are used to operating in hordes and
large groups and often do more poorly on their own.

Vampire
A Vampire is a special kind of Undead that was originally created by a godling of great creativity. It
conforms to the general appearance and behaviour of the popular culture type vampire such as
Dracula but individual Vampires may or may not have all the many powers and weaknesses that
have gradually been attached to the legend of Dracula.

Vampire Hunter
Where there is sickness, there must be a cure. Vampire Hunters are dedicated clerics, fighters,
monks, relatives of vampire victims or other people answering a deep call to destroy the Undead
wherever they exist.

Wereanimal (choose)
Wereanimals are created when a Wereanimal bites a normal human (or other character) and
contaminates them with the same curse of transformation. Very rarely, a temporarily magically
altered animal of some kind can infect a character by biting them turning them into a Wereanimal.

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Elements
The Classical Elements were theorised by the Ancient Greek philosopher Empedocles and defined as
being Air, Earth, Water and Fire. Each of these Elements has a home Dimension, where everyone
and everything is composed of the Element. These Dimensions are often called the Elemental
Planes.

Each Element has a basic effect:

Elemental Effects

Element Effect
Earth Wrestling and crushing for 3d6 Wounds per combat turn
Air Wrestling and strangling for 3d6 Wounds per combat turn
Fire Incineration for 3d6 Wounds per combat turn and the target may also be set on fire,
continuing to burn for 1d6 Wounds per minute (rolled after the end of each minute)
Water Drowning for 3d6 Wounds per combat turn and the target takes 3d6 drowning damage
per minute (rolled after the end of each minute)

Crushing and smothering is the effect of being buried alive in Earth.

Asphyxiation or poisoning from poison gas is the effect of Air being removed from the character’s
lungs or being replaced with poison gas.

Incineration is being burned alive by fire. Anyone exposed to a normal fire such as that produced by
burning paper or wood takes 3d6 Wounds in damage and has a 50% chance per second they are in
the fire of being Set On Fire. A character who has been set on fire takes 1d6 Wounds per minute
extra damage until the fire on them is put out somehow.

Drowning is when a character has the air in their lungs replaced by water. It can occur when a
character is underwater and can’t access air. If a character is underwater and cannot get to air, they
begin drowning after a number of seconds equal to 60 + Endurance + Toughness + Willpower.

Elementals
Elementals are a concept from Medieval thought, and became a popular part of the belief systems
of demonology, alchemy and ritual magic in the Renaissance era. Paracelsus in particular popularised
them and wrote about them in the 16th Century. Elementals are living beings composed of one of
the Classical Elements. Each of the four Empedoclean Elements has a corresponding type of
Elemental: Sylphs for Air, Gnomes for Earth, Undines for Water and Salamanders for Fire.

Other Elements
Renaissance “research” added other Elements and corresponding realms or Elemental Planes. It is
also possible to add many more to the point of complete absurdity. However, it is possible to use
those elaborations to add more Elemental Planes to a story. The original real world additions were
Moistness and Dryness and Cold and Heat – sort of tepid versions of the Empedoclean Elements.
One could also add for example opposing Elemental Planes of Love and Hate.

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Combat
Initiative and the Combat Turn

When there is a fight, whether it is between two warriors or


two armies, First of all everyone involved in the fight rolls
Initiative. This is simply a 3d6 roll. There are a few things
that might add to this as described in these rules. But in
general- that’s it. Whoever rolls the highest goes first, then
the next highest roll and so on. If two or more players roll the same
number, they roll again and the higher of the two second
rolls goes before the other player and so on. Once Initiative is created that determines the order in
which players speak about what they are doing in combat. They say whether they are attacking a
target, defending, using a skill or power, or waiting.

Each player gets a turn. Once everyone has had a turn the combat begins again from the first player
down to the lowest roll player again. This goes on until the battle ends. Combat ends when all the
hostile characters are dead or subdued or when someone Calls a Halt to the battle and is Heeded.
When all the players have had their turn, and all the enemies have had their turn, the combat turn is
over. THE “COMBAT TURN” IS THE COLLECTION OF EVERYONE’S TURN. Once everyone has had a go-
the combat turn is done. If it’s necessary for some reason to work out how long a combat turn has
taken in “real time”, each individual’s turn takes 6 seconds.

Attacking
Attacking a target is a 3d6 roll. If the roll is successful the target is hit. 12 or more on a roll always
means the target is hit. A target that has Evasion, Dodge or Armor can make a competing roll. Their
competing roll must be successful to work at all.

Parry
Each successful attack on a character can be deflected by a successful Parry from the targeted
character if they have the Skill. If a Parry is unsuccessful then the attack takes affect as normal. Parry
is not useable as well as Evasion and Dodge; it can only be used INSTEAD of Evasion and Dodge.

Evasion
A character with Evasion who escapes being hit is still able to be hit by one other attacker
immediately as long as that attacker hasn’t had a turn yet. Once again, the character with Evasion
can try and escape. And once again, if they are successful, another attacker who hasn’t had a turn
can try and hit them. Attackers who use their turn to attack the character with Evasion can’t do
anything else that turn while they chase the target around.

Dodge
A character with Dodge has simply side stepped or avoided the attack.

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Armor
All Armor has an Armor Number or Armor rating. For example Chainmail (8). Shields, Helmets and
any other Armor that doesn’t cover “the whole of” a character also has a number in [square
brackets]. This second number is the roll on 1d6 required for the Shield, Helmet or whatever to have
covered the incoming attack. For example Viking Helmet (10)[4] means the Armor Number of the
helmet is 10 but it only provides protection if 4 or more is rolled on 1d6.

If someone wears a “costume” or a “suit” then a helmet, gloves, and even a shield, are included.
Such a costume or suit provides full cover and its Armor Number factors in all the considerations.
Rolling for Armor is a “free” turn. Armor works without any action being taken by the character
wearing it so it is simply a case of rolling 3d6 to get the Armor Number or higher. Rolling Armor or
higher means the Armor has shrugged off the attack. However, other effects of a successful attack
still apply. Just because the character is not Wounded, they may still be splashed with acid, covered
in fire or stuck in a web and so on.

Each time Armor successfully protects from an attack it loses 1 point from its Armor number unless it
is Indestructible, Alive or Energy. When Armor is reduced to zero it no longer has any effect at all
and may be broken, destroyed or otherwise- gone.

Toughness
A character with Toughness must roll for each incoming attack. The roll difficulty, ie the amount to
be rolled must be equal to or greater than the Wounds caused to the character’s Health. For
example if a Death magic spell effect hits the character for 31 points, the difficulty roll is 31.
If the roll is successful no damage is taken. If the roll is failed then the character takes damage BUT
THE TOUGHNESS BONUS IS SUBTRACTED FROM THE DAMAGE. If the Toughness bonus is +6 this
means no attack doing less than 7 points of Wounds to Health will ever hurt the character. The
character might still show bruises or scuffing and so on but no actual Health loss will be suffered.
However, all successful attacks will still deliver their other effects apart from Wounds, for example
Entanglement or Poison.

Defending
A character who is Defending does not make any attacks. However, due to their total focus on
protection they inflict a -6 penalty on anyon trying to attack them as well. If someone who is
Defending is successfully attacked, the character Defending can still use Evasion, Dodge and
Toughness for that turn and none of that affects the -6 penalty on attackers.

Skill or Power
Other than the effects of someone with better Initiative having already hit them with an attack,
nothing can stop a character using a Skill or Power as their turn in combat.

Waiting
A player who declares that their character is Waiting can wait until after their place in the combat
turn and then step in to declare what they are doing. If they don’t do anything by the time the last
person has had their turn they have done nothing that time at all. Waiting does not count as

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Defending and does not inflict a penalty on attackers. Waiting still allows the character to use
Evasion, Dodge and Toughness.

Touch or Grappling attacks


Sometimes a character will need to touch or grab another character as an attack or to grab them to
save them from falling overboard on a ship or similar. To make a Touch or Grappling attack the
character must roll 18 or more on Precision + Touch. If neither is possessed then yes, the player has
to roll triple 6 = 18.

Bare Handed attacks, Headbutts and Kicks


Punching, slapping or doing an untrained Karate chop on a target inflicts 1 Wound of damage. A
successful Headbutt does 2 points of damage. A Kick does 3 points of damage.

Stunning
Any attack can be delivered as stunning rather than lethal damage. Stunning damage is applied to
Health but when Health reaches zero the character has been knocked out rather than killed.

Entanglement
Entanglement can be caused by a net or whip and is not in any way related to any Wounds inflicted
by the weapon, magic spell or trap that causes Entanglement at the same time. Entanglement means
the character is stuck in the spot where they are standing or have fallen and can take no further
actions until they free themselves or are freed by other characters.

Fear
Fear is simply negative emotion flooding a character’s Mind. When a character suffers fear, and if it
is not resisted, they lose any ability to make rolls and try and move as far away as they can from
whatever is causing them fear.

Poison
Some animal bites are poisonous (or diseased) and poison can also be coated on the edge or spikes
of a weapon used in combat. Any attack that succeeds, if it causes at least one Wound of damage, or
would have but for the effect of the target’s Toughness, has Poisoned the target character. The
effect of the poison begins to take effect immediately. Exactly the same applies to diseases or
conditions such as being covered in web, caught in a net or by a whip, or set on fire or frozen.

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Magic
Magic in WHITEFRANK means casting magic spells. It also includes praying to a god or demon and
getting the equivalent of a magic spell in return. There are only three ways to obtain a magic effect:
Wildmagic, Wizardry and Prayer.

Difficulty
Each listed magical effect (“Magic Spell”) has a Difficult listed. This is the number that a player must
roll on 3d6 plus any Attribute or Skill that applies. If the player rolls this number or higher the magic
spell takes effect. If they roll less than this number then the spell does not take effect, it “fails”.
Wizardry skill is added to Wildmagic for a roll on Wildmagic. Their effects combine. Other skills might
also apply as the players decide. For Prayer, Wizardry can only be added for magic effects that are
NOT on the Holy Prayers list. Holy Prayers can only be cast by a roll on the Prayer skill.
Any number of special “schools” or “types” of magic can be created by players simply specifying
other requirements for a spell – for example Goodness type Prayers might require a character to roll
equal to or higher than the Difficulty on Prayer + Purity. In other words if a character does not have
Prayer and Purity then the roll will be much more difficult.

Range
Where a range for a magic spell is not listed or where one is needed for some reason the general
rule is that a spell without a given range is only useable within a 30 feet radius of the character
casting the spell or saying the prayer.

Learning spells and how many spells does a character begin with?
A magic using character such as a character with Wildmagic or a Sorcerer or Elf begins with FOUR
spells of the player’s choosing. All other listed spells and many many more of every type and power
level lie waiting in dungeons, lost libraries, carved in runes on the walls of ancient temples,
entrusted to black scrolls kept by a merman king of the deep and anywhere else the story says they
are. If different players’ character have different spells then the character are able to share their
knowledge and learn each other’s spells. However, learning a new spell requires one hour of
intensive study for every point of Difficult – for example a Difficulty 33 spell requires 33 hours of
study. At the end of this time spent within the story, the character learning the spell must roll 42 or
more to master the new spell and be able to add it to their own list of magic spells. All possible
Attributes, Power effects and Skills can be used as the players decide, to try and succeed at this roll.
If the roll fails, the character must spend the time period again to get another chance to roll to learn
the spell. Only one spell may be studied at one time.

Casting a magic spell


Characters with the Wildmagic Attribute have the inborn ability to cast magic spells. They simply roll
on Wildmagic against the Difficulty of the magic spell effect they want to use and if they succeed the
spell takes effect. Characters with the Wizardry skill attempt to successfully roll on that skill against
the Difficulty of the magic spell. Characters with the Prayer skill, much as with Wizardry, roll on that
skill against the Difficulty of the spell. There are also Prayers only available to characters with the
Prayer skill (Holy Prayers). Characters with more than one of the three add the bonuses together.

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Common Spells

(available to characters with Wildmagic, Wizardry or Prayer)

Magic Spell Effects Difficulty


Rune of Thoth- Character carves the rune into their own flesh at the wrist or 20
Sogog forearm. As soon as the last stroke is made, the spell attempt is
made. If successful the character gains the ability to speak with any
and animals for one hour. The animals converse within the limits of
their Intelligence and are not automatically friendly to the
character.
Wounding Character can inflict one Wound (1 point of damage) on any one 21
Dweomer character in line of sight and within 60 feet of the character.
Air Bubble Instantly creates a bubble of fresh air around the character or one 22
other character within a range of 10 feet from the caster. Diameter
of the air bubble is a maximum of 10 + Wildmagic + Willpower
feet.
Conjure Snowball Creates a large snowball in the characters hand. The snowball can 22
be thrown as if a normal missile weapon with a range of 30 +
Muscles feet. If it strikes a target it inflicts 1 Wound on the target.
Dig Instantly digs a hole in the ground or through the local floor. Depth 22
of hole is a maximum of 10 + Wildmagic + Willpower feet, width is
a maximum of 10 + Wildmagic + Willpower feet.
Extinguish Fire Instantly puts out a fire on one object or character 22
Rune of The character draws a rune using red paint on any surface. Then 22
Nosenrath the spell is attempted. If successful this magic spell summons a
ghostly Eye. This Eye has Intelligence, Observation and the Power
of Speech. Other than that, it has Health equal to 1d6 plus the
caster’s Willpower but is ghostly, only able to be hit or affected by
magic and weapons that have been Enchanted in any way. The Eye
remains in the mortal world for a number of hours equal to 6 +
Willpower of the caster. In this time it will fly around, with a
movement rate of 300 feet per second, spying on anyone or
anything that the character commands. The Eye is not invisible but
it is transparent, meaning that it can spy with some usefulness. It
has no Skills.
Rune of Droom The character draws a rune using blue paint on any surface. Then 23
the spell is attempted. If successful this magic spell adds 10 to the
character’s Health for a number of hours equal to 1d6 +
Intelligence. At the end of the spell’s effect duration the exact
number of Health points gained are removed, as though the
character has suffered that many Wounds in a single blow.
Call A Silent After diligent investigation and research have given the character 24
Name the name of an infernal being such as a demon, this spell summons
them into the mortal world. Without proper precautions being
taken suitable to the creature being called on, this spell is suicide
to use. Whether spell casting is successful or not, trying to use this
magic spell inflicts 1 Wound on the character.
Grow! Character increases in size by one step – for example Human size 24

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to Large. The increase in size lasts for one hour.
Potent Gesture Character creates a stable smooth platform like a flat topped 24
of Rewhanawet bridge with no railing or handguards. The platform is 30 feet long,
up to 30 feet high off the local ground level and 10 feet wide. The
platform cannot inflict any damage and if it would so by appearing
the spell fails automatically. However whatever supports or pillars
the platform has can appear near or around characters harmlessly.
When the platform appears, the character is standing on top of it
right in the middle. One side of the platform has a narrow sloping
ramp leading to the local ground level.
Rune of The character carves a rune into any wooden surface using an iron 24
Zenaebula dagger. As the last stroke of the rune is completed the spell
attempt is made. If successful, the characters gains +7 Toughness
for 6 hours. At the end of this period the (extra) Toughness fades
harmlessly with no side effects.
Shrink! Character reduces their size by one step – for example Human size 24
to Small. The reduction in size lasts for one hour.
Touch Character can cause the next spell effect cast to take effect on 24
Transference someone the character successfully touches rather than on its
normal target. Duration is one hour.
Unseen Eye of The character enchants themselves or one other character within 24
the Glamorous 30 feet such that the next Mesmerism roll attempted by the
One character on whom the spell is cast receives a +8 bonus on their
roll. Once this Mesmerism roll is made the spell ends. The duration
of the spell which is also the time before the bonus to Mesmerism
is lost, is one hour.
Veil of Illusion The character puts an illusion around themselves as though they 24
were successfully disguised using the Disguise skill. The effect has a
duration in minutes of 1 + Willpower.
Conjure Flame Causes a large flame to appear at any point within 30 feet of the 25
caster. Once conjured into existence the flame becomes a normal
fire equivalent to a campfire. If conjured into existence where
someone is standing it inflicts 1d6 Wounds on the person and
there is a 50% chance that the fire will continue to burn them and
set them on fire. Burning characters will suffer 1d6 Wounds per
combat turn until they are put out. If not in combat, the target will
suffer 1d6 Wounds per minute until put out.
Create Focus A Focus is a magical object that temporarily is given part of the life 26
force of the character. Casting this spell causes 1d6 Wounds in
damage to the Health of the character, but causes the object on
which the spell is cast to gain magical power. The magical power
gained by the object is 6 +Willpower. This magical power remains
in the object until the character (or another wizard) uses it while
casting another spell. Each Focus used to cast a spell adds the
magical power in the Focus to the roll to overcome the Difficulty of
the spell to be cast. In the process, the Focus crumbles to dust. The
damage to the caster’s Health is caused even if the attempt to
Create Focus is unsuccessful.
Shieldward Creates an Energy Armor effect for one minute around the 26
character or one other friendly character within 30 feet.

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Energy Bolt Creates a bolt of magical energy that automatically hits a visible 28
single target within range for 1d6 Wounds of damage. Range in
feet is 100 + Wildmagic + Wilpower + Faith.
Simple Open Opens up a portal to the Elemental Plane of Fire which blasts out a 28
Blast Furnace for wave of fire and heat on one target within 100 feet of the
Beginners character. Target of the effect suffers 6d6 heat and fire damage
instantly. No other person or object is affected.
Night Sight Confers on the character or one other unresisting character who 30
Dweomer the caster touches the effects of the Power Night Sight. Duration of
the Power effect is a number of minutes equal to 2 + Wildmagic +
Willpower.
Tongue of Creates a glowing blue sword in the character’s hands. This sword 32
Yohoggulus is able to be used in combat as if a normal two handed sword while
it endures. Damage: 2d6. Duration of spell: a number of minutes
equal to 1 + Willpower.
Wall of Fire The character creates a wall of fire at any point chosen within 30 32
feet of the character’s own position. The wall has a maximum
height in feet of Wildmagic + Willpower and a maximum length of
Wildmagic + Intelligence, and a maximum thickness of Wildmagic +
Education. The Wall of Fire effect can endure for a maximum
length of time in minutes equal to 1 + Wildmagic.
Necromancy One dead soul is raised from the dead to answer three yes or no 33
questions that the character asks. Once the dead soul has
answered the third and final question they return to wherever they
have come from and that specific dead soul can never again be
summoned to answer questions! Casting this spell inflicts 1d6
Wounds of damage on the Health of the character.
Lightning Bolt The character generates a blast of electromagnetic energy 35
resembling a miniature lightning strike against a single target.
Anyone else touching the target takes half the damage inflicted on
the target. Damage is 4d6-1.
Metempsychotic The character’s body falls inert and the character transfers their 37
Charm Mind (that is, their personality and all their Mind based Attributes)
to a different physical form within 30 feet. If the target character
or creature is not asleep or unconscious, they are allowed to resist
the attempted Mind swap with whatever powers and abilities they
possess. However, if they have not succeeded in stopping the Mind
swap with a single roll, the Mind swap succeeds. The targeted
characters loses its Mind and the intangible ghostly presence of
the character’s real Mind drifts ghostlike within 120 feet of its
Body. The duration of this spell is a number of minutes equal to 1 +
2d6 + Willpower + Mesmerism MINUS the target’s Willpower and
Faith.
Death Spell The character emits a powerful black magic energy field against a 42
single other living being. The target suffers 7d6 Wounds in
damage. The character casting this magic spell suffers 3d6 Wounds
in damage.
Death Curse The character emits a powerful black magic energy field against a 54
single other living being. The target suffers 9d6 Wounds in
damage. The character casting this magic spell suffers 1d6 Wounds
in damage.

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Severing Gesture The character immediately ends one other magic spell which is 57
of Xiuunx still taking effect within a 60 feet radious from the character. If cast
on a spell that has had a Dweomer of Durance cast upon it already,
the first use of the Severing Gesture ends the Durance dweomer,
and a second use of this spell is needed to immediately end the
original spell, or it can be allowed to expire after its normal
duration remaining, considered to be the full normal duration of
the spell.
Death Touch The character can attempt to touch another living being. If 60
successfully touched the target suffers 10d6 Wounds in damage.
Create Rod of Character permanently enchants a metal stick or short metal 64
Blasting cylinder. The metal item gains the power to fire four Energy Bolts
(1d6 Wounds damage, range as if cast by the character using the
Rod) per 24 hours period. After the fourth charge is used the Rod is
inert until a full 24 hours passes then a new set of 4 charges is
available.
As a physical object the Rod has a Health of 12 and is fairly fragile.
Rune of The character carves a rune into any living flesh. As the last stroke 66
Blackblood of the rune is carved the spell attempt takes effect. If successful,
the living creature into which the rune is carved dies instantly and
rises as an Undead. This Undead has Airproof, Blackblooded and
the Problem Savage but is otherwise devoid of any of its living
Attributes. Its Health is restored to full. The Undead is under the
control of the character for 7 minutes after it becomes Undead and
can obey simple commands only. Using the Rune of Blackblood
makes a character “definitely evil”.
Create Wand of Character permanently enchants a wooden stick or carve metal 75
Blasting object able to be held comfortably in one hand. The item gains the
power to fire six Energy Bolts (1d6 Wounds damage, range as if
cast by the character using the Rod) per 24 hours period. After the
sixth charge is used the Rod is inert until a full 24 hours passes
then a new set of 6 charges is available.
As a physical object the Wand has a Health of 21 and is fairly
fragile.
Create Staff of Character permanently enchants a metal or hardwood staff. The 86
Blasting staff gains the power to fire twelve Energy Bolts (1d6 Wounds
damage, range as if cast by the character using the Rod)per 24
hours period. After the twelfth charge is used the Rod is inert until
a full 24 hours passes then a new set of 12 charges is available.
As a physical object the Rod has a Health of 33 and is fairly fragile.
Dweomer of The character can make a magic spell effect produced in the local 97
Durance environment as opposed to put into a magic item permanent in
effect, that is, a Wall of Fire or a Circle of Swift Travel will remain
permanently in effect from then on. Research and the use of
Alchemy potions and philtres can help overcome the Difficulty of
casting this magic spell.
Circle of Swift The character draws a chalk circle on the ground. The circle 108
Travel connects to another specified point within 100 miles and the
character and anyone else can walk into the circle and appear in
the distant location almost instantly. Researching the distant
location, having Local Maps or Local Knowledge and so on will all

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help achieve the Difficulty of this spell. The circle remains a two-
way gateway between the two locations for one hour.
Circle of Worlds The character draws a chalk circle on the ground. The circle 135
connects to another specified world, whether a parallel universe,
an Elemental Plane or a hell dimension. The character and anyone
else can walk into the circle and appear in the distant location
almost instantly. The circle immediately vanishes and a new one
must be drawn in the world visited to return home.
Researching the other world, having Local Maps or Local
Knowledge and so on will all help achieve the Difficulty of this
spell.

Holy Prayers

(available ONLY to characters with Prayer)

Holy Prayer Effects Difficulty


Red Hand The character’s next attack at close range (Touch, Grappling or 20
with a weapon in hand to hand combat, or a magic spell at touch
range) receives a +7 bonus to its chance of successfully hitting its
target.
Silver Hand The character’s next Aim based roll receives a bonus of +7. 21
Sanctify The character blesses an area covering a 30 feet radius around 22
them with a height from the ground of 20 feet. Within this area,
any Undead, demon or similar “definitely evil” creature suffers a -
13 penalty on all their rolls. The effect is permanent until blood is
spilled in the Sanctified area.
White Hand The character heals one character touched for 2d6 Health points. 23
Vision of Wonder All friendly characters within 30 feet and the character making the 25
Prayer are treated as if they each have Purity (or an extra slot of
Purity) for 10 minutes.
Green Hand The character removes all non-Wound effects of any attacks on a 32
single character touched. This includes Entanglement, Poison,
Curses, and so on. It does NOT apply to Blackblooded effects.
Face of the The character calls upon their god or supreme being and a vision of 33
Almighty the being appears over a 1,000 foot radius around the character,
visible or perceptible to all. All “definitely evil” characters caught in
this area of effect are instantly reduced to 1 Health. All characters
with Purity are instantly restored to full Health.
Absolution Removes all Powers possessed by an Undead of any kind for a 77
period of 24 hours.

Any Holy Prayer that specifies “Purity” and “definitely evil” exists as a blasphemous upside down
version useable by evil Prayers character such as the High Priests of Unspeakable Cults. The Difficulty
is the same, but replace “definitely evil” with “characters with Purity” and “Purity” with
“Blackblood”.

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List of Challenges
This section is simply a list of suggested challenges with their (difficulty). If the players disagree with
what is written here simply ignore it. However, it is hoped that this List of Challenges might save
time and help get a story moving as quickly as possible. When reading through, hopefully you will
immediately start disagreeing and thinking of other Attributes, Skills and Powers that would be
useful in the given Challenge. Great! You are on your way! These Challenges for the most part
assume that the bonuses will be added together to make a roll easier. The other simple solution is
for more than one character to answer a challenge and share their rolls. Do whatever the players
think makes sense in the story and is fairest for everyone!

Challenge Notes and Effects


Apologise convincingly to an insulted local ruler Suggested Attributes: Charisma. Suggested Skills:
(37) Sac and Soke.
Backstab to instantly kill a guard (33) Suggested Attributes: Precision, Touch. Skills:
Weapon Specialist: Dagger, Surprise Attack.
Build a stone cottage with a thatched roof (26) Suggested Attributes: Muscles. Suggested Skills:
Construction, PhD (Architecture), Carpentry.
Carefully move along narrow ledge of a building Suggested Attributes: Agility, Self Control.
(41) Suggested Skills: Acrobatics.
Catch a fishing net full of edible fish (21) Suggested Attributes: None. Suggested Skills:
PhD (Fishing)
Climb over city wall (34) Suggested Attributes: Muscles, Agility. Suggested
Skills: Acrobatics, Climbing, Sneak.
Create a magical potion (not including casting Suggested Attributes: None. Suggested Skills:
the spell on the resulting liquid) (27) Herbalism, Alchemy, PhD (Chemistry).
Cross a flooded room in a dungeon while Suggested Attributes: Agility. Suggested Skills:
avoiding a trap (30) Swimming.
Deactivate a magical trap (47) Suggested Attributes: Precision, Observation.
Suggested Skills: Security Systems, Lockpicking,
Search.
Decipher ancient inscription on a tomb (52) Suggested Attributes: Intelligence, Education.
Suggested Skills: Observation, Research.
Someone might be able to make a roll on a
Language as well.
Detect a secret door (19) Suggested Attributes: Observation. Suggested
Skills: Search.
Leap off a horse and cart while it speeding down Suggested Attributes: Observation, Agility.
a trail, without being horribly injured (26) Suggested Skills: Acrobatics, Jumping.
Mind to Mind combat (26) For example Mesmerism being resisted by
Willpower – highest roll that is successful
prevails. In other words if the Mesmerism user
succeeds on their roll by getting 8 above what
was needed and the character trying to resist
Mesmerism using Willpower only succeeds by 7
– the Mesmerist succeeds. Obviously if one side
fails their roll, they lose.
Negotiate a peace treaty between Orcs and Suggested Attributes: Charisma. Suggested Skills:

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Dwarves (44) Political Science, Leadership, Bargain.
Negotiate with a demon prince (100) Suggested Attributes: Wildmagic, Courage, Faith,
Mesmerism. Suggested Skills: Bargain,
Demonology, Political Science.
Open locked treasure chest (32) Suggested Attributes: Precision or Touch.
Suggested Skills: Lockpicking or Security Systems.
Opening a chest that could contain a valuable
treasure should not be impossible, but it
shouldn’t be automatic either.
Seduce barmaid (20) Suggested Attributes: Beauty, Sexual Prowess,
Charisma, Mesmerism.
Set a trap to catch a tiger (40) Suggested Attributes: Observation. Suggested
Skills: Tracking, Detect Activity (Big Cats),
Security Systems.
Smash down stout wooden door (40) Suggested Attributes: Muscles. Suggested Skills:
Axe or Hammer.
Sound a horn to summon an army to battle (24) Suggested Attribute: Voice. Suggested Skill: PhD
(Play Musical Instrument (Horn).
Staking a Vampire through the heart to kill it Courage to resist the terror of confronting the
instantly (23) creature, Muscles to pound the stake with a
wooden mallet, Willpower to keep going long
enough to end its existence.
Try and learn a new magical spell from an Suggested Attributes: Intelligence, Willpower.
ancient grimoire of forbidden secrets (42) Suggested Skills: Research, Library Use, Legends
and Lore.
Win an archery contest (37) Suggested Attributes: Aim. Suggested Skills:
Cheat.
Win an epic poetry slam before a hostile Suggested Attributes: Voice, Beauty, Charisma,
audience of Druids and Bards (101) Mesmerism. Suggested Skills: Quips, Poetry,
Singing.

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Items, Weapons and Armor


This is a list of suggested weapons and armor. Prices are given in gold or silver (gp or sp). Any
character with a character class (or more than one character class) begins with no money and no
extra items but does have the listed items as per their class. If a character with one or more classes
doesn’t have Skills appropriate to some of the items, the player can sell the character items for half
their listed value to give the character some cash. Doing that for Accountable characters might well
lead to trouble though.

All items are considered to be of a standard quality, as made by someone with a PhD in the
appropriate form of smithing or crafting. However, it is also possible to buy different Qualities of
item. Also, availability of items will be severely limited outside of large settlements such as cities or
large townships. It may be that only Low Quality items will be available.

For the purposes of destroying any of these items they are all considered to have a Health of 1d6 +
their cost in gp, minimum Health 2.

For any characters who don’t have a character class or anyone else not covered in any other way,
a starting character has 3d6 silver pieces to spend. Remember that 10 silver pieces = 1 gold piece.

Quality Table

Quality Cost Difference Effects


Low Half listed Item has half its normal rating – Armor Number halved, Weapon
damage halved and so on. Also the item will break and become
completely useless after 6 + 1d6 uses.
Normal As listed No extra or special effects
Royal 5 times listed Item is considered Indestructible, and has a bonus of +1d6 over and
above its normal Weapon damage or Armor Number, or movement
rate as appropriate.
Legendary 20 times listed Item is considered Indestructible and does double normal damage
or has double normal Armor Number and so on.

Weapons List

Weapon Cost Damage Other Effects if any


Armor Piercing 220 gp 1d6+1 IGNORES ARMOR AND TOUGHNESS. This
Arrow missile goes straight through Armor and
Toughness effects to deliver damage to
the target.
Broadsword 156 gp 3d6 Must be used two handed
Crandys Venom 500 gp Poison Crandys Venom coats a single weapon for
a single use. Anyone struck by the weapon
successfully is also Poisoned, suffering an
additional 1d6 damage per combat turn
until the fight ends and an additional 1d6

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damage per ten minutes after the battle.
Crossbow 280 gp By bolt Range is 300 feet
Crossbow Bolt 1 gp 2d6 -
Dagger 8 sp 2 Treated as a shortsword by Tiny
characters. Range if thrown is 30 feet.
Dwarven Axe 22 gp 2d6 + 2 + Muscles -
Elven Bow 100 gp By arrow type If used by anyone other than an Elf it
inflicts a -12 penalty on any roll to attack.
Fire Arrow 32 gp 1d6 plus sets target Once a target is successfully hit it is
on fire automatically set on fire and keeps
burning until put out.
Hunting Arrow 1 sp 1d6+1 Requires bow
Lance 7 gp Special If used by anyone other than a Knight the
Lance does 1d6 damage. If used by a
Knight it inflicts 2d6 damage when the
Knight is on foot and 4d6 damage when
used by the Knight when he or she is on
horseback (or equivalent riding animal).
Longbow 240 gp By arrow type Range in feet is 1,000 + Muscles + Aim
Longsword 5 gp 1d6+Brawling -
Metal Chain 12 gp 1d6 Entanglement
Metal Gauntlet 7 gp 1 + Brawling -
Net 5 sp - Entanglement
Pike (axe on the end 37 gp 3d6 Must be used two handed. Can be used to
of a spear) knock a rider off their riding animal.
Rapier 1 gp 1d6+Precision Attempting a Parry skill roll against a
Rapier using anything other than a Rapier,
Sabre or Dagger suffers a -3 penalty.
Screamer Arrow 7 sp 1d6-1 Requires bow. Makes a loud scary
screaming noise in flight that makes any
Hearing based rolls impossible. May cause
fear if it is seen to also kill someone.
Shortsword 29 gp 1d6+1 Treated as a longsword for Small
characters and a Broadsword for Tiny
characters.
Sling 3 gp - Range in feet is 400 + Muscles + Aim
Sling bullet 1 sp 1d6 Requires Sling.
Sling Bullet, Silvered 2 sp 1d6-1 Does double damage to any Wereanimal,
Pariah with any form of Shapeshifting or
character occupying someone else’s body
with their Mind.
Spear 2 sp 1d6+3 If thrown, range in feet is 300 + Muscles.
Spike Club 44 gp 3d6 + Brawling Each successful strike the user must roll
1d6. On a roll of 1, the weapon is
embedded in the target and stuck,
meaning that strength must be used to
wrench the weapon free next turn.
Throwing Axe 39 gp 2 when used in Range in feet is is 30 + Muscles.
close combat,
1d6+Muscles when

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thrown
War Frisbee 3 gp 1d6 Range in feet is 100 + Muscles + Aim
Warhammer 15 gp 2d6 + Brawling Must be used two handed
Whip 28 gp 1d6 plus Entanglement
Entanglement
Wooden Club 1 sp 1d6 + Muscles -
Wooden Mallet 4 sp 1d6 Every time this weapon strikes metal it
loses 1 point of its Health. It begins with a
Health of 11.
Zoola Juice 1,200 gp Poison Zoola Juice coats a single weapon for a
single use. Anyone struck by the weapon
successfully is also Poisoned. The cyanotic
substance in the poison immediately
inflicts 6d6 Wounds of damage on the
Health of the target.

Armor List

Armor Cost Armor Notes


Number
Amazon Armor (when 100 gp 28 Amazon Armor is a chainmail bikini, a loincloth
worn by Amazon) and a chainmail sheet covering the groin and
buttocks. Despite being so scanty, it is
considered an Indestructible full suit of armor
providing complete cover when worn by an
Amazon.
Amazon Armor (when 10,000 0 Provides no cover at all and looks weird
worn by any male gp
character)
Amazon Armor (when 1,000 gp 10 [5] Only provides partial cover
worn by any other
female)
Barding (plate armor 250 gp 27 [4] Only provides partial cover
for a riding animal) plus
extra gp
equal to
half the
cost of
the
riding
animal
Bowl Helmet 20 gp 18 [5] Only provides partial cover
Breast Plate 72 gp 33 [4] Only provides partial cover
Buckler (forearm 11 gp 5 [5] Only provides partial cover
shield)
Cloak 2 sp 1 [4] Only provides partial cover
Dwarf Helmet 100 gp 33 [5] Only provides partial cover
Dwarf Shield 100 gp 33 [5] Only provides partial cover
Dwarven-Mail (Dwarf’s 1,800 gp 33 Too small to be worn by a Human or larger

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Suit of Armor) character but can be adjusted to fit Small down
to Tiny size characters.
Elven Cloak 300 gp 13 [4] Only provides partial cover
Knight’s Helmet 300 gp 27 [4] Only provides partial cover
Knight’s Shield 170 hp 20 [4] Only provides partial cover
Knight’s Suit of Armor 1,970 gp 27 Losing or disposing of a suit of Armor will cause
the disgrace of any Knight who does not
immediately replace the suit with another
complete set.
Leather Boots 4 gp 5 [6] Only provides partial cover
Metal Face Mask 7 gp 5 [6] Only provides partial cover
Plate Armor 7,000 gp 50 Reduces all movement rate by half when worn,
inflicts penalty of -12 on all rolls by a Thief if a
Thief wears it and inflicts -6 Initiative penalty on
wearer.
Suit of Chainmail 1,000 gp 18 [2] Only provides partial cover
Suit of Leather Armor 24 gp 7 -
Viking Helmet 25 gp 10 [4] Only provides partial cover
Wide Leather Belt 3 sp 2 [5] Only provides partial cover

Items

These are just some example items that are not weapons or armor. Just normal stuff people might
have or want.

Item Cost Effects


100 feet of rope 15 gp Confers bonus of +4 on any Climbing roll.
Bag of Tea Leaves 1 gp Used to make a pot of tea sufficient to supply six
Human sized characters with one day of drinks.
Bar of Soap 25 gp When used properly negates the Stench problem
for one hour and can also be used in rolls related to
cleaning infected wounds, curing disease and so on.
Book of Magic 24,000 gp Gives +6 bonus when making a roll to learn a new
Magic Spell. Each DIFFERENT Book of Magic gives
the same bonus and the bonuses stack. For
example owning three different Books of Magic
confer a total +18 bonus when trying to learn a new
spell.
Clay Pipe 1 sp Allows the burning and inhaling of pipeweed.
Coinpurse 3 sp Can hold up to 1,000 gp in coins and small gems.
Colored paint 1 gp Can be used to draw things. Such as runes, for
example.
Cooking Gear 9 sp Pot, spoons, bowls and a basic small peeling knife.
Cosmetics Case 188 gp Every kind of eye shadow, rouge, lipstick, cosmetic
putty, false eyelashes, wig and exotic similar items.
Confers +6 bonus on any Disguise related rolls. Can
also be used to enhance Beauty or Disguise an Ugly
Problem temporarily.
Crown 3,000 gp A golden jewelled circle to wear on the head.

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Dry Rations 1 sp Enough food for one Human for one day.
Elephant 9,000 gp GIGANTIC; Movement rate 36 feet per second (25
miles per hour), double that if “running” ie
galloping; Health 30; Muscles, Brawling, Endurance,
Vigour. Trunk considered equivalent of Tentacles
Power.
Fancy Hat 36 gp Made of felt, leather, a bird feather, a cheap piece
of costume jewellery and a lot of decorative
stitching, this hat neither provides an Armor
protection nor does it confer any bonus on rolls.
But any Cavalier worth their salt is naked without
one!
Fresh vegetables 1 sp Enough fresh food to serve as one day’s worth of
meals. Spoils after three days and is inedible after
five.
Grappling Hook 23 gp If attached to rope and used in Climbing confers
additional +4 bonus to related rolls.
Holy Book 12 gp If used by someone with Prayer who is of the same
religion as the book, gives +1 bonus on all their
Prayer rolls.
Horse 220 gp Riding animal. Movement rate 40 feet per second
(32 miles per hour), double that if “running” ie
galloping; Health 12; Endurance.
Knight’s Warhorse 2,000 gp Movement rate 36 feet per second (25 miles per
hour), double that if “running” ie galloping; Health
12; Muscles, Brawling, Endurance.
Loincloth 1 copper piece Does no more than cover the groin.
Opulent clothes 1,000 gp This magnificent outfit is fit for a king. Confers a +4
bonus on all rolls when trying to impress or
persuade other people.
Pipeweed 1 sp or more Many varieties exist. It is put in a Clay Pipe, burned
and the resulting smoke inhaled. Doing so confers a
+2 bonus on any roll to resist the effects of fear.
Pony 80 gp Riding animal. High spirited but those sold for use
are properly trained. Movement rate 40 feet per
second (32 miles per hour), double that if “running”
ie galloping; Health 9; Endurance.
Pretty Dress 100 gp Beautiful fashionable dress. Adds +2 on all rolls
using Beauty, Charisma, Sexual Prowess or Nobility.
Robes 1 sp Simple loose dress-like garment
Saddle 50 gp Fitted for a specific sort of riding animal be it horse,
elephant, giant seahorse or Dreamland Zebra.
Confers a +4 bonus on all rolls to stay on the riding
animal.
Saddlebags 3 sp Can carry up to 100 Ibs. of items, Loot, etc. and do
not restrict the movement rate of the riding animal
on whom they are attached. Requires saddle to
attach them however.
Seasoned Sausage 1 gp Supplies enough food for eight meals. Spoils after
seven days and is immediately inedible once

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spoiled. The strong smell of this food may attract
monsters or bandits.
Suit of clothes 3 sp Well made but plain typical clothes appropriate for
the world in which the story takes place.
Tabard 10 gp A Tabard is a simple square sleeveless shirt
emblazoned with the symbol, coat of arms or other
colors or illustration of the person to whom the
wearer is Accountable. Attacking someone wearing
a Tabard causes the attacker to suffer the Bad
Change Accountable to whoever is represented on
the Tabard.
Thieves’ Tools 133 gp Confers +6 bonus on any Lockpicking or Security
Systems related roll.
Tiara 2,000 gp A Silver and Jewelled circlet to adorn a character’s
head.
Waterbag 1 sp When bought or first given it is full of four pints of
fresh water.
Writing chalk 1 sp Can be used to draw things. Such as magic circles,
for example.

Character Class starting equipment

Character Class Starts with:


Amazon Amazon Armor, Longsword, Dagger, Coin purse. 1d6 copper pieces
Barbarian Longsword, Dagger, Loincloth, Coin purse. 1d6 copper pieces
Bear Suit of clothes
Bounty Hunter Suit of Chainmail, Knights Helmet, Crossbow, 3d6 Bolts, 3d6 Silvered Bolts,
2d6 silver pieces, Coinpurse, Suit of Clothes, Chain, 100 feet of rope, Net
Cat Suit of clothes, Fancy Hat
Cavalier Suit of clothes, Fancy Hat, Wide Leather Belt, Buckler, Dagger, Rapier, Horse,
Saddle.
Celedon Nothing.
Dog Suit of clothes
Dragon 10d6 gp
Dragon Maiden Pretty Dress, Dagger, 3d6 silver pieces
Duck Suit of clothes
Dwarf Suit of clothes, Dwarven Axe, Dwarf Helmet, Coin purse, 3d6 gp
Elf Elven Bow, 4d6 Hunting Arrows, Suit of clothes, Elven Cloak
Halfling Suit of clothes, Cloak, Clay Pipe, Pipeweed, Cooking Gear
Hedge Wizard Suit of clothes, 1d6 silver pieces
Knight Lance, Longsword, Knight’s Suit of Armor, Knight’s Warhorse, Saddle, 24 dry
rations, Waterbag
Lizard-Man Loincloth, Spear
Monk of the Holy Robes, Wide Leather Belt, Holy Book
Armaments
Pariah Low Quality Suit of clothes
Princess Pretty Dress, Pony, Saddle, Tiara, Dagger, 3d6 gold pieces
Sorcerer Book of Magic, Suit of Clothes
Swordsman Longsword, Loincloth

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Thief Suit of clothes, Rapier, Dagger, Coin purse, Thieves’ Tools
Town Guard Tabard, Bowl Helmet, Pike, Dagger, Coinpurse, 1d6 silver pieces.
Trooper Breast Plate, Knight’s Helmet, Crossbow, 1d6 Crossbow Bolts, 1d6 silver
pieces
Vampire Opulent clothes
Vampire Hunter Suit of clothes, Holybook, 1d6 silver pieces
Wereanimal Low Quality Suit of clothes

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Living Challenges
Living Challenges, ie the “Monsters”, are the living beings the characters will be battling at some
point in most stories. They range from villagers and fairly ordinary civilian humans to extra-
dimensional menaces, mythological beasts, and downright unpleasant evil adventurers.

Because WHITEFRANK does not use statistics blocks of any uniformity let’s review the basic rules for
all the Living Challenges:

Unless a Living Challenge has extra Attributes, Powers, Skills and so on, its “statistics” are:

Name – it has a name. Following the name is a It does 1 Wound with a successful Punch or
(number in brackets): this is the number of equivalent, 2 Wounds for a successful
this creature or type of person that it is Headbutt or equivalent and 3 Wounds with a
suggested might be encountered at the same successful Kick. Otherwise it will have a listed
time. Or ignore this and make something up. Attack which is its preferred means of
Health: 1d6 Wounds (1 to 6 points) attacking an enemy. This will have a (Damage)
Movement Rate; in brackets which is the amount of Wounds
Loot: 3d6 silver pieces for intelligent creatures the attack causes and a [number] in square
unless the players decide that is brackets which is what must be rolled equal
inappropriate. Some Living Challenges are to or more than for the attack to succeed.
wearing Armor, carrying Weapons or have All Powers and Attributes and so on of the
valuable horns, hide and so on. That is Living Challenge are already added in for you,
“Treasure” that the characters can recover if so simply read off the information.
they defeat the Living Challenge. Statistics lists the Living Challenge’s
It successfully attacks or uses an Attribute roll Attributes, Powers, Problems, Skills and so on.
on a 12 or more roll before any bonuses or Notes provides any other information that
penalties are applied. might be important.

Living Challenges

Name Health Movement Rate Loot Attack Statistics Notes


Gnome 3d6+3 100 feet per Gem worth Elemental Elemental A 10 foot
second 3d6 gp Breath Breath, It diameter
underground, 10 (Earth) 3d6 Makes No globe of living
feet per second [12] Sense! earth
above it (Elemental life
form)
Sylph 3d6+3 100 feet per Feather Elemental Elemental A 10 foot
second when worth 3d6 Breath (Air) Breath, It diameter
flying, 10 feet per gp 3d6 [12] Makes No cloud
second when not Sense!
(Elemental life
form)
Undine 3d6+3 100 feet per Seashell Elemental Elemental A 10 foot tall 5
second worth 3d6 Breath Breath, It foot wide
underwater, 10 gp (Water) 3d6 Makes No swirling
feet per second [12] Sense! column of

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when not (Elemental life water
form)
Salamander 3d6+3 100 feet per Incense Elemental Elemental A 10 foot long
second in raging worth 3d6 Breath (Fire) Breath, It splotch
fires, 10 feet per gp 3d6 [12] Makes No colored newt
second when not Sense!
(Elemental life
form)
Bandit 4 6 feet per second 3d6 sp, Suit Shortsword Detect Activity Common
(1d6+1) (5 miles per hour) of Leather (1d6+1) [6] (merchants), wandering
Armor (7), Sword and brigand
Shortsword, Dagger, attacking
Longsword, Swordsmanship, travellers
Dagger, Parry outside
Coin purse settled areas.
Demon (1) 27 13 feet per 1d6 gems Bite (1d6+8) Brawling, An evil
second (10 miles each worth [4] or Fire Wildmagic, creature from
per hour) 3d6 gp, 3d6 Breath (3d6) Vivacious, Ugly, a Hell
gp, a Tiara [12] Wings, dimension.
or Crown Tentacles, Extra
Arms,
Endurance,
Muscles,
Mighty,
Elemental
Breath (Fire),
Wings (bat
wings), Dodge,
Natural Armor
(6), Mesmerism,
Self Control
Giant 6 24 feet per No Loot Bite (1d6) Brawling, Lives
Octopus second (17 miles [5] Tentacles, underwater.
per hour) Intelligence,
Wrestling,
Waterproof,
Quick
Giant Python 12 10 feet per 1 in 6 Crushing Tentacles,
second (7 miles chance it (2d6) [10] Brawling,
per hour) has Wrestling,
swallowed Surprise Attack
a gem
worth 3d6
gp
Peasant 2 6 feet per second 1d6 copper Punch (1), PhD (Farming), Peasants are
(4d6) (4 miles per hour) pieces Headbutt (2) Detect Activity the common
or Kick (3) (tax collectors) clay of the
[12] earth, toiling
humans
working like
slaves.
Slaver (2d6) 5 6 feet per second 3d6 gp, Longsword Weapon Slavers are
(4 miles per hour) Longsword, (1d6) [6] Specialist (Net), evil humans
Horse, Swordsmanship, who hunt
Saddle, Net, Horse Riding, other humans
Breast Plate Bargain, Detect to sell as

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(33) [4] Activity slaves. They
(victims) highly prize
Amazons.
Tribesman 3 6 feet per second Pieces of Spear (1d6) PhD (catching Large family
(2d6) (4 miles per hour) bone, [12] game), PhD or small tribe
Loincloth, (fishing), PhD of primitive
scraps of (digging for people or
food and roots), Survival near-people.
1d6 copper (scrublands)
pieces
worth of
polished
shells,
pretty
feathers
and so on
Troll (1d6) 20 4 feet per second 1d6 gems, Bite (6d6+6) Brawling, Huge hideous
(3 miles per hour) each worth [6] Ferocious humanoid.
3d6 silver Bite is also Attack (Bite),
pieces Poisonous – Endurance,
Troll Bite Vigour,
Fever – 2d6 Regeneration,
damage Ugly, Savage,
immediately LARGE, Slow,
and 1d6 Night Sight,
Wounds per Progress on
day until Endurance (+2)
cured or the
character
dies.
Undead 8 3 feet per second No Loot Bite (1d6) Slow, Undead are
(2d6) (2 miles per hour) [12] Blackblood, zombie-like
Mindless rotting
corposes that
still move.
Unicorn (1) 18 60 feet per Horn is Stab with Endurance, A Unicorn is a
second (40 miles worth Horn Brawling, white horse
per hour) 10,000 gp (6d6+6) [6] Vigour, with a golden
Ferocious spiral horn on
Attack (Gore its forehead.
with Horn),
Restoration –
being cuddled
by someone
with the
Sacrificial Victim
Problem, a
Princess or a
Dragon Maiden,
Savage

There is more than one way to overcome any challenge. The story does NOT have to always lead to
fatal violence. If the characters can persuade, seduce or otherwise non-violently overcome a Living
Challenge, so much the better!

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Example Characters
The whole way of doing things in WHITEFRANK is undoubtedly very odd to many people reading this
rulebook. Below are some example characters to hopefully help illustrate how to go about things.

Name: Jake Skinwalker

Attribute: Bonus: Skills: Bonus:


Beauty +6 Weapon Specialist +6
Wildmagic +6 (Energy Sword)
Self +6 Pilot (Fixed Wing +6
Control Single Engine)
Agility +6 Acrobatics +6
Aim +6 Dodge +6
Precision +6 Prayer Special – see skill
description

Character Class: None

Problems: Enemy of the Empire (Galaxy-spanning evil empire), Sacrificial Victim (cult of the Emperor
of the galaxy-spanning evil empire)
Powers: Death Dealer, Blueblood
Health: 1d6 = 3
Loot: 2d6 silver pieces = 5 sp, Suit of clothes, Robes, Energy Sword
Height: 5’6”
Weight: 120 Ibs.
Appearance: Brown hair, Tanned white skin, Blue eyes
Weapons:

Weapon Attack bonus Damage Health


Energy Sword +6 (Weapon Specialist) 2d6+12 Indestructible
(Longsword made out
of Energy)
Magic Spell: (Holy +12 bonus on magic 3d6 to one target Inapplicable
Prayer) spell roll within 60 feet of the
Telekinetic Storm (24) character as levitated
objects fly into the
target at high speed
Note: Jake’s Energy Sword inflicts its damage on any non-Indestructible Armor, Weapons and Items
with which it comes into contact, meaning that he destroys opposing items such as Armor, Shields
and Weapons used to parry his awesome sword.

Armor: None

Jake is a sworn enemy of the evil galactic Empire and has been trained to use his energy sword by
another members of the separatist terrorist cult to which he belongs. His Wildmagic Attribute and
Prayer skill let him learn various extremely weird Holy Prayers.

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Name: Lucilla the Warrior Woman

Attribute: Bonus:
Beauty +6
Charisma +6 Skills: Bonus:
Sexual +6 Swordsmanship +6
Prowess Weapon Specialist +6
Muscles +6 (War Frisbee)
Aim +6 Horse Riding +6
Brawling +6 Leadership +6

Character Class: None.


Health: 1d6 = 5
Loot: 2d6 silver pieces = 5 sp, Horse, Saddle, Saddlebags, Waterbag
Height: 6’0”
Weight: 140 Ibs.
Appearance: Black hair, Tanned white skin, Blue eyes
Weapons:

Weapon Attack bonus Damage Health


Longsword +6 (Swordsmanship) 1d6+6 11
War Frisbee +6 (Aim) 1d6 9

Armor: Suit of Leather Armor (7)

Lucilla is a barbarian woman from a tribe of “amazons”. She wanders the world having adventures.

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Name: O’Brien the Barbarian Swordsman

Attribute: Bonus:
Muscles +18
(x3)
Brawling +12
(x2) Skills: Bonus:
Endurance +12 Swordsmanship (x3) +18
(x2) Survival (Frozen) +6
Agility +6 Horse Riding (x2) +12
Aim +6 Wrestling +6
Vigour +18 Sword and Dagger Special – see Skill
(x3) description
Endurance +6

Character Class: Barbarian AND Swordsman

Name Attributes Problems Skills Powers


Barbarian Muscles, Obtuse, Selfish, Swordsmanship, -
Brawling, Vigour, Savage Sword and
Toughness Dagger
Swordsman Muscles, - Swordsmanship, -
Endurance, Horse Riding
Vigour

Health: 1d6 (rolled 4) +30 = 34


Loot: Longsword x2, Dagger, Loincloth x2, Coin purse. 1d6 copper pieces = 3 cp. O’Brien has sold one
of the Longswords gaining 2 gp and 5 sp and kept the spare Loincloth.
Height: 6’2”
Weight: 170 Ibs.
Appearance: Black hair, Tanned white skin, Blue eyes
Weapons:

Weapon Attack bonus Damage Health


Longsword +18 (Swordsmanship) 1d6+12 11
Dagger +6 (Aim) 2 9

Armor: None

O’Brien is a dual class Barbarian Swordsman who has been everywhere and had innumerable
improbable adventures from one end of his world to the other and back.

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Name: Flagstaff the Wizard

Attribute: Bonus:
Charisma +6
Intelligence +6
(x2)
Observation +6 Skills: Bonus:
Willpower +6 Wizardry Special – see Skill
Endurance +6 description
Courage +6 Library Use +6
Education +6 Horse Riding +6
Wildmagic +6 Legends and Lore +6
(x2) Political Science +6

Character Class:

Name Attributes Problems Skills Powers


Sorcerer Intelligence, - - -
Education,
Wildmagic

Problems: Enemy of the Empire (Evil realm to the far South), Known To Police

Powers: Second Skin

Health: 1d6 (rolled 4) +6 = 10


Loot: Book of Magic, Suit of clothes, Big floppy hat, Cloak, Coinpurse, Clay pipe, pipeweed, Horse,
Saddle.
Height: 6’2”
Weight: 170 Ibs.
Appearance: Grey hair, Grey beard, Wwhite skin, Grey eyes.
Weapons:

Weapon Attack bonus Damage Health


Staff 0 1d6 61
Lightning Bolt (35) Bonus to cast spell +18 4d6-1 Inapplicable

Armor: None

Flagstaff is a wizard who wanders his world trying to form alliances amongst the good peoples and
warn them against the growing danger from an evil empire gathering its strength in its foul land to
the south.

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