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David Chronister (order #31360124)

Core Rulebook

David Chronister (order #31360124)


David Chronister (order #31360124)
David Chronister (order #31360124)
FLAMES OF FREEDOM Grim & Perilous RPG
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David Chronister (order #31360124)


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ON THE COVER
Leading the charge is Verity Trowbridge, an African Puritan whose name means hope. To her right
is Azar Willington, a soldier who served with Captain Woodbridge’s Company. Azar’s Persian
namesake comes from a friend to his father: a whaler who died at sea. The final person to Verity’s
left is Mendon, who has no surname in the Massachusetts soldier’s role. Living as a tailor, they
volunteered and fought at the battle of Bunker Hill. It is believed Mendon was of Indigenous and
Spanish descent, having also fought at the battle of Jamaica Heights.

David Chronister (order #31360124)


CONTENTS
PREAMBLE  xi ARTICLE 3:
PROFESSIONS PAMPHLET  51
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
As A Character . . . . . . . . . . . . . . . . . . . . . . . xiii Actor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
As The Historian . . . . . . . . . . . . . . . . . . . . . . xv Alchemist * . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Midwife .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Playstyle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. xv Animal Whisperer .. .. .. .. .. .. .. .. .. .. . 58 Militia .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Strength In Diversity . . . . . . . . . . . . . . . . . . xvi Apothecary * .. .. .. .. .. .. .. .. .. .. .. .. .. . 59 Milliner .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Creating A Positive Experience .. . . . . . . xix Architect .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 60 Musician .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 106
Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Mutineer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 107
Aspirant * .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Officer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 108
Auxiliary .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 63 Partisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
ARTICLE 1:
Barber .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Politician .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 110
BASICS OF GAMEPLAY  1
Bawd .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 65 Preceptor * .. .. .. .. .. .. .. .. .. .. .. .. .. .. 111
Making Skill Tests .. .. .. .. .. .. .. .. .. .. .. 1 Boatswain .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Printer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 112
Difficulty Rating .. .. .. .. .. .. .. .. .. .. .. .. 5 Bookkeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Privateer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 113
Peril Condition Track Penalties .. . . . . . . . . 5 Braucher * .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Publican .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Total Chance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Brewer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 69 Purveyor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 115
Matching Dice . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Rambler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Critical Success/Failure .. . . . . . . . . . . . . . . . . 6 Clergy .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Regular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Skill Tests Over 100% .. .. .. .. .. .. .. .. .. 7 Clerk .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 72 Resurrectionist .. .. .. .. .. .. .. .. .. .. .. .. 118
Skill Tests Lower Than 1% . . . . . . . . . . . . . . 7 Counterfeiter . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Road Agent .. . . . . . . . . . . . . . . . . . . . . . . . . . 119
Re-Attempting Failed Tests .. .. .. .. .. .. 7 Crook .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Assisted Skill Tests . . . . . . . . . . . . . . . . . . . . . . 7 Deserter .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Sin Eater * .. .. .. .. .. .. .. .. .. .. .. .. .. .. 121
Opposed Tests .. .. .. .. .. .. .. .. .. .. .. .. .. 8 Dilettante .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Smith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Secret Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Diplomat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Spiritualist * .. . . . . . . . . . . . . . . . . . . . . . . . . . 123
Fail Forward Tests .. .. .. .. .. .. .. .. .. .. .. 9 Dispatch Rider . . . . . . . . . . . . . . . . . . . . . . . . 78 Stationer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 124
Fury & Chaos Dice .. . . . . . . . . . . . . . . . . . . 10 Dowser * .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 79 Surveyor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 125
Twist Of Fate: Coins . . . . . . . . . . . . . . . . . . 10 Engraver .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 80 Survivalist .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Farmer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 81 Tailor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Firebrand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Tax Collector . . . . . . . . . . . . . . . . . . . . . . . . . 128
Folk Healer * . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Teacher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
ARTICLE 2:
Fortune Teller * . . . . . . . . . . . . . . . . . . . . . . . . 84 Tout .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
CREATING CHARACTERS  13
Freebooter .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 85 Town Crier . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Step 1: Starting Allegiance . . . . . . . . . . . . 13 Fur Trapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Tracker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Step 2: Basic Tier & Gambler .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 87 Translator .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Primary Attributes . . . . . . . . . . . . . . . . . . 14 Greengrocer .. . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Turncoat .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 134
Step 3: Determination Grenadier .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Vagrant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
& Secondary Attributes .. .. .. .. .. .. . 15 Guerilla .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Weaver .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 136
Step 4: Character Background .. .. .. .. . 17 Gunsmith .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Whaler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Step 5: Archetype & Professions List .. 26 Herbalist * .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 92 Wright .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 138
Step 6: Physical Appearance .. .. .. .. .. . 40 Hired Hand .. . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Writer .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Step 7: Personality Traits & Conflict . . 43 Informant .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Step 8: Ratify Your Character .. . . . . . . . . 49 Lamplighter .. . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Lawyer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 96
ARTICLE 4:
Libertine .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 97
SKILLS & TALENTS  141
Magistrate .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 98
Mariner .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Skills Overview .. . . . . . . . . . . . . . . . . . . . . . 142
Mendicant .. .. .. .. .. .. .. .. .. .. .. .. .. .. 100 Talents Overview . . . . . . . . . . . . . . . . . . . . . 152
Mentalist * .. .. .. .. .. .. .. .. .. .. .. .. .. .. 101

David Chronister (order #31360124)


CONTENTS

ARTICLE 5: ARTICLE 9:
WARES & WEAPONS  163 HEXENMEISTER’S
ALMANACK 267
Specie Exchange Rates . . . . . . . . . . . . . . . 163
Barter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 History Of Common Spells .. .. .. .. .. 267
Buying & Selling Goods . . . . . . . . . . . . . 164 History Of Black & White Magic . . . 268
Weapons .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 175 History Of Witchcraft . . . . . . . . . . . . . . . 269
Qualities .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 175 History Of Alchemical Arts .. .. .. .. .. 271
Crafting Wares & Weapons .. .. .. .. .. 185 Learning Spells . . . . . . . . . . . . . . . . . . . . . . . 274
Guide To Casting Spells .. .. .. .. .. .. .. 274
Common Spells Listings . . . . . . . . . . . . . 278
Black & White Spells Listings . . . . . . . 284
ARTICLE 6:
Witchcraft Spells Listings .. .. .. .. .. .. 289
NARRATIVE TOOLS  187
Learning Alchemical Arts .. .. .. .. .. .. 294
Social Interaction . . . . . . . . . . . . . . . . . . . . . 189 Alchemical Art Listings .. .. .. .. .. .. .. 295
Chase Scenes . . . . . . . . . . . . . . . . . . . . . . . . . 197 Sample Grimoires .. . . . . . . . . . . . . . . . . . . . 300
Overland Travel .. . . . . . . . . . . . . . . . . . . . . . 202
ARTICLE 12:
COLONIAL OBSCURA  365
ARTICLE 10:
Connecticut .. . . . . . . . . . . . . . . . . . . . . . . . . . 366
ARTICLE 7: LIFE DURING WARTIME  305
Delaware .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 368
COMBAT ENCOUNTERS  213
Marriage & Family . . . . . . . . . . . . . . . . . . . 305 Georgia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Combat Terminology .. . . . . . . . . . . . . . . . 213 Clothing .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 308 Maryland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Movement Actions . . . . . . . . . . . . . . . . . . . 220 Economics .. .. .. .. .. .. .. .. .. .. .. .. .. .. 310 Massachusetts & Maine .. .. .. .. .. .. .. 374
Attack Actions .. .. .. .. .. .. .. .. .. .. .. .. 221 Food & Drink .. .. .. .. .. .. .. .. .. .. .. .. 310 New Hampshire .. .. .. .. .. .. .. .. .. .. .. 376
Rough & Tumble . . . . . . . . . . . . . . . . . . . . . 224 Education .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 311 New Jersey .. .. .. .. .. .. .. .. .. .. .. .. .. .. 378
Special Actions . . . . . . . . . . . . . . . . . . . . . . . 225 Government .. .. .. .. .. .. .. .. .. .. .. .. .. 313 New York . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
Reactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226 Crime & Punishment .. . . . . . . . . . . . . . . . 314 North Carolina . . . . . . . . . . . . . . . . . . . . . . . 382
Guide To Attacking .. . . . . . . . . . . . . . . . . . 228 Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315 Pennsylvania .. .. .. .. .. .. .. .. .. .. .. .. .. 384
Injury Tables .. .. .. .. .. .. .. .. .. .. .. .. .. 232 Major Land Routes .. . . . . . . . . . . . . . . . . . 317 Rhode Island . . . . . . . . . . . . . . . . . . . . . . . . . 386
Religion .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319 South Carolina . . . . . . . . . . . . . . . . . . . . . . . 388
Libraries .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 324 Virginia .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
ARTICLE 8:
HEALING, HAZARDS
& HORROR  239 ARTICLE 11: ARTICLE 13:
INDIGENOUS NATIONS  327 HISTORIAN’S SECRETS  393
Healing Practices . . . . . . . . . . . . . . . . . . . . . 239
Permanent Injuries . . . . . . . . . . . . . . . . . . . 242 Abenaki .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331 Being The Historian .. .. .. .. .. .. .. .. .. 393
Hazards .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Algonquin .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 333 Addressing Colonialism .. .. .. .. .. .. .. 398
Ailments .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 245 Apalachee .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 335 Using Horror . . . . . . . . . . . . . . . . . . . . . . . . . 399
Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Atikamekw . . . . . . . . . . . . . . . . . . . . . . . . . . . 337 Conflict & Playstyles . . . . . . . . . . . . . . . . . 401
Extreme Weather . . . . . . . . . . . . . . . . . . . . . 251 Catawba .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339 Faith & Conflict .. .. .. .. .. .. .. .. .. .. .. 403
Falling .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 252 Chickasaw .. .. .. .. .. .. .. .. .. .. .. .. .. .. 341 Freemasons . . . . . . . . . . . . . . . . . . . . . . . . . . . 404
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Haudenosaunee .. . . . . . . . . . . . . . . . . . . . . . 343 The Inquisition . . . . . . . . . . . . . . . . . . . . . . . 407
Sleep Deprivation .. . . . . . . . . . . . . . . . . . . . 253 Innu .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346 Knights Templar .. .. .. .. .. .. .. .. .. .. .. 409
Starvation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Lenape .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 348 Rosicrucians .. .. .. .. .. .. .. .. .. .. .. .. .. 411
Suffocation . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Mahican .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 350 Royal Society . . . . . . . . . . . . . . . . . . . . . . . . . 414
Horror .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 255 Massachusett . . . . . . . . . . . . . . . . . . . . . . . . . 352 The Mandoag .. . . . . . . . . . . . . . . . . . . . . . . . 417
Three Types Of Horror . . . . . . . . . . . . . . . 255 Powhatan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354 A Secret War . . . . . . . . . . . . . . . . . . . . . . . . . 420
Despair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Seminole .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 356 Path To Rebellion .. . . . . . . . . . . . . . . . . . . . 423
Hardened . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Shawnee .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 358
Afflictions .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Tsalagi .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 360
Wampanoag .. . . . . . . . . . . . . . . . . . . . . . . . . . 362

David Chronister (order #31360124)


CONTENTS

ARTICLE 14: THREATS  431


Alligator .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 436 Hog .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 476 Ooze .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 516
Appalachian Giant . . . . . . . . . . . . . . . . . . . 437 Homunculus .. .. .. .. .. .. .. .. .. .. .. .. .. 477 Owl .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 517
Apparition .. .. .. .. .. .. .. .. .. .. .. .. .. .. 438 Hooded One . . . . . . . . . . . . . . . . . . . . . . . . . 478 Poisonous Snake .. .. .. .. .. .. .. .. .. .. .. 518
Apprentice Mage . . . . . . . . . . . . . . . . . . . . . 440 Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 479 Red Coat Captain .. .. .. .. .. .. .. .. .. .. 519
Attorney .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 441 Hunter-Gatherer . . . . . . . . . . . . . . . . . . . . . 480 Red Coat Colonel .. . . . . . . . . . . . . . . . . . . . 520
Beaver .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442 Hunting Dog . . . . . . . . . . . . . . . . . . . . . . . . . 481 Red Coat Regular .. . . . . . . . . . . . . . . . . . . . 521
Bison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443 Inquisition Agent .. . . . . . . . . . . . . . . . . . . . 482 Revenant .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 522
Black Bear .. .. .. .. .. .. .. .. .. .. .. .. .. .. 444 Inquisition Fiscal . . . . . . . . . . . . . . . . . . . . . 483 Robber .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 524
Black Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . 446 Inquisition Witch Hunter .. .. .. .. .. .. 484 Sabertooth Tiger . . . . . . . . . . . . . . . . . . . . . 525
Black Shuck .. . . . . . . . . . . . . . . . . . . . . . . . . . 447 Insect Swarm . . . . . . . . . . . . . . . . . . . . . . . . . 485 Sasquatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526
Bog Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 448 Journalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 486 Settler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527
Carcajou .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 449 Knights Templar Initiate . . . . . . . . . . . . . 487 Shadow Thing .. . . . . . . . . . . . . . . . . . . . . . . . 528
Choking Tree . . . . . . . . . . . . . . . . . . . . . . . . . 450 Knights Templar Noble .. . . . . . . . . . . . . . 488 Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530
Chupacabra .. . . . . . . . . . . . . . . . . . . . . . . . . . 451 Knights Templar Sergeant .. .. .. .. .. .. 490 Shoal Of Spikefish .. .. .. .. .. .. .. .. .. .. 531
Constrictor Snake .. . . . . . . . . . . . . . . . . . . . 452 Knights Templar Squire .. . . . . . . . . . . . . . 491 Skeleton .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 532
Coyote .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 453 Knocker .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 492 Skin-Walker .. .. .. .. .. .. .. .. .. .. .. .. .. 533
Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 454 Kraken .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 494 Snallygaster .. . . . . . . . . . . . . . . . . . . . . . . . . . 534
Devil Dog .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 456 Laborer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 495 Splintercat .. .. .. .. .. .. .. .. .. .. .. .. .. .. 535
Dog Ant .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 458 Lady In White .. .. .. .. .. .. .. .. .. .. .. .. 496 Spy .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 536
Eagle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 459 Leeds Devil .. . . . . . . . . . . . . . . . . . . . . . . . . . 498 Swamp Ape .. . . . . . . . . . . . . . . . . . . . . . . . . . 537
Explorer .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 460 Lycanthrope .. . . . . . . . . . . . . . . . . . . . . . . . . . 500 Tax Collector . . . . . . . . . . . . . . . . . . . . . . . . . 538
Farmer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 461 Mammoth .. .. .. .. .. .. .. .. .. .. .. .. .. .. 502 Timber Wolf .. .. .. .. .. .. .. .. .. .. .. .. .. 539
Freemason Agent . . . . . . . . . . . . . . . . . . . . . 462 Mandoag Seeker .. .. .. .. .. .. .. .. .. .. .. 503 Tormentor .. .. .. .. .. .. .. .. .. .. .. .. .. .. 540
Freemason Alchemist .. . . . . . . . . . . . . . . . 463 Mandoag Sorcerer .. .. .. .. .. .. .. .. .. .. 504 Trader .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542
Freemason Entered Apprentice .. . . . . . 464 Military Captain .. .. .. .. .. .. .. .. .. .. .. 506 Vampiric Bat .. .. .. .. .. .. .. .. .. .. .. .. .. 543
Freemason Fellowcraft .. .. .. .. .. .. .. .. 465 Military Cavalry .. .. .. .. .. .. .. .. .. .. .. 507 Vampyre .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 544
Freemason Master .. .. .. .. .. .. .. .. .. .. 466 Military Officer .. . . . . . . . . . . . . . . . . . . . . . 508 Vengeful Spirit .. .. .. .. .. .. .. .. .. .. .. .. 546
Gargantuan Spider . . . . . . . . . . . . . . . . . . . 467 Military Private .. . . . . . . . . . . . . . . . . . . . . . 509 Walking Dead .. .. .. .. .. .. .. .. .. .. .. .. 548
Ghoul .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 468 Minuteman . . . . . . . . . . . . . . . . . . . . . . . . . . . 510 Walrus .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 549
Golem .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 469 Mischief Of Rats . . . . . . . . . . . . . . . . . . . . . 511 Water Nymph .. . . . . . . . . . . . . . . . . . . . . . . . 550
Grizzly Bear .. .. .. .. .. .. .. .. .. .. .. .. .. 470 Mountain Lion . . . . . . . . . . . . . . . . . . . . . . . 512 Whale .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 551
Headless Rider . . . . . . . . . . . . . . . . . . . . . . . 472 Mouser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 513 White Mage .. .. .. .. .. .. .. .. .. .. .. .. .. 552
Hidebehind .. . . . . . . . . . . . . . . . . . . . . . . . . . 474 Murder Of Crows .. . . . . . . . . . . . . . . . . . . . 514 Wild Boar .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 553
Hodag .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475 Night Mare . . . . . . . . . . . . . . . . . . . . . . . . . . . 515

ARTICLE 15: AMENDMENTS


BOSTON BESIEGED  555 Bibliography .. .. .. .. .. .. .. .. .. .. .. .. .. 608
Story Hooks .. .. .. .. .. .. .. .. .. .. .. .. .. 557 Random Encounters .. .. .. .. .. .. .. .. .. 620
Boston Besieged: Aftermath .. .. .. .. .. 595 Initiative Tracker . . . . . . . . . . . . . . . . . . . . . 628
Social Intrigue Tracker . . . . . . . . . . . . . . . 629
Chase Scene Tracker .. .. .. .. .. .. .. .. .. 630
Overland Travel Tracker .. .. .. .. .. .. .. 631
Index .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 632
A Collection of Maps
of the Thirteen Colonies . . . . . . . . . . . 639

David Chronister (order #31360124)


Welcome to Flames of Freedom, where your

grim & perilous tale hangs in the balance.

David Chronister (order #31360124)


David Chronister (order #31360124)
xi

PREAMBLE

I t i s th e daw n o f th e A m e r ica n R evolu tio na ry Wa r o f 1776. A ta n g l e d w eb


o f c o n spi r acy spa n s N orth A m e r ica . I t d oe s not m at te r yo u r c r e e d, c olor,

c ultu r e , fa i th or g e n de r— a l l sta n d to g eth e r i n th e wa r for su rv iva l . Ev e ry


R eb e l Thom a s Pa i n e’ s C om mo n S e n s e

PREAMBLE
patr iot ho l d s a lo f t a s th ey ta k e u p a r m s

aga i n st th e B r i ti s h E mpi r e . Th e ci ty o f B o sto n i s o c c u pi e d by th e R e d C oat s ,


su r ro u n de d by R eb e l m i l i ti a s . But a s th e r evolu tio n h a s b e g u n , s om ethi n g fa r

mor e myste r io us sti rs .

Agents of the occult entreat both the Continental Army FLAMES OF FREEDOM is an American
and British Empire. Freemasons conspire in the City of gothic horror role-playing game powered by the
Brotherly Love. Maryland is in the throes of a witch ZWEIHÄNDER RPG D100 game engine. Intensely
hunt by the Knights Templar. researched and developed by a diverse group of game
Amid the chaos, other grim fairy tales have designers, this tabletop RPG explores cultures beyond
emerged. Ghouls have been tunneling beneath Boston. North America’s European experience. We created
There are sightings of witches in the Great Dismal this game with Black writers, cultural consultants and
Swamp. Indigenous sachem speak of devils who walk Indigenous scholars of the Nations represented inside
among the living. The Leeds Devil haunts the Pine in the book. RPG safety and trauma experts guided our
Barrens of New Jersey. And worse still, a shadowy development cycle. We hope that this game can show
collective called ‘the Mandoag’ seeks to consume all, how American gothic horror can be inclusive while
Loyalists and Rebels alike. also portraying the horrific realities of war and the
In this game, most people have either chosen to deny supernatural.
the supernatural or rationalize it away. A rare few accept
it for what it is to act. You are among those heroes and
destined for greatness . . . or death. 

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THE SETTING GRIM & PERILOUS THEMES


It is the eve of the Revolution in 1776, and life is on Whatever level of horror you play, the game functions
the verge of drastic change. The Europeans shun folklore on the premise that everything you can imagine in
and witchcraft as the so-called Age of Reason is upon the supernatural—from the lowly dandelion plant to a
them. Tucked between missionaries, mutineers and sleeping stone giant making her home at the base of the
midwives, some know the actual truth. Magic—along Appalachians and the spirits that haunt Williamsburg—
PREAMBLE

with monsters, demons and mythological creatures—is exists. Most people have rationalized the forces of
real. darkness away, ignoring their attacks and picking up the
This game is also about a different horror; one mired pieces as best they can. Your reputation, mind and faith
in mysteries, secrets and plots. The horror of 1776 relies are all on the line. Your characters are the last line of
heavily upon your imagination and ingenuity, using the defense for the innocent.
tools we provide for you to play the game. As you discover
more about the villainy of this world, you’ll realize that
some enemies are all too human, while others are actual
monsters from folklore. Some of these you will uncover FLAMES OF FREEDOM draws heavily
for yourself, but there are far more sinister secrets that upon the American Gothic genre, rooted in
you will uncover only in the late stages of an adventure Christian (specifically Puritan) ideas of good and
or campaign. evil, humanity’s sinfulness and the supernatural.
However, Christianity is not the only religion
USE & ABUSE OF HISTORY practiced in this game, and players can and should
The game will thrust your character into situations play characters from a wide variety of spiritual
where they will stand against enemies who use and religious backgrounds. Article 10: Life
historically harmful acts to meet their heinous During Wartime provides a historical context for
goals. While FLAMES OF FREEDOM creates portraying characters of different faiths.
a narrative of liberation and opportunity in-game,
this was not the reality for many living within
and near North America. We mustn’t ignore that
the past’s terrible truths happend, even in a game On a larger scale, there is something off about the
centered in colonial America. world: something sinister, malicious and purposeful. No
one truly knows what is causing this world to go awry,
not even the Indigenous Nations who have lived in this
New World for many, many years. Whatever evil has
infected the lands, it is up to the player characters to
stand together against it.

GENDER NEUTRAL
LANGUAGE
Throughout this book, we use the singular they
along with its inflected forms—them or their—
for indeterminate gender. Play examples will
reference the pronoun appropriate to the identity
of the player or their character.

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AS A CHARACTER . . . K I am a Black and Indigenous woman. My mother tells


One or more people in the gaming group will each me stories of our homeland across the sea, while my
create a player character, an alternative personality in father tells one of our ancestors’ journey across vast
which you’ll take part in a supernatural horror tale set lakes and oceans. I have learned medicine from the
in and around the Thirteen Colonies. As a character, elders of my Nation, while my mother teaches me to
you can change the story’s outcome by deciding ‘in cultivate the earth. My time as a matriarch approaches

PREAMBLE
character’—putting yourself in their shoes to think like quickly—in my dreams, the ancestors tell me to be
the character you’ve made. Rooted in the themes of grim vigilant, for change is on the horizon.
& perilous gaming, your character’s story will be very
personal, occupying a morass of conflicting values and
K Every parent tends to their little ones, soothing scuffed
hands and caring for them after their nightmares.
credos, while set against the rise of the supernatural and
For every nightmare, we administer love and prayer.
the machinations of secret societies. Although you will
However, they seem to grow worse. The children speak
come to better understand the game’s rules specific for
of ‘the skinny monster’ dwelling in the cupboards. We,
your character, you must also share the load with other
too, are now experiencing the same dreams as the little
players and the referee (the Historian) to make the game
ones.
enjoyable for everyone.
K I walk deer paths and roads carved into the earth from
CHARACTER PERSPECTIVES a time before Roanoke. With a gun or bow in hand, I
Here are some example character types you may hunt to provide for my family. I have spent many years
experience in this game: learning the ways of the woodlands. But among the
trees, I have seen something . . . strange. The woods are
K As I walk the streets of my new homeland, it is hard not what they seem and herald a change that speaks of
not to see the preparations for war. The very air calls
an evil as old as time itself.
for rebellion. Raising the liberty pole, we join in the
cries of liberation with our fellow Rebels. Give me a K Do you ask if I am a Quaker, a member of the Society
position and show me where the ammunition is! of Friends? I once was, but I am now a Universal
Friend. What is that, you ask? I have walked with
K The frontier is fraught with wild animals, robbers and Public Universal Friend, but likely you’ve never heard
the armies of King George. It takes a stalwart heart,
their story. They were a Quaker who succumbed to
healthy communities and a primed musket when
typhus but resurrected by God’s light. ‘The Friend’
needed to eke out a living. When the sun sets, I’ve
has attracted several women to their side. Like all
seen glowing eyes in the hills. We bar the door and
Universal Friends, we now spread the word of free will
windows at night to keep us safe. We look to others
and abolition.
for guidance, but even they are fearful of what has
come from across the sea. Some whisper of an evil that K We are free . . . in a way. My ancestors came to this
predates our ancestors. land against their will. I, too, spent time in bondage
and have family members who remain disenfranchised.
K I come from a long line of people from Turtle Island, However, I am conflicted—there is no going home.
and we have lived here long before the British Empire
I must make a life here now. What the people don’t
arrived. Change is in the air. Some of my people
understand is that stowaways of an older age were also
live among their own, standing against the invaders.
in the holds. We have set these monsters loose and
Others live in harmony with the Europeans, keeping
they will devour all, limb by limb.
our traditions. As tempers flare in the cities, I cannot
doubt that a war is coming. There is another war—a
secret war—that we have fought for generations. It is
against those who call themselves the Mandoag, and
they seek to consume all.

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xiv

K They sometimes call my trade ‘the world’s oldest,’ and


its practice dates well before Mary Chilton stepped
ashore at Plymouth. I imagine that she’s rolling in her
grave, knowing what I have to do to survive. As the
conflict calls for people to report on the front lines, I
worry for them—and myself.
PREAMBLE

K I’ve cared for many women during birth, welcoming


these little bundles of joy into the world. And
helped the wives convalesce and pray when a child
was stillborn. I take this charge seriously, and as
the impending war places additional stresses upon
women, I hold these labors even more sacred than
before.
K We’ve tended the land, but it has grown sick. My
husband says that the trees ‘speak’ to him in his dreams.
He’s become addled, growing more despondent. The
children and I have taken over his duties, but we can
feel something creeping into our dreams.
K “Believe in God and fear the Devil” is the guiding
principle that gives me strength. We shall stand
together to protect believers and non-believers alike.
We will fight the minions of darkness who linger
at the periphery of the world. Fear not this evil, for
you stand in the light—and that light is vast and will
drive away the devils!
K As both a partner and trusted confidante, the politician
I serve is one of incredible influence and means. There
is also one made behind closed doors behind every
public dealing—necessary for the coming troubles.
But I grow worried about darker dealings being done,
not made in the light of the Lord, but made with the
servants of Lucifer.
K I have walked the path of the occult; I have made the
darkness kneel before me. Others like me understand
an ever-present evil over this Age of Reason. A pox
K There is an ancient art; one whose roots trace back to on all who think I am delusional! Magic is real, and
ancient times. Though many now have embraced the
my people have practiced it for as long as time itself.
natural sciences and have used it to define the world,
What do the petty going-on of the Loyalists and
I scoff at it. It is through the crucible, the forge and
Rebels have to do with the greater evil? Despite how
the elements I create objects that bring purity. If any
many times they call me ‘mad,’ they’ll be begging for
seek to know the real secrets of this world, they only
my help when they realize the truth of the world, to
need to follow me to the forge. It is there I will show
protect them from things in the darkness.
them the true face of God.

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AS THE HISTORIAN . . . its practice is well-hidden by mages. The Devil and his
One person in the gaming group will be the Historian. minions seek to corrupt all. Films like Brotherhood of the
The Historian will create adventures inspired by North Wolf, Bone Tomahawk and Edge of the Knife have dark
American history set in 1776. You’ll be responsible as forces that fit this style. In works of literature, Mary
the chief narrator of the character’s stories; you’ll be the Shelley’s Frankenstein; or The Modern Prometheus and
keeper of secret plots and you’ll portray other personas Bram Stoker’s Dracula also evoke this horror style.

PREAMBLE
(called a non-player character or NPC) and threats. You Monsters are at the fore of the game, and players and
also serve as a ‘fan’ of the characters, promoting fun and their characters will use this learning to their advantage
fairness for players in equal measure. Although you will against the horrors that stalk the world.
have to learn more about the game’s rules than players,
you are not alone, as the players will share the load. A OCCULT MYSTERY
Historian will also be the ultimate arbiter of rules and This style introduces players and their characters to the
detail a narrative that encapsulates what the players and mysteries of 1776 but softens the horror. Adventures
their characters are experiencing. center on the mysteries of secret societies who pull strings
behind the scenes. Video games such as Assassin’s Creed
YOUR FIRST ADVENTURE III and Never Alone, along with films like From Hell,
Using the Boston Besieged adventure in the back Sleepy Hollow and The VVitch share elements suited to an
of this book, the game will start by enlisting occult mystery campaign. The works of Edgar Allan Poe,
the player characters in a conspiracy that spans Nathaniel Hawthorne and Robert E. Howard’s Solomon
Boston’s city, leading up to the siege of the city Kane also represent a similar tone and scope.
by George Washington. With the gaming group, This playstyle encourages investigation of
you will explore the story, arbitrate the game rules, conspiracies and secret societies while downplaying
enact the NPCs’ plans and create your own vision magic and monsters.
of FLAMES OF FREEDOM.
HIGH ACTION
Instead of slaying monsters, the characters will fight
PLAYSTYLE threats like French traders and the British Imperial
military. It is rooted in ‘historical gaming,’ but without
A Historian will use playstyles to craft stories with the
reprehensible actions like the genocide of Indigenous
players. Playstyles will evolve with the needs of the
Nations and slavery. This style draws inspiration from
story and may change from adventure to adventure.
the stories of James Fenimore Cooper and Brian Wood’s
The following refers to various books and films that fit
comic book Rebels. Films like The Last of the Mohicans,
the style. While not all the aforementioned media are
The Revenant and the television series John Adams and
perfect in their depictions, they represent a starting
TURN: Washington’s Spies are also a great fit. Adventures
point to inspire a sense of historical fantasy.
could also take the shape of a military campaign or a
SUPERNATURAL HORROR story of spy-versus-spy. 
This style implies a greater sense of heroism and
This style exposes the player characters to situations
spycraft and works well for those who want to explore
and experiences that give them a new perspective upon
the natural, mortal world of 1776.
reality. They realize supernatural forces have made
themselves known to the world. Sorcery is abroad, but

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STRENGTH IN DIVERSITY BLACK PERSPECTIVES


FLAMES OF FREEDOM represents a mélange of Slavery ensured thousands of Black people lived and
heritages and conflicting beliefs, one where cultures died in the fields of the New World—a small, but no less
and genders outside traditional standards were equally tragic, percentage of millions that toiled outside of North
instrumental in fomenting and conducting the America. This gives those players wishing to play Black
rebellion. And, although traditional games set during characters an exciting period to explore. Religious folk
PREAMBLE

the Revolution place English men at the fore of the spoke against these terrible institutions, while freedmen
conflict, this game calls upon the secret history: one were building churches and communities of their own.
where heritage and genders outside the norm were just Abolitionist groups are growing, with memories of
as important—and, often working behind the scenes— the New York Insurrection and Stono Rebellion fresh
during this pivotal time in America’s founding. in the current generation’s minds to stoke the fires of
freedom. Crispus Attucks was the first casualty of the
early American Revolutionary War.

THIS IS AN exciting time in history and one


that demands both respect and introspection in
the portrayal of the African diaspora. The Rebels
work side by side with Black people as spies in the
war (consider Cato, a Rebel courier for Hercules
Mulligan), and still, more are fleeing to join
Indigenous communities, each hoping for a life
better than a drastically shorter existence of toil
and misery. As a Black character, will you be a
preacher with your church, desperate to keep your
flock safe from the wolves prowling for conscripts
in a war you have no stake in? Perhaps you are
a woman looking to rescue her loved ones and
so is reaching out to the power of her ancient
ancestors to incite her own rebellion? Whether
your character is a doctor, evangelist, magistrate
or soldier, they will doubtless find themselves on
the front lines of many battles, some far beyond
human comprehension and others all too painfully
human. We’ll help provide tips to help you create
interesting Black characters without turning
them into caricatures. We’ll provide guidance on
how to portray Black people from this period in
Article 10: Life During Wartime.

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INDIGENOUS PERSPECTIVES
For the people of Turtle Island (North America and
Canada), this tumultuous time is rife with conflict and
intrigue. The Europeans are encroaching on the lands
they have stewarded since before time had a name.
Malevolent spirits threaten lives across community

PREAMBLE
and clan lines. While Indigenous people look to their
elders, each must choose: will they take a chance on
these foreigners’ promises? Will they use their talents
in medicine to support their own or help these haggard
newcomers? Will they intercede with the spirits for
their communities and beyond? Or will they swindle the
descendants of pilgrims who cheated them first? 

ONE IMPORTANT ASPECT to know about


the Indigenous peoples of Turtle Island is that
they are a varied people and not a monolithic
culture. They do not fit the television and cinema
tropes of a tanned folk with stern faces on
horseback but are individuals who still exist today.
Matriarchs, two-spirit people (some of which
were healers) and children gifted with dreams
made up some of the most influential people in
these communities. Some may have been noble in
their pursuits, while others look to make a quick
sterling before skipping town. While varied, their
cultures tended toward respect for the earth and
all the living and non-living beings living on it.
There are obvious cases where European
and Indigenous peoples have integrated into
each other’s societies, conforming to new norms.
How you juggle these concepts is what will make
your Indigenous character of this background
believable. We’ll provide you with guidance on
how to portray a member of the Indigenous
Nations prevalent from this period in Article 11:
Indigenous Nations.

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WOMEN’S PERSPECTIVES
Despite their culture, women bring strict roles and
beliefs with them wherever they came from. They
decided what each could or could not do, rather than
who they are or what they are capable of. But in the face
of war, everything has changed. Those previously strictly
PREAMBLE

bound by their gender find freedom in taking jobs and


professions otherwise denied to them. Women now dare
to express their true selves, sometimes openly and other
times within the private company of those they trust.
No one can afford to turn away help, and even fewer can
afford to abide by cultural beliefs that no longer serve in
the fires of war.

REMEMBER THAT WOMEN have shed


the constraints of what should and shouldn’t be
and dare to be a light in the dark during this
tumultuous time. Everyone can feel the pressure
from the rising violence, and no one lifts a brow
at those who break out of traditional gender roles
to embrace themselves and manifest what women
are just as capable of as men. Women take jobs
as doctors, Indigenous two-spirit people become
generals for the Colonies and men stay home
to care for frightened children, the supposed
‘natural order’ forgotten in the battle for survival.
Beyond the impending revolution, something
else stirs. The darkness wages another war, the
kind that destroys any notion of decency for the
sake of survival. Evil doesn’t care who or what you
are. It cares about how it can tempt you into its
embrace. We’ll provide you guidance on how to
portray women from this period in Article 10:
Life During Wartime.

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PREAMBLE
NO DISCRIMINATION CREATING A POSITIVE EXPERIENCE
Let us be clear: FLAMES OF FREEDOM is not a Hopefully, this game will teach you how to create
tabletop role-playing game where you will discriminate engaging, meaningful and nuanced stories set during
against women, practice slavery and indentured servitude, the American Revolutionary War. To do that, everyone
slaughter innocent people or ‘tame the wilderness’ of at the table must have a positive gaming experience. It
Indigenous Nations. It is a game where people come is the responsibility of every person at the game table to
together to fend off a secret war that took root long create an enriching, positive experience for themselves
before the American Revolutionary War. In it, you are a and for each other. It’s important to share our ideas,
person fighting against unseen powers which mean harm but doubly so when introducing content that could
to every person. It is also a game where you’ll blaze your upset some players. Consent and agreement are vital to
own path, free from outdated thinking. History informs collaborative storytelling. 
the story, but we do not mean it to be entirely historically
accurate. It is up to the gaming group to decide how
strictly it will hew to history. Everyone should be a part
of this decision, and it should be a unanimous one. FOR THOSE WHO need RPG safety tools
at their game table or for online and convention
play, you can download the Entreat The Darkness
TTRPG Safety Tool from http://darkness.
THIS GAME DOES not endorse racial or zweihander.game. It is designed for role-playing
gender discrimination based on differences in games Powered By ZWEIHÄNDER RPG.
the period. Regardless of their identity, there are
no mechanical, intellectual, physical, emotional or
spiritual distinctions between women,men,intersex,
agender, non-binary and transgender characters. Always remember that a positive experience doesn’t
That said, people relate differently to one another, have to mean the game isn’t disturbing, horrifying
and there is no reason to ignore differences because or visceral. It means that everyone at the table works
the game world does not embrace discrimination together to make the game they want to play—leaving
as its real-world counterpart. no one behind—and actively engaging with each other
to ensure everyone gets what they want out of the game.

David Chronister (order #31360124)


David Chronister (order #31360124)
№ 1
Article  1
BASICS of G A M E P L AY
L ike oth e r rol e - pl ay i n g ga m e s Pow e r e d by ZWEIHÄNDER, thi s ga m e

ac c om modate s a pl aystyl e w h e r e rol e - pl ay i n g dr iv e s th e story. Th e e xc ep tio n

to thi s i s w h e n th e r e a r e c o n s e qu e n c e s for fa i lu r e . Th e n —a n d o nly th e n — a r e

dic e ca l l e d u po n to dete r m i n e th e o u tc om e .

THE GOLDEN RULE K If you rolled a face ‘00’ on the tens die and a face ‘0’ on
Remember the most important rule: keep the game the units die, you generated a result of 100%.
moving forward! Rulings are far more important
than rules. If you have forgotten a specific game
K If you rolled a face ‘00’ on the tens die and a face ‘1’ on
the units die, it is equal to 01%.
rule, ignore it and look it up later. If a rule gets in
the way of having fun, your game group should K If you rolled a face ‘10’ on the tens die and a face ‘0’ on
work together to create a ‘house rule,’ personalizing the units die, it is equal to 10%.
it for your table.

BASICS OF GAMEPLAY
MAKING SKILL TESTS
Melded with traditional narrative gameplay elements,
there are four pillars of gameplay: Social Interaction,
Chase Scenes, Overland Travel and Combat
Encounters. All modes require you to roll percentile
dice to determine success or failure using a Skill Test
(also called a Test). Rolling equal to or under the Total
Chance for success means you succeed. Rolling over
means you failed.

READING PERCENTILE DICE (D100 )


To make a Skill Test, you will roll percentile dice,
referred to as D100 throughout the book. One die is
the tens die (the die with faces 10, 20, 30, 40, 50, 60,
70, 80, 90, 00) and the other is the units die (the die
with faces 1, 2, 3, 4, 5, 6, 7, 8, 9, 0). Given that D100 can
sometimes generate odd results for those accustomed
to using twenty-sided dice (D20) in other TTRPGs,
consider these outcomes:
K If you rolled a face ‘60’ on the tens die and a face ‘9’ on
the units die, you generated a result of 69%.
K If you rolled a face ‘60’ on the tens die and a face ‘0’ on
the units die, you generated a result of 60%.

David Chronister (order #31360124)


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QUICK GUIDE TO SKILL TESTS PRIMARY ATTRIBUTES


In general, the Historian will call upon you to Test a Your character has seven Primary Attributes, representing
specific Skill as you role-play within the campaign world. physical, mental and social capabilities. They range in a
However, you can also request to use a Skill yourself if numeric value between 28% and 55%, with the average
you want to change events into your or another’s favor. value being 42%.The seven Primary Attributes are Combat,
Here is how all Skill Tests work: Brawn, Agility, Perception, Intelligence, Willpower
and Fellowship. Coupled with Skills, they define your
K Refer to the Primary Attribute percentage value related character’s baseline chances for succeeding at Skill Tests.
BASICS OF GAMEPLAY

to the Skill you are using.


K Take account of how many Skill Ranks you have in the K Combat: This is your ability to use ranged and
Skill you are using. Every Skill Rank adds a cumulative melee weapons.
+10%.
K Brawn: This is your physical prowess, durability
K Apply any penalties from your Peril Condition Track, as and overall endurance.
it may force you to ignore some or all your Skill Ranks.
K Agility: This is your speed, nimbleness and
K Add modifiers from Talents, Traits and Spells that physical readiness. 
may apply to the Skill’s use. The maximum modifier
that can be applied is +30%, while the minimum total
K Perception: This is for your senses and ability to
react.
modifier is -30%.
K Intelligence: This is your ability to learn and
K The sum of the values above is all added up to determine memorize.
the Base Chance. 
K The Historian will impose the drama of the situation as K Willpower: This is your mental wherewithal and
force for magic.
a final modifier to Base Chance called Difficulty Rating.
K Take your Base Chance, and add or subtract the
K Fellowship: This is your charisma, likability and
social savvy.
Difficulty Rating to determine Total Chance to
succeed in the Skill Test.
You will never ‘test’ against Primary Attributes alone.
K Grab D100, call out to the Historian what your Total Here are alternative Skills to consider:
Chance is and roll the dice. If the results are equal to
or less than your Total Chance, you have succeeded at
K Feats of visual acuity: Awareness (Perception) 
the Skill Test. If the results are greater than the Total K Feats of brute strength: Athletics (Brawn) 
Chance, you have failed the Skill Test. If the dice
match, it is a Critical Success or a Critical Failure.
K Feats of nimbleness: Coordination (Agility) 
You’ll learn more about this below. K Feats of audial discernment: Eavesdrop (Perception) 
David Chronister (order #31360124)
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K Feats of stoutheartedness: Resolve (Willpower)  SKILLS


Skills define what your character can do, such as
K Feats of problem-solving: Scrutinize (Perception)  fire a musket, bluff your way past a Red Coat patrol,
K Feats of physical wherewithal: Toughness (Brawn) distinguish between safe and poisonous herbs and so
forth. Each Primary Attribute has a series of related
PRIMARY ATTRIBUTE BONUSES Skills (a breakdown of what these Skills are in Article 4:
Each Primary Attribute has a related benefit called Skills & Talents):
a Primary Attribute Bonus, relevant to calculating
K Combat: Martial Melee, Martial Ranged, Simple
Secondary Attributes in Article 2: Creating Characters.
Melee & Simple Ranged
This bonus is equal to the tens digit of the related Primary
Attribute, plus any related Bonus Advances you gain K Brawn: Athletics, Drive, Intimidate & Toughness
from your Profession later on. Below is a breakdown of
what they affect and their abbreviated form:
K Agility: Coordination, Pilot, Ride, Skulduggery &
Stealth
K Combat Bonus [CB] affects Total Damage inflicted
K Perception: Awareness, Eavesdrop, Scrutinize &
with melee and ranged weapons.
Survival
K Brawn Bonus [BB] affects Damage Threshold and

BASICS OF GAMEPLAY
K Intelligence: Alchemy, Counterfeit, Education,
Encumbrance Limit.
Folklore, Gamble, Heal, Navigation & Warfare
K Agility Bonus [AB] affects Movement. K Willpower: Incantation, Interrogation, Resolve &
K Perception Bonus [PB] affects Initiative and Distances Tradecraft
for ranged weapons.
K Fellowship: Bargain, Charm, Disguise, Guile, Handle
K Intelligence Bonus [IB] affects the maximum number Animal, Leadership & Rumor
of Spells you can learn.
SKILL RANKS
K Willpower Bonus [WB] affects Peril Threshold and
Skill Ranks represent a dedication to a Skill, providing
miscellaneous modifiers for spells.
mechanical bonuses beyond mere raw ability. In addition
K Fellowship Bonus [FB] affects how many people you to their mechanical modifiers, they also inform the
influence with Fellowship-based Skill Tests and the level of experience a character possesses with the skill.
number of languages you can become fluent in. If you’re using the official character sheet, you will see
three circles beside each Skill. Each Skill Rank marked
For example, if a character has a Willpower of 52%
grants a cumulative +10% bonus when using the Skill.
(which results in 5 [WB]) and two Bonus Advances from
their Profession, they will have 7 [WB] (5+2). Primary FLIP THE RESULTS TO FAIL
Attribute Bonuses will grow independently from your
When your character wants to use a Special Skill they
Primary Attributes, modified by Bonus Advances you
do not have any Skill Ranks in or during other rare
earn during Basic, Intermediate and Advanced Tiers.
circumstances, you will flip the results to fail at a Skill
PENALIZED PRIMARY Test and take the worst result. Simply roll your units
& SECONDARY ATTRIBUTES and tens dice together, but do not designate which die is
the tens die and the units die. Compare both potential
There are times when game mechanics will
outcomes and accept the worst of the results.
temporarily penalize these values. Never reduce
them below a value of 1.

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M endon picks u p an enemy’s sabre. This USING COMMON SKILLS


particular weapon requires the use of the Martial Skills that require no training to use are called Common
Melee Skill, which they possess no Skill Ranks in. Skills. Even though you may not have any Skill Ranks
Their Total Chance for success is 34%. Mendon in a Common Skill, refer to your Primary Attribute to
rolls D100, generating 34%. Unfortunately, determine your Base Chance. However, some of the
Mendon’s player must flip the results to fail, so Talents and Traits you gain from your Profession may
Mendon instead has an output of 43%, failing further modify the Base Chance.
their Martial Melee Skill Test. 
A za r Wi l l i n g to n ’ s te n t has been
set ablaze, and he is also On Fire. The Historian
FLIP THE RESULTS TO SUCCEED announces that it will be an (Easy +20%)
Under some circumstances, an ability will allow you to Coordination Test to snuff out the flames.
flip the results to succeed at a Skill Test and take the best Given that Azar does not have any Skill Ranks
results. Simply roll your units and tens dice together, but in the Common Skill of Coordination, he can
do not designate which die is the tens die and the units only refer to his Agility to determine his Total
die. Compare both potential outcomes and accept the Chance of success.
best of the two results. If you have two or more Traits
that confer the ability to flip dice, you can only take
advantage of one or the other, not both. USING SPECIAL SKILLS
BASICS OF GAMEPLAY

Skills that require formal training are called Special


A za r Wi l l i n g to n i s housing Red Skills. These are on your character sheet with an asterisk
Coats. Inside, the officers are secretly plotting (*) beside them. If you do not possess at least one Skill
against General George Washington and his Rank in a Special Skill, refer to your Primary Attribute
army at Whitemarsh. Their murmurs arouse to determine your Base Chance and you must flip the
Azar’s suspicions. Azar attempts to listen in on a results to fail the Test.
conversation between the Red Coats through a
keyhole. Their player knows this is an Eavesdrop V e r i ty Trow br i d g e ste a l s a foe’s pistol
Test, and Azar has a pretty good chance of and aims at her foe. The Historian announces
succeeding. However, they fail at Azar’s Skill that it will be a (Hard -20%) Martial Ranged
Test by rolling an 81%. Fortunately, Azar also Test to fire the pistol, and she successfully shoots
possesses a particular Trait, which allows the the enemy. Given that Verity doesn’t have any
player to flip the results to succeed at Eavesdrop Skill Ranks in Martial Ranged, her player can
Tests. Azar’s player flips the dice, making the only refer to Verity’s Combat Primary Attribute
18% instead, which means they succeed, hearing to determine her Total Chance of success.
what the Loyalist’s plans are. Furthermore, when calculating results, Verity’s
player must flip the results to fail this Skill Test.

EDGE CASES
Should you possess an ability that allows you
to flip the results to succeed and is opposed by
another’s ability or situation that forces you to flip
the results to fail, they simply cancel each other
out, meaning that you attempt a regular Skill Test.

David Chronister (order #31360124)


№ 5

DIFFICULTY RATING TOOLS: Do you have the right tool to get the job done?
Circumstances directly impact your ability to succeed If not, are there available substitutes that would do in a
or fail with a Skill Test, and the Historian will assign pinch? A crowbar or mallet would break down a door
a Difficulty Rating to any particular task you wish to (using Athletics), but a knife or a fire poker can remove
attempt. A Historian will generally call out the Difficulty the hinges (using Coordination).
Rating for the Skill Test instead of telling you the bonus
or penalty.
PERIL CONDITION TRACK PENALTIES
DIFF. RATING BASE CHANCE MODIFIER
Your Peril Condition Track may impose penalties on
Arduous -30% Base Chance your Total Chance for success. If you are Unhindered or
Hard -20% Base Chance Imperiled, you suffer no additional penalties. However,
if your status on the Peril Condition Track is Ignore 1
Challenging -10% Base Chance
Skill Rank, Ignore 2 Skill Ranks or Ignore 3 Skill Ranks,
Standard +/-0% Base Chance you must subtract the bonuses your Skill Ranks typically
Routine +10% Base Chance confer to you.

A f te r
Easy +20% Base Chance
m a n y w e e ks at sea, Verity
Trivial +30% Base Chance
Trowbridge prepares to step off the ship Sea
Dragon. As the ship docks at Plymouth’s Wharf,

BASICS OF GAMEPLAY
M endon
she sees the famed Plymouth Rock. Faced with
watc h e s a lo n g the edge of the
nervousness and excitement at the prospect of
woods for signs that anyone followed them when
a New World unknown to Verity, the Historian
they left for the Penobscot truck house to declare
tells their player they will need to make a Resolve
the nation’s allegiance to the Continental Army.
Test. Resolve is a Willpower-based Skill. Verity’s
It is dark outside, and Mendon has no light. The
Willpower is 55%, while they have three total
Historian considers the situation to determine
Skill Ranks in Resolve. This gives her a Base
the Difficulty Rating, telling Mendon’s player
Chance of 85% (55+10+10+10). However, Verity
that it is a (Hard -20%) Awareness Test.
is suffering from ‘Ignore 2 Skill Ranks’ on the
Peril Condition Track. This means that her Base
ADJUDICATING DIFFICULTY RATING  Chance is now only 65% (55+10).
Here are the three most important considerations that a
When your status on the Peril Condition Track is at
Historian will use to determine the level of hardship or
Incapacitated!, do not roll D100, as you cannot succeed
ease of a Skill Test: 
at any Skill Test until recovering. You will learn more
DISTRACTION: Would something in the area prohibit about how your Peril Condition Track works and the
you from doing things quickly? Would being surrounded effect it will have on your character in Article 7: Combat
cause you to load an arrow poorly or a raging fire be a Encounters.
distraction? 
TIME: How much time does it take to complete the
task? Do you need an immediate result (like steering a
cart away from tumbling off a cliff using Drive) or can
you take your time to get it right (spending an extra few
minutes to unlock a door using Skulduggery)? 

David Chronister (order #31360124)


№ 6

MATCHING DICE
In some instances, you may generate matching dice results
with D100. It occurs whenever you generate the same
die result on both the tens and units dice (for example,
11, 22, 33, 44, 55, 66, 77, 88, 99, 00). In these cases, it is
either a Critical Success or Critical Failure.

CRITICAL SUCCESS
If you succeed at your Skill Test and the dice match, it is
a Critical Success. The effects are always to your benefit.
These are contextual, and the Historian will announce
any additional help or penalties tied to a match result. 
TOTAL CHANCE

V e r i ty Trow br i d g e i s fighting the Loyalist


Once the Historian tells you the Difficulty Rating, you
will announce your Total Chance to succeed in the Skill
army at the Battle of Great Bridge. To keep the
Test. After rolling, announce whether you succeed or fail
Red Coats from crossing the bridge, she attempts
the Skill Test.
to rip up one of its massive planks, despite being
V e r i ty
under heavy musket fire. Verity has a 55% Total
BASICS OF GAMEPLAY

Trow br i d g e n e e d s to make a
Chance for success. Rolling D100, her player
Bargain to convince a group of Loyalist soldiers
rolls a 33%! Because it is below the Total Chance
to let her enter Boston. Verity’s Base Chance is
for success, it qualifies as a Critical Success. The
76%, but the Historian has deemed it an (Arduous
Historian notes that it is a Critically Successful
-30%) Skill Test. Her Total Chance for success is
Skill Test and considers other benefits. If Verity’s
46%. Grabbing D100, Verity’s player rolls a 45%
player rolled a 55%, 44%, 33%, 22%, 11% or 01%,
and succeeds! If she had rolled a 46% or lower,
it would be treated as a Critical Success.
Verity would still have been successful. However,
rolling 47% or higher would have failed.
CRITICAL FAILURE
COMMITTING TO YOUR ACTIONS Conversely, should you fail your Skill Test and the dice
match, it is a Critical Failure. The effects are always to
Once you have announced what your character
your detriment, determined by the Historian.
intends to do and the Historian calls out the
U n de r a h a i l of gunfire, the Red Coats storm
Difficulty Rating, you must commit to your
intended action.
the Barren Hill, where Azar Willington defends
This game does not provide a complete list of
the approach in a thicket of bayonets. Azar has
every single Difficulty Rating for the situations
a 55% Total Chance for success. Rolling D100,
your character may find themselves in. These
his player rolls a 66%! But, because it is above
decisions rely on the Historian’s adjudication of
his Total Chance for success and it is a match,
the rules. However, Article 4: Skills & Talents
it qualifies as a Critical Failure. The Historian
include example Difficulty Ratings to consider.
notes that it is a Critically Failed Skill Test and
considers other complications. If Azar’s player
had rolled a 66%, 77%, 88%, 99% or 100%, it
would be a Critical Failure.

David Chronister (order #31360124)


№ 7

SKILL TESTS OVER 100 % There are some exceptions to this rule for combat, as
It is possible to have a Total Chance for success over every swing and shot promotes a new set of circumstances.
100%. However, the Total Chance for success is capped We will talk more about how this works in Article 7:
at 99%. A result of 100% on D100 is always treated as a Combat Encounters.
Critical Failure.

ASSISTED SKILL TESTS


SKILL TESTS LOWER THAN 1 % Other characters can Assist your Skill Tests. Follow
At other times, it is possible to have a Total Chance for these steps whenever you receive or assist in others’ Skill
success less than 1%. Roll a Skill Test regardless. A result Tests: 
of 01% on D100 is always treated as a Critical Success,
despite not being a match.
K Only one ally can assist a Test. The Historian may
adjust the Difficulty Rating if multiple allies try to
NO RISK? NO TEST! help, however.
Tasks without risk, such as climbing up ladders, K The Assisting ally must have at least one Skill Rank in
maintaining a trusty musket, impressively riding the Skill they are assisting you with but cannot Assist
your horse or writing in your character’s journal, if they are Incapacitated!.
are good examples of when not to Test. The
Historian will be the final judge, merely asking the
K The assisting player must describe their character’s
action to illustrate to the Historian how they intend

BASICS OF GAMEPLAY
player to narrate what happens.
to help.
K Another player can announce assistance with a Test
RE-ATTEMPTING FAILED TESTS before or after the Difficulty Rating has been called
out.
Whenever you re-attempt a failed Skill Test, the
penalties rely on narrative changes or the imposition K An Assisting player hands one of their D100 (their
of other mitigating factors that the Historian decides. tens die) to you. This Assist Die can replace the tens
Only by gaining help, finding better tools, waiting an die result of the next Skill Test you make. 
appropriate amount of time or increasing the Difficulty
Rating allows you to re-attempt a failed Test.
K Roll both your D100 and the Assist Die together.
When determining results, refer to either the original
V e r i ty
tens die or the Assist Die for the results you prefer
Trow br i d g e’ s n ew house has been
(typically the lowest result). If you had rolled a 45%,
set on fire by the Sons of Liberty, angry that she
and your Assist Die comes up as face ‘30,’ your new
has continued distributing stamped paper upon
derived result is 35%.
the Stamp Act order. Verity has been fighting a
furious battle against the flames spreading across K Always assume the best result when gaining assistance
her foyer. Narratively, Verity is trying to beat out with an Assist Die, unless it is a Critical Failure. If
the fire, but it is growing too big to snuff out the results are both a Critical Success and a Critical
independently. Mechanically, this means that Failure, re-roll the Skill Test.
Verity’s player has failed at her Coordination
Test. With this consideration in mind, Verity
begins running as quickly as possible to fetch
water from a nearby well. With a few buckets
of water in-hand, the Historian allows Verity to
attempt another Coordination Test to put out
the flames.

David Chronister (order #31360124)


№ 8

OPPOSED TESTS
Most Skill Tests assess a binary outcome of success or
failure. Should there ever be a time when an Opposed
Test is required (such as in a leg wrestling contest or
competitive games of chance), not only do you need
to succeed at the Skill Test, you must also refer to your
Degrees of Success.

DEGREES OF SUCCESS
You determine Degrees of Success by adding the tens
die (a result between 1 and 10) and the relevant Primary
Attribute Bonus the Skill is derived from. Whoever
succeeds at their Skill Test and has the highest Degrees
of Success automatically wins the Opposed Test. If the
Degrees of Success match, make another Opposed Test
until one side is declared the winner. In cases where you
automatically succeed at a Skill Test, simply roll a 1D10
and add the related Primary Attribute Bonus as above.
Any time a Skill Test in an Opposed Test results
BASICS OF GAMEPLAY

in Critical Success, that participant automatically wins


the contest. If both participants roll a Critical Success,
refer to the Degrees of Success to determine the winner.
V e r i ty Trow br i d g e h a s bottomed out a But, if the Opposed Test results in a Critical Failure, the
wagon on the bed of a river as she attempted a participant automatically loses the contest.
crossing. The horses are struggling, and she and
her friends are trying to drag it out without A za r Wi l l i n g to n i s posing as a
harming the draught animals. Verity knows how schoolmaster while surveying the Loyalist
to ready oxen to hitch up to a wagon, having defenses in Huntington. However, Major
spent time loading trunks for ‘bigwigs’ in the Robert Rogers of the British military has grown
city. Hence, her player asks the Historian if she suspicious, so he corners Azar and interrogates
can roll a Handle Animal Test to determine him. The Historian decides to have Azar and
whether there is an easier way to unhitch the Major Robert make an Opposed Test. Azar has
horses without further Injury. The Historian an [FB] of 4. He then rolls 25%, succeeding at
announces that the Skill Test’s Difficulty his Skill Test; he has generated 6 Degrees of
Rating will be (Challenging -10%), which Success (2+6). Major Robert has a [PB] of 2. He
means Verity’s Total Chance for success is 55%. then rolls a 22%, a Critical Success. A Critical
Another player immediately pipes up, indicating Success always wins in an Opposed Test—Azar
that Mendon has raised horses and may provide Willington has been discovered!
some assistance with the work. The Historian
tells Mendon’s player they can confer an Assist
Die to Verity’s Skill Test. Verity’s player rolls a
63% on their D100 and a face ‘30’ on the other
player’s Assist Die. Verity swaps the face ‘60’ for
a face ‘30,’ with Verity’s derived result now a
33%—a Critical Success!

David Chronister (order #31360124)


№ 9

TARGET NUMBER Under these circumstances, you will already have


In some cases, the Historian may rule that the Opposed described what your character is doing. Should you
Test should play out dramatically. These sorts of Opposed possess a Talent or Trait, which allows you to flip or
Tests take place over several rolls. The Historian will otherwise modify the Skill, be sure to tell the Historian.
announce how many Degrees of Success is required to Under these circumstances, the Historian will not reveal
win (called the Target Number). Each participant will the Difficulty Rating to you but keep it a secret. Simply
take Turns making the relevant Skill Test, counting up announce your Base Chance and then roll the dice; the
their respective Degrees of Success. The first to exceed the Historian will record the results secretly from you.
Target Number with their total Degrees of Success wins. The Historian will obfuscate the result within the
narrative without directly revealing if you succeeded at
V e r i ty Trow br i d g e i s engaging in the Test or not. The only exception is if you Critically
propaganda against the Loyalists. Key to this is Succeeded or Critically Failed, in which case the
the war of words to remove Thomas Hutchinson Historian will immediately reveal the results. No matter
as governor of the Province of Massachusetts Bay. the situation, you cannot Assist a Secret Test.
Using her propaganda against Hutchinson’s own,
the Historian says that the first to succeed in their M endon i s at temp ti n g to contact a spirit
Charm Tests and reach the Target Number of to reveal to them the location of a Freemason
20 wins. Both Verity and Thomas roll opposed hideout. Although they have taken the proper
Charm Tests. Both succeed at their Charm Tests, precautions, spirits rarely bow so easily to

BASICS OF GAMEPLAY
so it is time to compare Degrees of Success. Verity human demands. After successfully casting their
rolls a 45% and adds her Fellowship Bonus [FB] of Spell, the creature appears, clad in chains and
5. Her total Degrees of Success is 9 (4+5). Thomas ectoplasm. The Historian secretly determines
Hutchinson rolls a 35% and adds his [FB] of 7. what the Difficulty Rating is and asks Mendon’s
His total Degrees of Success is 10 (3+7). The player to make a Secret Test using their character’s
Historian makes a note of the current Degrees of Bargain Skill to determine if Mendon’s force
Success, and the political bout continues. Verity of will is enough to command the ghost to do
rolls her Charm and Critically Succeeds! Unable their bidding. Recording the result in secret, the
to roll any longer due to Verity’s Critical Success, Historian will narrate the outcome.
Thomas Hutchinson lost the political contest
and is recalled to London, never to return to the
Thirteen Colonies.
FAIL FORWARD TESTS
There are times where a failed Skill Test does not always
equate to failure. For instance, when you are sneaking,
SECRET TESTS a Historian will ask for a Stealth Test. However, the
Sometimes, the Historian may not want you to know circumstances may be so much in your favor that failing
whether you were successful or not. Secret Tests hide the the Test will not reveal your location: this is an example
mechanics beneath the narrative, ensuring that you, as of a Fail Forward Test. If you failed the Stealth Test
a player, do not know the immediate result. Examples and the Historian felt it was appropriate, you instead
include: suffer 1D10+1 Peril due to the anxiety of being caught.
Similarly, a Historian can call for an Athletics Test
K Determine motivations (Scrutinize) to climb up a wall. However, the wall is riddled with
K Forge a document (Counterfeit) outcroppings, putting circumstances mostly in your
favor. Failing the Skill Test to climb would result in
K Holdout a weapon (Skulduggery) additional fatigue, as you suffer 2D10+2 Peril.
K Change your appearance (Disguise)

David Chronister (order #31360124)


№ 10

HISTORIAN TIP: ASSIGNING Risk Backlash. You’ll learn more about Chaos Dice as
PERIL FOR FAIL FORWARD they relate to Injuries in Article 7: Combat Encounters
The Historian will not always reveal if a Skill and Chaos Dice as they pertain to Spells in Article 9:
Test is a Fail Forward Test before rolling dice. Hexenmeister’s Almanack.
Furthermore, not all Tests are Fail Forward; a
Historian will use them when it best fits the
situation. TWIST OF FATE: COINS
Instead of outright failing in your task, the When the dice don’t work in your favor, you can call
Historian would assign 1D10+1, 2D10+2 or upon a dramatic ‘currency’ called Coins, which both
3D10+3 Peril, based on the relative challenge and players and the Historian can leverage to ramp up the
conditions of the Test. However, Critical Failures action. Spend one Coin to gain one of these benefits:
have perilous results. Using the examples above, a
Critical Failure for being caught if sneaking and
climbing would result in the character falling to
the ground. K Immediately after you roll D100, re-roll to try
generating a better result, but you must accept
the outcome of the new die roll. Note that you
FURY & CHAOS DICE cannot spend Coins to re-roll a Critical Failure
Throughout this work, you’ll see mention of Fury Dice on a Skill Test.
BASICS OF GAMEPLAY

to generate Damage for melee and ranged weapons. A


Fury Die is a six-sided die (the die with faces 1, 2, 3, 4,
K Immediately after you roll a 1D6 Chaos Die
or 1D6 Fury Die, you may treat the result as a
5, 6). Fury Dice are covered more thoroughly in Article
face ‘6.’ However, you cannot spend more than a
7: Combat Encounters. Anytime you roll for Damage,
Coin to turn multiple Chaos or Fury Dice into
if it generates a face ‘6’ on the Fury Die, the Fury Die
face ‘6’ on the same Turn.
explodes, roll another Fury Die and add it to the Total
Damage value. If that Fury Die generates another face K During combat, gain 1 Action Point to use
‘6,’ it continues to explode, and so on. There is no upper immediately. You’ll learn more about this in
limit to the number of times a Fury Die can explode. Article 7: Combat Encounters.
Calculate all results together to determine Total
Damage. 
K Suggest a momentary ‘edit’ to a situation
to the player’s advantage or the Historian’s
A za r
disadvantage. It introduces a new narrative
Wi l l i n g to n suc c e s s f ul ly
change, provided that it doesn’t directly
shoots a Loyalist with his musket. Azar’s Combat
contradict anything the Historian has already
Bonus [CB] is 3. His player rolls a Fury Die,
established or seriously disrupts the story flow.
resulting in a face ‘6.’ Azar now adds another
The ‘rule of cool’ generally follows here; players
Fury Die, generating another face ‘6.’ His player
can have their characters do heroic, over-the-
rolls yet another Fury Die, resulting in a face ‘1.’
top actions that fit into the story milieu but are
Azar inflicts 16 Total Damage (3+6+6+1).
bound in reality. Edits don’t allow characters
to avoid being Slain! or suffering an Injury,
Similarly, you may see mention of Chaos Dice. A
however (that is the function of Determination,
Chaos Die is also a six-sided die (the die with faces 1,
which you’ll learn more about in Article 2:
2, 3, 4, 5, 6). Chaos Dice are for special situations that
Creating Characters).
dictate something terrible will happen whenever it
lands on face ‘6.’ They are generally brought into play
when determining if an Injury occurs. Chaos Dice also
have different implications, such as suffering Peril for

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DETERMINE COIN POOLS


Unlike ZWEIHÄNDER, this game uses two Coin
Pools. The players share a Player Pool, while the
Historian has their own Historian Pool. The interplay
between the two pools by the Coin mechanic results in
a tug of war during each game session.
At the beginning of the game session, place pennies
or tokens representing Coins in a stack, equal to 1 plus
the number of players present. For example, if there are
six players, then there are seven Coins in the stack.
The Historian immediately takes one of these Coins
and adds it to their Historian Pool. Then, each player
rolls 1D6 Chaos Die. For every face 1–5, take a Coin
from the stack and put it into the shared Player Pool.
For every result of face ‘6,’ the Historian takes a Coin
from the stack and places it into the Historian Pool.

V e r i ty Trow br i d g e , A za r Willington
and Mendon are sharing libations at the Green

BASICS OF GAMEPLAY
Dragon Tavern (the birthplace of the Sons of
Liberty) when a group of three Red Coats and
their captain enter, intent on arresting everyone.
One of the players explains to the Historian that
they wish to spend a Coin to establish that the
pub not only has a back exit but that their table
is conveniently located near it so they can beat a
hasty retreat—unseen by the Red Coats. Unless
the Historian has stated that there is neither a
back exit nor a table located far from the door,
this is a Coin’s legitimate use. However, if a player
instead said that the ceiling collapses on the Red
Coats, the Historian could refuse the edit.

EBB & FLOW OF THE POOLS


Once spending a Coin, remove it from the Pool
and place it into the other. If a Historian spent
a Coin, it transfers into the Player Pool after
use. The same goes for the players;
for every Coin they spend from
the Player Pool, it is moved into
the Historian Pool. Once the
next game session starts, you’ll
determine the initial size of both
pools once again, as Coin doesn’t
carry over between sessions.

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Article  2
C R E ATI N G C H A R AC TE R S
D iv e rs e str e n g th s i n p eopl e , c ultu r e a n d tho ug h t s h ap e d A m e r ica . Yo u r
c h a r acte r i s th e l e n s th ro ug h w hic h yo u i n te r act w i thi n th e wor l d o f

FLAMES OF FREEDOM. I n th e f ictio n , w e c h a n n e l a wor l d m i r ror i n g a n d

i n spi r e d by c o lo ni a l A m e r ica , i n for m e d by our shared hi story. Thi s ga m e

pr e s e n t s th e pl ay e rs a n opportu ni ty to s how w h at nor m a lcy c o ul d lo ok l i k e

in 1776 b u t d oe s not di sr e ga r d th e hor r i f ic tru th s i n A m e r ica n hi story.

STEP 1: STARTING ALLEGIANCE


CHARACTER CREATION IS a mosaic, and Whenever you create characters in FLAMES OF
to frame how this crosses paths with the period, FREEDOM, you’re forming a party: a group of
randomly generate your first character. characters bonded by fidelity in the rebellion against
the British Empire. Abstinence from the conflict is
impossible. There is no middle ground.
Your Allegiance will impact social interactions in
To create a character, you’ll need three 10-sided dice, a the game. Every character begins gameplay by pledging
pencil and the character sheet found in the back of the their Allegiance to the Rebels, which you will write
book under Amendments. Create one with your entire onto your character sheet now. What follows are the two
gaming group so that everyone can share in the experience.  major factions of the American Revolutionary War.

THE REBELS
CREATING YOUR CHARACTER Call them patriots or Rebels, but they believe
Following these steps, you will create a ‘Mad Lib’ persona in the rallying cry of “No taxation without
at the top of the character sheet. It provides a way to representation.” From taxes on tea and sugar to
speak aloud your character’s background to others at the stamp duty, they believe levying these taxes upon
game table: the people without their say is wrong. Even though
the Rebels may feel a sense of fidelity to ol’ split lip
K STEP 1: Starting Allegiance King George, they affirm self-governance. Before CREATING CHARACTERS
K STEP 2: Basic Tier & Primary Attributes the French and Indian War, it left the Colonials to
manage their affairs and protect themselves with
K STEP 3: Determination & Secondary Attributes little to no help from the British Empire. They
K STEP 4: Character Background who call for rebellion want but one thing: self-
rule. Whereas Loyalists are resistant to change, the
K STEP 5: Archetype & Professions List Rebels are more progressive in ideals.
K STEP 6: Physical Appearance
K STEP 7: Personality Traits & Conflict
K STEP 8: Ratify Your Character

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THE LOYALISTS PRIMARY ATTRIBUTES


Loyalists are what the name implies: faith to the It’s time to generate your Primary Attributes, a set of
British Empire. Once called Tories and Royalists, seven innate scores representing an intriguing mix of
they politically stand against self-styled Rebels strengths and flaws.
who support the revolution. The Rebels do not
trust them, and their hostility makes Loyalists’ lives
dangerous. Some Loyalists have fled the Thirteen
Colonies, but others stand against the fear and, ROLL 3 D10 AND add each face value to 25 to
despite the risk, work tirelessly for King George generate a total percentage result. That means if
and the British Empire’s desires. The lessons the dice land on faces ‘8,’ ‘5’ and a ‘9,’ you end up
learned from the 1745 Jacobite Rebellion have with 47% (25+8+5+9). As you generate each result,
instilled a harsh reality, one where the promises record it in the following order on your character
of a ‘shining new future’ would be an absolute sheet: Combat, Brawn, Agility, Perception,
nightmare. Loyalists already know the outcome Intelligence, Willpower & Fellowship.
and fight to put conservatism at the fore.
CREATING CHARACTERS

STEP 2 : BASIC TIER &


PRIMARY ATTRIBUTE BONUSES
PRIMARY ATTRIBUTES
Each Primary Attribute has a related benefit called
Now that you know your character’s starting Allegiance,
a Primary Attribute Bonus, relevant to calculating
let’s move onto the nuts and bolts of character creation.
Secondary Attributes. This bonus is equal to the tens digit
BASIC TIER of the related Primary Attribute and any Bonus Advances
you earn through gameplay. Here is what they affect:
A Tier is a measurement of mechanical competence,
reflecting a character’s experiences throughout the story. K Combat Bonus [CB] affects Total Damage with melee
As with other games Powered by ZWEIHÄNDER, and ranged weapons.
there are three Tiers—Basic, Intermediate and Advanced
K Brawn Bonus [BB] affects Damage Threshold and
Tiers. Mark that your character starts in Basic Tier.
Encumbrance Limit.

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K Agility Bonus [AB] affects Movement and could also use it to save someone else from death or to
miscellaneous modifiers. slay a foe when it feels appropriate.

R e f e r e n ci n g
K Perception Bonus [PB] affects Initiative and ranged
from Article
th e e x a mpl e
weapon Distance.
1: Basics of Gameplay, the characters share
K Intelligence Bonus [IB] affects the maximum number libations at the Green Dragon Tavern when
of Spells learned. a group of three Red Coats and their captain
enter, intent on arresting everyone. Stating to the
K Willpower Bonus [WB] affects Peril Threshold and
Historian you wish to sacrifice Determination to
modifiers for Spells.
dispatch of the Red Coat captain, the Historian
K Fellowship Bonus [FB] affects how many people you blesses the decision. Taking the narrative reins
sway and languages. of the scene, you tell the story of how your
character silently rears up with a knife behind the
V e r i ty
Trow br i d g e h a s a Willpower of captain to deliver a killing blow. The Historian
52% (which results in 5 [WB]). She later gains then resumes narrative control, telling you the
two Bonus Advances from her Profession, which repercussions.
means Verity has 7 [WB] (5+2). The remaining soldiers sound the alarm and
work to apprehend all the characters. Everyone in the
Calculate your Primary Attribute Bonuses now tavern is quick to point out the characters and quickly
on your character sheet. Don’t mark any of the Bonus spread the word about their reprehensible actions.
Advances yet, as you will earn them through gameplay. The characters will need to run for their lives.

Once sacrificed, remove it from your character sheet


STEP 3 : DETERMINATION & permanently. You will gain more Determination as you
SECONDARY ATTRIBUTES embroil your character in the ongoing conflict (which you’ll
Secondary Attributes home in on combat statistics, learn about under Step 7: Personality Traits & Conflict).
affecting your survivability. Once reading this section,
OTHER BENEFITS: Your Determination value also
calculate all values on your character sheet.
changes your Damage Threshold. Which brings us to . . .
DETERMINATION
DAMAGE THRESHOLDS
Player characters are something special, cut from a
Wounds inflicted by weapons, burns from fire, falling
different cloth than non-player characters and other
off high precipices, Spells, some environmental effects
threats. Call it individualism, the providence of a higher
and poisons’ effects can harm characters. Your Damage
power or luck, made manifest through a mechanic called
Thresholds protect you from Damage, while each step of CREATING CHARACTERS
Determination.
the Damage Condition Track illustrates how wounded
When you first create a character in the Basic Tier,
your character is. 
you begin gameplay with 2 Determination.
Your character begins at Unharmed and will go
SACRIFICING & GAINING DETERMINATION up and down the Damage Condition Track as they
adventure. You’ll suffer many Damage types, but they’ll
If spending Coins allows you to ‘edit’ a situation,
all track to Damage Threshold. Whenever a character
Determination will enable you to take complete narrative
suffers Damage that exceeds their Damage Threshold,
control of a scene. By sacrificing 1 Determination
they move one or more steps down the Damage
permanently from your character sheet, you could avoid
Condition Track negatively. The further down the track
suffering an Injury, avoid being Slain! or becoming
a character goes, the more likely they are to incur Injuries
Incapacitated! Other ways they could use it would be
or face death:
to undo the effects of Spells and Spell-like effects. You

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K Unharmed: You may have old wounds, stitches and Peril Threshold, they move one or more steps down
sutures that no longer threaten to open and bandaged the Peril Condition Track negatively. The further down
limbs. the track a character shifts, the more likely they are to
temporarily ‘forget’ some of their training in their Skills
K Hurt: You have cuts, light bruising and an itch or mild as the pressure rises:
pain. You can shrug most of this off with perhaps a
visit to the barber. K Unhindered: You are the very model of health. You
face no road weariness, anxiety or other mental
K Moderately Wounded: You have moderate bruises,
states . . . yet. 
cuts that require sutures and lesions. You’re suffering
in pain, and it’s about to get much, much worse.  K Imperiled: Although you’re operating under a minimal
amount of strain, consider all choices with more care. 
K Seriously Wounded: As your wounds get worse, your
clothing darkens with blood. You likely have a busted K Ignore 1 Skill Rank: The pressure is on, and you can
nose, irregular gait and difficulty speaking. feel it. Your brow beads with sweat and you are more
ponderous and slower with all actions.
K Grievously Wounded: Bone bruises, hyper-extended
muscles, deep cuts and black contusions cover your K Ignore 2 Skill Ranks: You are toiling with every step
body. Your clothing is likely blood-soaked. you take, filled with anxiety. Likely, you’re suffering
from intense doubt and worn to a frazzle.
K Slain!: Sadly, you are to the grave and food for the
worms. But will you heed death’s calling or defy it? K Ignore 3 Skill Ranks: You can barely hold on. You’re
Sacrifice Determination to die another day. facing a significantly reduced chance to succeed at any
task but hold on . . . help may be on the way!
K Incapacitated!: Your body betrays you, dragging with
every step. When in this state, you cannot succeed at
DETERMINE YOUR DAMAGE THRESHOLDS
Skill Tests.
now by adding [BB] to your Determination
value. We also note each additional step of
Damage Threshold on the character sheet as
(Damage Threshold+6), (Damage Threshold+12)
DETERMINE YOUR PERIL THRESHOLDS
and (Damage Threshold+18). For example, if the
now by adding 3+[WB]. We also note each
Damage Threshold is 6, record it as 6 (12/18/24).
additional step of the Peril Threshold on the
You will learn more about the Damage Condition
character sheet as (Peril Threshold+6), (Peril
Track in Article 7: Combat Encounters.
Threshold+12) and (Peril Threshold+18). For
example, if Peril Threshold is 10, record it as 10
CREATING CHARACTERS

(16/22/28). You will learn more about the Peril


Condition Track in Article 7: Combat Encounters.
PERIL THRESHOLDS
Psychological stress, road fatigue, exposure to the horrors
of the secret world, intimidation, suffocation, starvation,
exposure, intoxication, social shame and the effects of
drugs can harm characters. Your Peril Thresholds protect ENCUMBRANCE LIMIT 
you from Peril while each step of the Peril Condition Encumbrance Limit governs how much your character
Track illustrates how wounded your character is. can carry during combat without incurring penalties
Your character begins at Unhindered and will go up to Distance with ranged weapons, Initiative and
and down the Peril Condition Track as they adventure. Movement. Determine your Encumbrance Limit now by
Whenever a character suffers Peril that exceeds their adding 3+[BB].

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CULTURE
OVERAGE
‘Culture’ is a catch-all word that could speak to your
For every point beyond your Encumbrance Limit,
heritage, nationality or adoptive family—it is up to
you suffer Overage: an ongoing, cumulative -1
you to define what it means for your character. We do
to Distances with ranged weapons, Initiative
not intend it to imply that the culture is monolithic in
and Movement. Should your Overage reduce
sentiment or thought, as people are individuals.
Distance, Initiative or Movement to 0, you must
We have represented a handful of cultures important
drop enough wares & weapons to bring the value
to this period. They are purposefully brief and related
back to at least 1. For now, do nothing until you’ve
in the abstract. More in-depth details around common
recorded all your wares & weapons. You will learn
practices, national identities and other mannerisms are
more about wares & weapons’ Encumbrance
in Article 10: Life During Wartime and Article 11:
values in Article 5: Wares & Weapons.
Indigenous Nations.

PLAYING CULTURES OTHER


INITIATIVE
THAN YOUR OWN
During combat, Initiative determines the order of
As you read the different cultures, they talk about
actions. Determine your Initiative now by adding
experiences related to the American Revolutionary
3+[PB].
War. Consider the implications of playing a
MOVEMENT culture that isn’t your own. Your character is an
inspiration formed from culture, not a stereotype.
During combat, Movement governs how far you can
It is a manifestation of history, experiences, arts
move. Determine your Movement now by adding
and achievements. Some people wear their culture
3+[AB]. You will learn more about Movement in Article
proudly and in everything they do—like cooking,
7: Combat Encounters.
music and social interaction. How can you celebrate
it? Where do you want to draw inspiration?
STEP 4 : CHARACTER BACKGROUND
Determine your culture now, record starting languages
Your character is far more than a collection of values on
and randomly determine additional language(s). For
paper. To fully flesh them out, you will generate details
Indigenous cultures, also determine the member nation
about their identity.
you’re descended from. Replace the Indigenous cultural
AGE term with the one related to your member nation (e.g.,
Mahican) on your character sheet.
Is your character a hotshot young clerk still wet behind
For Multicultural characters, randomly roll twice on
the ears and eager to prove their worth beyond the
the culture table to determine your mixed heritage. If
Caribbean? Or are they an old soldier who has been on CREATING CHARACTERS
you end up with the same results, roll again.
one too many campaigns and seen too many friends die?
Tracking distinct numbers isn’t necessary, as we use age
as a descriptor. Determine your age now.
D100 AGE

1 to 20 Young
21 to 49 Adult
50 to 70 Mature
71 to 90 Aging
91 to 100 Elderly

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D100 CULTURE STARTING LANGUAGES D100 ADDITIONAL LANGUAGES


English and two 1 to 3 Abenaki
1 to 12 Black
additional languages
4 to 7 Algonquin
English and two
13 to 26 British 8 to 10 Apalachee
additional languages
English and two 11 to 17 Atikamekw
27 to 41 Colonial
additional languages
18 to 21 Catawba
French, English and one
42 to 57 French
additional language 22 to 24 Chickasaw
Member Nation 25 to 28 Creole
58 to 72 Indigenous language, English and one
additional language 29 to 31 Dutch
English and two 32 to 35 English
73 to 86 Multicultural
additional languages
36 to 38 French
Spanish, English and one
87 to 100 Spanish
additional language 39 to 42 German

D100 MEMBER NATION


43 to 45 Greek

1 to 6 Abenaki 46 to 49 Haudenosaunee
7 to 11 Algonquin 50 to 52 Hebrew
12 to 18 Apalachee 53 to 55 Innu
19 to 24 Atikamekw 56 to 58 Latin
25 to 30 Catawba
59 to 61 Lenape
31 to 37 Chickasaw
62 to 64 Lingua Franca
38 to 41 Haudenosaunee
65 to 67 Mahican
42 to 48 Innu
49 to 54 Lenape 68 to 70 Massachusett

55 to 61 Mahican 71 to 73 Pidgin
62 to 68 Massachusett 74 to 76 Portuguese
69 to 75 Powhatan 77 to 79 Powhatan
CREATING CHARACTERS

76 to 82 Seminole 80 to 82 Russian
83 to 88 Shawnee
83 to 85 Seminole
89 to 94 Tsalagi
86 to 88 Shawnee
95 to 100 Wampanoag
89 to 91 Spanish
92 to 94 Swedish
95 to 97 Tsalagi
98 to 100 Wampanoag

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BLACK
I a m f r e e , a n d none can stand against this. My freedom is one I exercise
daily: I choose where and how to live, and I root my beliefs in the plight of
my ancestors. Some of my family came to this country in bondage. Others
came to the Thirteen Colonies as indentured servants, guaranteed passage
and opportunity. A rare few were born free. I am a part of the next generation
of free folk and will make my mark on this world.
Yet, there are other dangers afoot you’ve not seen . . . but I have. Something
else is afoot. I have looked through the window into the world of spirits. The
coming war—and make no mistake there will be one—is not a fight against
the Rebels or Loyalists. It is a fight against perversions who recoil from the CREATING CHARACTERS
light. These shadows protest against the living and care not for the pigment of
our skin. It is against this evil I will align myself with other unlikely heroes to
bring stability and peace, and we shall gain our freedom from this inexorable
fear that overshadows all.

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BRITISH
My fa m i ly tr ac e s its roots back to England, Ireland, Scotland or
Wales—but that doesn’t make me a Loyalist. Some of my friends and family
arrived in the colonies later, but we are all British, through and through. Some
of us believe the Rebels’ needs take a backseat to the needs of the many in the
British Empire. It is for this reason the Loyalists believe themselves best to
govern the Thirteen Colonies. But there are other ways to ensure that the rule
of law remains intact. Whether we be a Loyalist or Rebel, there is one truism:
debate, compromise and consideration will solve the issue.
The actions taken against Parliament by the Rebels are probably illegal.
The British Empire defended us all, and now it’s time to pay up. Nothing
CREATING CHARACTERS

comes without a price, some say, and these seven bloody years cost much
more than wealth and blood. Freedom isn’t free. As for the ‘stories’ of things
stalking the night, or forces most malign festering in the shadows? Those
are untrue. The only malign forces in this world are radicals who do not
understand that we must reason with one another to achieve peace.

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COLONIAL
I a m a C o lo ni a l , regardless of whether I was a German stepping off the
docks in Philadelphia or born of British parents. Call me a New Englander,
a Virginian or a resident of Baltimore, but whatever you do, remember that
we do not bend the knee. We are something different and new—we are loyal
to the ideals of freedom. We have no time for Parliament’s ignorant demands
for the price of the French and Indian War. We already paid this price in
blood!
Where was Parliament when the people of Roanoke went missing?
Where was the King when Jamestown’s survival was hanging by a thread? I
will tell you: they were safe across the sea. Yet, I have learned an important CREATING CHARACTERS
secret—there are evil forces who walk among us, and feed in the shadows.
There are shadowy threats and enemies within that go unseen. These ‘things’
are alive and want to kill us all. They care little if one is British, or Indigenous,
or even the damned French. It will be up to me and my kin to fight and pay
the ultimate price.

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FRENCH
My ro ot s ru n deep in this New World—I can trace them back to
Jacques Cartier, who surveyed the Gulf of Saint Lawrence. My family’s
beginnings started when the first Europeans stepped foot into Quebec. I can
trace my lineage back to the Huguenots, who sought a new home safe from
the Catholics’ persecution. Like an Acadian, we fled land with my family, and
we carved out a life for ourselves in the New World.
There is simmering anger toward the Loyalists and their ascension to the
status of world power. You can see the self-made trap that they are about to
walk into. If war comes to the New World, it’s a chance for France to strike
a blow and weaken our long-standing enemy. Though my country may not
CREATING CHARACTERS

be public with its support, I offer it in secret from the shadows. But there are
whispers of something else hiding among them. I fear there is an inhuman
foe to face, one which will force us to befriend our enemies to fight against
the shadow.

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INDIGENOUS
My p eopl e h av e always been here, but we are not one people. The
Europeans—outsiders—see my people as children and, at worst, obstacles to
run roughshod over. They all bring disease and their backward ways. Some of
us have learned to adapt to European society, using it for our shared economic
advantage. Yet, while our people debate, it is the young ones who pledge to
fight on whichever side promises more.
Despite the side we choose, the European’s promises are temporary and
often broken. What they don’t realize is that there is a greater enemy. It is one
who walked the land before all our people did. It is a sinister evil, one who
feeds upon the unaware and whispers sweet words of venom. They speak with CREATING CHARACTERS
serpents’ tongues from the darkness and show no fear of the other evils that
lurk in the periphery. They are the true enemy and threaten us all.

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MULTI C ULT UR A L
W e m ay h av e been taken in by French settlers or raised among Indigenous
communities. We are also sometimes from Colonial birthright, born as a Black
person in the British Empire. Maybe we are Spanish by blood but French
in name. Or even born in the Caribbean from a Scotsman dropped in the
middle of a forgotten spot, I was made from many experiences. The situations
of others do not devalue my own experience. I recognize these different
parts of myself, and in doing so, I’m able to celebrate the me they blended
to become.
There are plenty of people around me who think the stories of the shadow
people wandering the forgotten boweries are mere myths, but I know from
CREATING CHARACTERS

one side of my life that they aren’t. The shadows are real, they take many
shapes, and their presence has existed in stories and songs across every culture
who lives in this New World. I will show you that no matter whose womb you
were born from, the nation you lay claim to or the king you kneel before, that
none will escape the oncoming storm.

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SPA NISH
I a m S pa ni s h, w h eth e r I was born in New Spain or arrived here from
the motherland. The New World is ours, and it is one which my people came
to first and mined her riches. Did England or France pay the price we gave in
blood? Did they map uncharted lands filled with danger? Did they suffer the
illness that killed many of our own? No. We Spanish are tied to this land by
birthright, and it is this land I will fight for.
Despite this, there is growing darkness that the priests have warned
against. It is something that our Indigenous allies whisper in hushed tones. I
have seen this evil . . . or at least glimpsed it. Their eyes glow from the shadows,
and their chants carry upon the night’s wind. They are a shadow which our CREATING CHARACTERS
grandparents fought against in the Old World and stole away in our ship
holds to come to the New World. They hide in forests, among swampy depths
of the south and on islands throughout the Caribbean. Winning is out of the
question; survival is the only thing we can hope for.

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STEP 5 : ARCHETYPE
& PROFESSIONS LIST
It’s essential to know who your character is and what
occupation they have practiced for most of their life
because of their upbringing or choice made at an early
age. An Archetype categorizes similar Professions
together, imprints a unique ability upon your character
and determines what their starting Profession is in the
Basic Tier.
Determine your Archetype now, but don’t record
it. Consulting the related Archetype Tables, record
your wares & weapons, starting money and randomly
determine a related Archetype Trait. You’ll determine
your Archetype’s related Profession after this step.
D100 ARCHETYPE

1 to 12 Commoner
13 to 26 Frontier
27 to 41 Intellectual
42 to 57 Lawbreaker
58 to 72 Mage
73 to 86 Urbane
87 to 100 Warrior

OTHER CULTURES ARCHETYPE: COMMONER


While we’ve presented the most common cultures Professions of this Archetype are typically run-of-the-
from the American Revolutionary War, you can work mill people, taking on regular jobs. Their occupations
with the Historian to introduce other cultures or may vary by culture, but they live by the philosophy
Indigenous member nations that best fit the vision that hard work will ensure a bountiful, healthy and
you have for your character.The Additional Languages productive life.
table is a great place to start! Remember: cultures do
not impart attribute changes but will inform their STARTING WARES,
CREATING CHARACTERS

three starting languages. English must be one of those WEAPONS & MONEY
starting languages unless the Historian and players K Backpack, Bandages (3), Blackpowder w/
have a different story in mind to tell together. Bullets (18), Candles (9), Fowler musket, Knife,
Laudanum, Set of inferior clothes, Smelling salt
and Tincture 
IDENTITY
This game asserts no mechanical differences based on
K 22 pence (p)
gender. This is because gender is a diverse experience
and, just as in actual life, gender is fluid and shifts as
people age and learn. Pick your character’s identity and
write it down on the character sheet.

David Chronister (order #31360124)


№ 27

D100 COMMONER TRAIT

1 to 10 Its Own Reward THREATS—A GENERAL TERM which


11 to 20 Jack Of All Trades includes NPCs, creatures and other non-hostile
21 to 30 Keep It Simple entities in FLAMES OF FREEDOM—are always
classified by one of these types: Abyssal, Animal,
31 to 40 Low Profile
Beast, Humanoid or Supernatural. Humans and
41 to 50 Makeshift Tools player cultures are always classified as Humanoid.
51 to 60 Nose To The Grindstone
61 to 70 Salt Of The Earth
71 to 80 Show The Heels MAKESHIFT TOOLS

81 to 90 Skeleton Key I’ve got a real ‘get ’er done’ attitude and don’t tarry over the
details.
91 to 100 Work, Work, Work
Effect: You can construct any tool smaller than an ox
with materials you have on-hand without fail. After
ITS OWN REWARD using the tool once, roll a 1D6 Chaos Die. On a result
Nothing in life that’s worth anything is easy. of face ‘1-5,’ nothing happens. On a result of face ‘6,’ the
tool breaks and its user suffers 2D10+2 Peril.
Effect: You never suffer Peril because of failed or
Critically Failed Toughness Tests.
NOSE TO THE GRINDSTONE

JACK OF ALL TRADES I always say, “When the going gets tough, the tough get going.”
I’ve always had a knack for learning. Effect: Whenever you triple the time required to make a
Skill Test, ignore Peril Condition Track penalties when
Effect: Add +5% Base Chance to any Skill you don’t
calculating Total Chance for success.
have a Skill Rank in.
SALT OF THE EARTH
KEEP IT SIMPLE
My beginnings were humble, and people readily forgive my
A famous man once said, “Those who expect to reap the blessings
transgressions.
of freedom must undergo the fatigues of supporting it.”
Effect: Whenever you fail a Bargain or Rumor Test, re-
Effect: When in combat, you never gain Conflict
roll to generate a better result (but you must accept the
because of failed and Critically Failed Skill Tests, nor
outcome).
from Injuries.
CREATING CHARACTERS
SHOW THE HEELS
LOW PROFILE
It’s better to run and survive than to stay behind to die.
I try to stay out of other peoples’ way by keeping to myself.
Effect: Whenever you Charge or Run, add +6 yards to
Effect: All threats classified as Humanoid (including
Movement on foot.
player cultures) suffer a -20% Base Chance to hit you
until you initiate violence toward them or their allies.
SKELETON KEY
To call me overprepared is a vast understatement; I’m ready
for anything you throw my way.
Effect: Providing you can narratively justify it, you can
substitute any Primary Attribute in place of another
when making a Skill Test.

David Chronister (order #31360124)


№ 28

WORK, WORK, WORK A TALL TALE


There’s always something left to do during the day, some tasks I was born ‘bigger’ than most others—what big means is
left incomplete. relative, I suppose.
Effect: You do not suffer the ill-effects of Peril until Effect: Are you abnormally short or extraordinarily
you are at ‘Ignore 3 Skill Ranks’ on the Peril Condition tall? Choose one. If Tall, you automatically inflict
Track. Moderate Injuries when fighting bare-handed in
combat, but permanently reduce your Initiative by -1.
ARCHETYPE: FRONTIER If Slight, permanently add +1 to your Damage Threshold,
Professions of this Archetype typically live on the but you cannot use two-handed melee weapons. When you
fringes of urban society and in the frontier lands. They come to determining stature, select the aforementioned size.
make trade off the bounty the land affords them, hiring
themselves out as surveyors and protecting others. DIAMOND IN THE ROUGH
Be at war with your vices, at peace with your neighbors and
STARTING WARES, let every new year find you a better person.
WEAPONS & MONEY
Effect: Immediately after you suffer Damage from a
K Bandages (3), Blackpowder w/Bullets (18), melee or ranged weapon, spend a Coin to ignore it.
Camping kit, Hatchet, Hunting bag, Musketoon,
Laudanum, Set of inferior clothes, Smelling salt
FORTUITOUS OUTCOMES
and Tincture 
Touched by the darkness, but yet, I persist.
K 33 pence (p) Effect: Whenever you gain an Affliction, immediately
gain one Belief Rank. You’ll learn more about Afflictions
D100 FRONTIER TRAIT in Article 8: Healing, Hazards & Horror.
1 to 10 A Tall Tale
FRONTIER-WALKER
11 to 20 Diamond In The Rough
I have learned the most important lesson of traveling in the
21 to 30 Fortuitous Outcomes wild—leave no evidence, extinguish the fire and stagger ones’
31 to 40 Frontier-Walker steps to avoid being found. 
41 to 50 Gut Founded Effect: When moving through uninhabited rural areas,
51 to 60 Hands Of A Healer you leave no trace of your passing and cannot be found
with Skills or Spells.
61 to 70 Hit The Hay
71 to 80 Shadows Begone GUT FOUNDED
CREATING CHARACTERS

81 to 90 Sleep Tight Whether I’m in the frontier or the cold climes of New France,
91 to 100 To The Bitter End I always find a way to survive.
Effect: In rural areas, you can always provide yourself
with food and water to live on, never suffering from the
effects of Starvation.

HANDS OF A HEALER
I have medical stigmata on my hands, and these have been
present in our family.
Effect: Whenever you fail or Critically Fail a Heal Test,
spend a Coin to turn it into a Critical Success.

David Chronister (order #31360124)


№ 29

TO THE BITTER END


Those that can have patience can have what will be.
Effect: Whenever rolling to determine which Injury you
suffer, roll twice and choose the preferred results. 

ARCHETYPE: INTELLECTUAL
Professions of this Archetype are learned, lettered and
understand the value of the written word. They are of
higher means, malleable and socially mobile.

STARTING WARES,
WEAPONS & MONEY
K Bandages (3), Blackpowder w/Bullets (18), Book
(one topic), Flintlock pistol, Knife, Laudanum,
Set of average clothes, Smelling salt, Tincture
and Writing kit
K 33 shilling (s)

D100 INTELLECTUAL TRAIT

1 to 10 By The Book
11 to 20 Chaos Is A Ladder
21 to 30 Encyclopedic Memory
31 to 40 Enfant Terrible
HIT THE HAY
41 to 50 Fit As A Fiddle
I can sleep anywhere: on the road, in the back alley and even
51 to 60 Hold On A Moment
with one eye closed on horseback.
61 to 70 Knowledge Is Power
Effect: You only need three hours of Sleep to restore
your Peril Condition Track. In addition, you are always 71 to 80 Logician
restored to Unhindered after Sleeping, even in unsafe 81 to 90 Stiff Upper Lip
places or when traveling. 91 to 100 Tongue-Lashing
CREATING CHARACTERS
SHADOWS BEGONE
I was born with a gift, one that runs deep in our family. BY THE BOOK

Effect: You treat Total Darkness as if it is Perfect Light, There is a process and a procedure to everything.
able to see in the dark. Effect: You treat all Special Skills as Common Skills.

SLEEP TIGHT CHAOS IS A LADDER


While the hand of a Barber or laudanum would be appreciated, In moments of violence, I can sense an opportunity.
I generally get by on my own. Effect: Whenever combat begins, you always gain the
Effect: Whenever you awaken from six hours of Sleep, benefits of Surprise on your first Turn.
you move one step up the Damage Condition Track
positively.

David Chronister (order #31360124)


№ 30

ENCYCLOPEDIC MEMORY KNOWLEDGE IS POWER


I can absorb numbers and cipher at an alarming rate. My words may be frightening, yes, but that’s precisely the
Effect: When attempting to recall written numbers or point.
copy content, you automatically succeed at the Skill Test. Effect: When you succeed at an Education Test, spend a
Coin to provoke Stress in one foe who can see and hear
ENFANT TERRIBLE you clearly.
My ways may be unorthodox and shocking, but it gets things
done. LOGICIAN

Effect: Whenever someone fails an Intelligence-based I’ve learned the patterns of magic and can break it down into
Skill Test, you can interject and have them re-roll using simple arithmetic.
your Base Chance without spending Coins. However, Effect: You may substitute Education when it comes to
they gain 3 Conflict. Resisting Spells and Spell-like effects.

FIT AS A FIDDLE STIFF UPPER LIP


“Cleanliness is next to godliness,” as they say. I’m just biding my time until the moment is ready to strike.
CREATING CHARACTERS

Effect: You are immune to Smallpox. Whenever you are Effect: When in a social situation, you never gain
exposed to an Ailment, sacrifice one Determination to Conflict because of failed or Critically Failed Skill Tests.
become immune to it.
TONGUE-LASHING
HOLD ON A MOMENT As you grace death’s door, let me enumerate the ways in which
Surely, we can find a way out of this mess that’s both beneficial you’ll be tormented . . .
for you and us . . . Effect: Whenever you inflict an Injury, your foe moves
Effect: Foes will never attack you on their first Turn of one step down the Peril Condition Track negatively
combat. if they suffer a Moderate Injury; two steps down if a
Serious Injury; or, three steps down if a Grievous Injury.
This only works on foes who can see and hear you clearly.

David Chronister (order #31360124)


№ 31

ARCHETYPE: LAWBREAKER ENTREPRENEURIAL SPIRIT


Professions of this Archetype are typically oath breakers Flattery will get me everywhere.
or on the run from something or someone. They deal in
Effect: Whenever you succeed at Skill Test to cheat, lie
lies, steal from the unwary and rabble-rouse to earn their
or steal, roll a D6 Chaos Die. If it lands on face ‘6,’ move
keep, and with nothing to lose, they have little to fear.
one Coin from one Pool into another Pool.
STARTING WARES,
FAKE IT TILL I MAKE IT
WEAPONS & MONEY
I’m good at pretending; it does what it says on the tin.
K Antidote, Bandages (3), Blackpowder w/Bullets
(18), Knife, Laudanum, Set of dark clothes, Effect: You never suffer the effects of Critical Failures in
Smelling salt, Tincture, Tobacco (3) and Turn- Skills you don’t have Skill Ranks in.
out pistol
MOSTLY HARMLESS
K 11 pence (p)
If I just lie here and pretend to be hurt, they’ll think I’m dead
or at worst harmless . . .
D100 LAWBREAKER TRAIT
Effect: Add +1 to your Damage & Peril Thresholds.
1 to 10 Better Lucky Than Good
11 to 20 Dead To Rights TAKE A MULLIGAN

21 to 30 Entrepreneurial Spirit If at first I don’t succeed, I’ll try, try again.


31 to 40 Fake It Till I Make It Effect: Whenever you spend a Coin to re-roll a Skill
Test and fail, re-roll a final time (but you must accept the
41 to 50 Mostly Harmless
results of this final roll).
51 to 60 Take A Mulligan
61 to 70 Treachery TREACHERY
71 to 80 Ring Of Truth I’ve learned to read people and know when to act treacherously,
catching them unaware.
81 to 90 Windfall
91 to 100 White Feathered Effect: Whenever you deal Damage against a foe for the
first time, add a 1D6 Fury Die to Total Damage. You can
take advantage of this in combat by switching between
BETTER LUCKY THAN GOOD multiple foes.
Some higher power is looking out for me, thank God.
RING OF TRUTH
Effect: Whenever you spend a Coin to re-roll a Skill CREATING CHARACTERS
Test, if you fail the Test, put the Coin back into your As Thomas Paine said, “Of more worth is one honest person to
respective pool (but you must accept the results of the society and in the sight of God, than all the crowned ruffians.”
die roll). Effect: Add an Assist Die whenever you make Guile Tests.
In addition, you always succeed at Skill Tests to tell lies.
DEAD TO RIGHTS
Snooping, cheating and stealing are my most valuable assets. WINDFALL

Effect: Any Skill Rank you gain in Eavesdrop, Guile and The wheel turns and turns, in favor of the just and the unjust
Skulduggery modify your Base Chance by +15, instead alike.
of +10. Effect: Anytime you generate a Critical Failure, gain a Coin
for yourself. Once spent, discard it permanently. It must be
used before the end of the game session, or else it expires.

David Chronister (order #31360124)


№ 32

WHITE FEATHERED ABRACADABRA


I’m no coward—I am just adept at avoiding the worst of It’s difficult to be discovered if you’re keeping to yourself and
situations . . . particularly when they’re delivered at the end moving among the crowds.
of a musket. Effect: When moving through crowded urban areas, you
Effect: You may flip the results to succeed at Coordination leave no trace of your passing and cannot be found with
Tests to Defend against attacks made with ranged Skills or Spells.
weapons.
ABSOLUTION
ARCHETYPE: MAGE Mine own sins shall be forgotten, for I carry a light which
Professions of this Archetype make use of strange healing cannot be extinguished within.
arts, plumb the depths of the supernatural and study
Effect: You never gain Conflict for actions you can justify
Spells. They come from all walks of life and have sacrificed
to the Historian are religiously or spiritually motivated.
some part of their humanity to further their aims.
DEVIL IN THE EYE
STARTING WARES,
WEAPONS & MONEY I’ve always spoken with the shadows, and they speak to me of
a greater darkness at play here.
K Bandages (3), Blackpowder w/Bullets (18),
Book of Common Spells, Knife, Laudanum, Effect: You can use any Fellowship-based Skill to directly
Overcoat pistol, Set of average clothes, Smelling communicate with Abyssal threats you can see and
salt, Tincture and Writing kit hear clearly. This empathy acts as an all but paranormal
type of communication, the complexity determined by
K 11 pounds (£) the Historian. In addition, you are immune to being
Compelled (a Trait that some threats possess).
D100 MAGE TRAIT
HAND OF GOD
1 to 10 Abracadabra
There’s a power inside of me that I don’t yet understand, but
11 to 20 Absolution
it’s urging me to pick up iron to fight against the shadow . . .
21 to 30 Devil In The Eye
Effect: Any weapon you hold is treated as magically
31 to 40 Hand Of God enhanced for purposes of striking threats that can only
41 to 50 No Illusions be affected by Spells or weapons imbued with it.
51 to 60 Ritualistic
NO ILLUSIONS
61 to 70 Second Sight
CREATING CHARACTERS

Conjurers of cheap tricks cannot persuade me!


71 to 80 Twist Of Fate
Effect: You are immune to mind control and can see
81 to 90 Well-Grounded
through illusions.
91 to 100 Witches’ Mark
RITUALISTIC
I begin my mornings in prayer, giving thanks and offering
succor for the bounty provided.
Effect: Whenever you awaken from six hours Sleep,
make a Resolve Test to pray. If successful, you add +1
to three different Bonus Advances until you rest once
again. These effects are not cumulative day over day.

David Chronister (order #31360124)


№ 33

SECOND SIGHT ARCHETYPE: URBANE


I have a gift that’s been passed down generations; I can see the Professions of this Archetype are typically knitted into social
ghosts that haunt these halls. circles and ingratiate themselves to others with their skills in
bending people to their whim. They are able to weaponize
Effect: With a successful Scrutinize Test, you can detect
words and art for good and as cruel barbs when necessary.
the presence of supernatural phenomena nearby. If you
Critically Succeed this Skill Test, you can accurately STARTING WARES,
track where the phenomena is (as if you were tracking WEAPONS & MONEY
someone using Survival).
K Bandages (3), Blackpowder w/Bullets (18),
Flintlock pistol, Knife, Laudanum, Ledger, Set
TWIST OF FATE
of superior clothes, Smelling salt, Tincture and
I can see where the warp and weft of the world come together, Writing kit
and with a simple tug, I can cause it to come unraveled.
Effect: Whenever you spend a Coin, roll a 1D6 Chaos
K 22 pounds (£)
Die. If the result is face ‘6,’ the Coin doesn’t convert to
the other pool. D100 URBANE TRAIT

1 to 10 Between Two Worlds


WELL-GROUNDED
11 to 20 Dyed In The Wool
I have walked in the world of spirits, and the stain they leave
on others’ souls I am able to simply shrug off. 21 to 30 E Pluribus Unum

Effect: Whenever you suffer from Stress, Fear and Terror 31 to 40 Fostering Community
provoked by threats classified as Supernatural, you do 41 to 50 Level-Headed
not gain Conflict.  51 to 60 People Person

WITCHES’ MARK 61 to 70 Self-Reliant


I carry a terrible gift . . . one that could get me strung from a 71 to 80 Seventh Sense
bridge if discovered.
81 to 90 Titan Of Industry
Effect: Whenever you fail or Critically Fail an Incantation
Test, you may turn it into a Critical Success. You move 91 to 100 Vox Populi
one step down the Peril Condition Track negatively as
a result.
BETWEEN TWO WORLDS
In these streets, I have seen things you couldn’t imagine— CREATING CHARACTERS
things best left unspoken.
Effect: Immediately after you suffer Peril from a threat
classified as Abyssal, Supernatural or other situations
deemed otherworldly, spend a Coin to ignore it.

DYED IN THE WOOL


My ways aren’t capricious; I believe in what I believe.
Effect: Whenever you gain Conflict, decrease the
number you gain by three (to a minimum of 1). This
means that if you gain 6 Conflict, you gain 3 instead.

David Chronister (order #31360124)


№ 34

E PLURIBUS UNUM TITAN OF INDUSTRY


Out of the many, there is one—one union, one strength and My handiwork is unparalleled, and you’ve likely seen my
one that’s strengthened by our diversity. maker’s mark before.
Effect: Whenever you Assist Skill Tests, the ally you’re Effect: Any object you craft with your own hands cannot
helping gains one additional Assist Die. be broken or destroyed by normal means.

FOSTERING COMMUNITY VOX POPULI


“Talk less, smile more” is the best way to navigate the politics Friends, people of Boston, countryfolk—lend me your ears!
of our time. Effect: Treat each Bonus Advance in Fellowship Bonus
Effect: Whenever using social-based Skill Tests, gain [FB] as if it were three times its normal value. This means
two Assist Dice, using the best of all the results you roll. if you had a [FB] 6, treat it as [FB] 18 instead.

LEVEL-HEADED ARCHETYPE: WARRIOR


When it comes to resolving the hardships we’ve wrought, I’m Professions of this Archetype are typically fighters of
less inclined to give in to melancholy. a type, but not necessarily trained in the ways of the
military. Most are not long for this world, as the trades
Effect: At the end of the game session, roll two Conflict
they ply deal strictly in violence as a means to an end.
Dice and choose the preferred results.
STARTING WARES,
PEOPLE PERSON
WEAPONS & MONEY
Don’t call me an effete doodle; I just like rubbing shoulders
K Bandages (3), Bayonet, Bedroll, Blackpowder
with everyone . . . and know what makes them tick. w/Bullets (18), Brown Bess musket, Knapsack,
Effect: You can sway any number of people who can Laudanum, Set of inferior clothes, Smelling salt
clearly see and hear you with Fellowship-based Skill and Tincture 
Tests. This includes actions such as Words As Weapons
in combat.
K 22 pence (p)

SELF-RELIANT D100 WARRIOR TRAIT


I always persevere, despite my circumstances. 1 to 10 Armed To The Teeth
Effect: You never have to spend money on clothing, food 11 to 20 Battle Hymn
or lodging, as you always have enough spare coins to pay 21 to 30 Bite The Bullet
for yourself and stable a horse.
31 to 40 Bloody-Minded
CREATING CHARACTERS

SEVENTH SENSE 41 to 50 Feather In The Cap


I understand how to cultivate relationships and feel for the 51 to 60 Liberty Or Death
possibilities and nuances of societies and their expectations. 61 to 70 Lock, Stock & Barrel
Effect: Whenever you interact with others using 71 to 80 Make A Beeline
Fellowship-based Skill Tests, treat their Social
81 to 90 Set My Sights
Disposition as Helpful. You can learn more about
Dispositions in Article 6: Narrative Tools. 91 to 100 Turn The Tables

David Chronister (order #31360124)


№ 35

ARMED TO THE TEETH


Anything—and I mean anything—I pick up I can turn into
a deadly weapon.
Effect: Add both the Punishing and Vicious Qualities
to any melee weapons you wield.

BATTLE HYMN
Behold, growing strong and revered!
Effect: Whenever you suffer an Injury, immediately
move one step up the Damage & Peril Condition Tracks
positively.

BITE THE BULLET


I power through the pain to get the job done.
Effect: Whenever you suffer an Injury, ignore its effects
until one hour later.

BLOODY-MINDED
Feh, you don’t scare me—I’m just biding my time for the right
moment to strike back.
Effect: You do not flinch from scenes of blood and
viscera, nor gain Conflict because of it.

FEATHER IN THE CAP


I’m a decorated warrior and earned every accolade I wear.
Effect: Immediately gain 1 Determination.

LIBERTY OR DEATH
We fight, get beat, rise and fight again.
Effect: Whenever you would be Slain!, you gain 3 Action
Points that must be used immediately. If you kill the foe CREATING CHARACTERS
who slew you, you are Grievously Wounded instead. 

LOCK, STOCK & BARREL


I’ve got everything a marksman needs to execute a foe at range.
Effect: When you use Fury Dice to determine ranged
weapon Damage, the dice explode on face ‘5–6.’

David Chronister (order #31360124)


№ 36

MAKE A BEELINE PROFESSIONS LIST


When bullets and arrows reign down, I manage to find an Every Archetype has a series of Professions tied to it. As a
out. part of character creation, you’ll begin in one Profession.
Although it is assumed your character has spent most of
Effect: Whenever you Charge, add +3 to your Damage
their life in this career, a Profession is more meaningful
Threshold until the beginning of your next Turn. When
than a simple job. It represents a personal attitude of the
you Run, add +6 instead. This does not stack with the
world at large, their economic fortunes and communal
action of Take Cover in combat.
responsibilities, and lays out a blueprint for abilities
you’ll develop.
SET MY SIGHTS
Don’t fire until you see the whites of their eyes, then fire low!
Effect: Whenever you inflict Damage from a Targeted
Attack, they also suffer an equal amount of Peril. AS YOU CONTINUE in the Basic Tier in your
CREATING CHARACTERS

Profession,you’ll eventually graduate to Intermediate


TURN THE TABLES and Advanced Tiers, taking on new Professions.
I can call upon Providence to alter the course of events, but I You will learn more about how Professions function
dare not abuse Her favor. in Article 3: Professions Pamphlet.
Effect: Whenever a Coin is about to be spent, call out
that you ‘turn the tables.’ The benefit of the Coin doesn’t
take effect, and it is permanently discarded from both
Determine your Profession now, referencing the
pools until the next game session. You can do this once
appropriate Archetype Table. Professions marked with a *
a game session.
beside it gain access to Spells, which you’ll learn more about
later when filling in the details of your Profession. Record
the iconic wares & weapons the Profession gives you.

David Chronister (order #31360124)


№ 37

COMMONER PROFESSIONS LIST

D100 COMMONER PROFESSIONS ICONIC WARES & WEAPONS

1 to 8 Brewer Wagon & Coach horse


9 to 16 Gunsmith Brown Bess musket & Blackpowder w/Bullets (18)
17 to 25 Hired Hand General repair tools
26 to 33 Merchant 10 pounds (£) in various commodities
34 to 41 Midwife Tincture (9)
42 to 49 Publican 1D10+1 pounds (£), 2D10+2 shilling (s) & 3D10+3 pence (p)
50 to 58 Purveyor Cart & Donkey
59 to 67 Servant Pocket watch
68 to 76 Smith Smithing tools
77 to 85 Tailor Tailoring tools
86 to 92 Weaver Weaving tools
93 to 100 Wright Stone-working tools

FRONTIER PROFESSIONS LIST

D100 FRONTIER PROFESSIONS ICONIC WARES & WEAPONS

1 to 8 Animal Whisperer Hunting dog


9 to 16 Boatswain Rowboat
17 to 25 Dispatch Rider Road horse & Horse tack
26 to 33 Farmer Farming tools & Field horse
34 to 41 Greengrocer Provisions (30)
42 to 49 Mariner Scrimshaw tools
50 to 58 Mendicant Cross (superior)
59 to 67 Rambler Spyglass
68 to 76 Road Agent Duck-foot pistol & Blackpowder w/Bullets (18)
CREATING CHARACTERS
77 to 85 Surveyor Surveying tools
86 to 92 Survivalist Selfbow, Quiver & Arrows (18)
93 to 100 Whaler Harpoon & Six yards of rope

David Chronister (order #31360124)


№ 38

INTELLECTUAL PROFESSIONS LIST


INTELLECTUAL
D100 ICONIC WARES & WEAPONS
PROFESSIONS
1 to 8 Architect Drafting tools
9 to 16 Artist Artist’s tools
17 to 25 Barber Surgical kit
26 to 33 Bookkeeper Ledger
34 to 41 Dilettante Snuff & Snuffbox
42 to 49 Diplomat Passport
50 to 58 Engraver Engraving tools
59 to 67 Lawyer Book (law)
68 to 76 Printer Magnifying glass & Reading glasses
77 to 85 Stationer Stamped blank letters (25)
86 to 92 Teacher Microscope
93 to 100 Translator Book (foreign languages)

LAWBREAKER PROFESSIONS LIST


LAWBREAKER
D100 ICONIC WARES & WEAPONS
PROFESSIONS
1 to 8 Counterfeiter Counterfeiting tools
9 to 16 Crook Blackjack
17 to 25 Firebrand Blank pamphlets (10)
26 to 33 Freebooter Large chest & padlock & key (Arduous -30%)
34 to 41 Gambler Weighted dice & Cheat cards
42 to 49 Informant Broadsheet (12) & Magazines (4)
50 to 58 Mutineer Double-barrel pistol & Blackpowder w/Bullets (18)
59 to 67 Partisan Powder bomb (3)
68 to 76 Resurrectionist ‘Quick dig’ wood shovel
CREATING CHARACTERS

77 to 85 Tout Maps: local & regional (9)


86 to 92 Turncoat Red Coat uniform (superior)
93 to 100 Vagrant Cloak (winter)

David Chronister (order #31360124)


№ 39

MAGE PROFESSIONS LIST

D100 MAGE PROFESSIONS ICONIC WARES & WEAPONS

1 to 8 Alchemist * Portable alchemy kit


9 to 16 Apothecary * Portable alchemy kit
17 to 25 Aspirant * Amulet
26 to 33 Braucher * Symbol of faith
34 to 41 Dowser * Divining rod
42 to 49 Folk Healer * Tincture (3) & Tobacco (9)
50 to 58 Fortune Teller * Oracular device
59 to 67 Herbalist * Sacred tool
68 to 76 Mentalist * Stage magician kit
77 to 85 Preceptor * Book (ancient history)
86 to 92 Sin Eater * Holy water (9)
93 to 100 Spiritualist * Spirit board

URBANE PROFESSIONS LIST

D100 URBANE PROFESSIONS ICONIC WARES & WEAPONS

1 to 8 Actor Disguise kit


9 to 16 Bawd Turn-out pistol & Blackpowder w/Bullets (18)
17 to 25 Clergy Holy book
26 to 33 Clerk Blank book
34 to 41 Libertine Opium (9)
42 to 49 Magistrate Screw pistol & Blackpowder w/Bullets (18)
50 to 58 Milliner Mercury (9)
59 to 67 Musician Any musical instrument
68 to 76 Politician Powdered wig and Parisian fashion clothing
CREATING CHARACTERS
77 to 85 Tax Collector Small chest & padlock w/key (Standard +/-0%)
86 to 92 Town Crier Young colt, Bit & saddle
93 to 100 Writer Book (fiction) & Writing kit

David Chronister (order #31360124)


№ 40

WARRIOR PROFESSIONS LIST

D100 WARRIOR PROFESSIONS ICONIC WARES & WEAPONS

1 to 8 Auxiliary Dutch longpistol & Blackpowder w/Bullets (18)


9 to 16 Cavalry Horse tack & Turf horse
17 to 25 Deserter Blunderbuss & Blackpowder w/Bullets (18)
26 to 33 Fur Trapper Pennsylvania longrifle & Blackpowder w/Bullets (18) 
34 to 41 Grenadier Fused grenade (6)
42 to 49 Guerilla Girardoni air rifle & Blackpowder w/Bullets (18)
50 to 58 Lamplighter Lantern & Oil (9)
59 to 67 Militia Hanger sword
68 to 76 Officer Cavalry sabre
77 to 85 Privateer Boarding axe
86 to 92 Regular Infantry sword
93 to 100 Tracker Gunstock club

STEP 6 : PHYSICAL APPEARANCE STYLE


The game world is populated by a diverse, rich tapestry The fashion stylings in 1776 are complex and varied,
of people of various body types, skin tones and styles best told in Article 10: Life During Wartime and Article
of dress. As with age, a character’s physical appearance 11: Indigenous Nations. For now, reference this table to
has no bearing on game mechanics. If you end up with give you a quick overview of how your character tends to
unusual results, simply choose those that best fit the dress. Determine your style now.
vision you have for your character.
D100 STYLE

STATURE 1 to 33 Shabbily
Determine your stature now. 34 to 67 Modestly
D100 STATURE 68 to 100 Fashionably
1 to 33 Slight
34 to 67 Average EYES
Determine your eyes now.
CREATING CHARACTERS

68 to 100 Tall
D100 EYES

BUILD  1 to 4 Big blue


Determine your build now. 5 to 8 Bright hazel
D100 BUILD 9 to 12 Dark, deep-set
1 to 33 Lean 13 to 16 Dark, soulful
34 to 67 Normal 17 to 20 Dreamy hazel
68 to 100 Stocky 21 to 24 Emerald green

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D100 EYES

25 to 28 Fiery dark
29 to 32 Grass green
33 to 36 Green, wistful
37 to 40 Icey blue
41 to 44 Innocent blue
45 to 48 Intelligent grey
49 to 52 Intense hazel
53 to 56 Keen grey
57 to 60 Kindly blue
61 to 64 Large green
65 to 68 Large hazel
69 to 72 Mournful brown
73 to 76 Shrewd hazel
77 to 80 Small brown
81 to 84 Soft green
85 to 88 Startling grey
89 to 92 Stormy grey
93 to 96 Thoughtful grey
97 to 100 Unblinking blue
D100 STYLE

1 to 16 Braided
HAIR
17 to 33 Curly
Determine your hair now by rolling twice now,
combining length, style & color on your character sheet 34 to 50 Natural
(e.g. short textured brown). 51 to 67 Straight
D 100 LENGTH 68 to 83 Textured
CREATING CHARACTERS
1 to 16 Cropped 84 to 100 Wavy
17 to 33 Long
D100 COLOR
34 to 50 Medium
1 to 16 Auburn
51 to 67 Near shaved
17 to 33 Black
68 to 83 Short
34 to 50 Blonde
84 to 100 Very long
51 to 67 Brown
68 to 83 Grey
84 to 100 Red

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MARK 
Every character has a distinguishing mark; a physical
affectation that they’re remembered by. Determine
your mark now.

D 100 MARK D100 MARK D100 MARK D100 MARK

1 A bald patch 27 A scarred face 51 Chickenpox scars Prominent


77 wrinkles
2 A big forehead A serious Constant
28 underbite 52 congestion Purple
3 A bulbous nose 78 birthmarks
29 A small nose 53 Crooked teeth
4 A cherubic face Rancid breath
79
30 A square jaw 54 Dimples
5 A Cheshire grin Red cheeks
80
31 A thin nose 55 Droopy eyelids
6 A cleft lip Rotting teeth
Excessive body 81
32 A torn ear
7 A clubfoot 56 hair Ruddy cheeks
82
33 A turned-up nose
8 A crooked nose Facial paralysis Scarified skin
57 83
34 A visible tattoo
9 A double chin Flatulent Several moles
58 84
35 A wide grin
10 A freckled face Gangly arms Short legs
59 85
36 A widow’s peak
11 A gaunt face Grimy fingernails Skin tags
60 86
37 A winning smile
12 A Glasgow smile Hookworm Sleepy eyes
87
38 Acne scars 61 rashes
13 A gravelly voice Sloping shoulders
88
39 An aquiline nose Jaundice
14 A lazy eye 62
89 Slouchy posture
An ominous Keloid scars
15 A leering sneer 40 63
birthmark 90 Small hands
A lightning- 64 Large hands
16 An unfriendly 91 Smallpox scars
strike scar 41 smile Long fingers
65
92 Squinting eyes
17 A long gait Bad acne Luxurious hair
42 66
93 Stumpy legs
18 A long neck Balding pate Mismatched eyes
43 67
94 Stilted speech
19 A mark of shame Beauty mark Missing teeth
44 68
95 Sunburned skin
A missing Bloodstained Patchy skin
20 69
eyebrow 45 clothes 96 Sweat profusely
70 Patchy white hair
CREATING CHARACTERS

21 A missing finger Broad shoulders Thick, luscious


46 97
71 Perfect posture eyelashes
22 A narrow face Broken teeth
47
72 Perfect skin 98 Unkempt hair
A persistent Bruised skin
23 48 Wind-chapped
cough 73 Perfect teeth
Bushy eyebrows 99 cheeks
49 Permanent
24 A pierced ear
Chapped lips 74 makeup Wooden dentures
50 100
25 A pot belly
75 Plump lips
26 A red birthmark
76 Pockmarked skin

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STEP 7: PERSONALITY TRAITS & CONFLICT


Morally grey choices and the depths to which people YOUR BELIEF
will plunge to see their goals come to fruition will all Your Belief represents a strength that refuses to be
weigh against a character’s mind. The ensuing internal extinguished and something you strive to idealize. In the
tug-of-war is reflected by two simple, understandable course of gameplay, it is your Belief that leads you to gain
personality traits: your Belief and Flaw. Determination. Determine your Belief now.

D100 BELIEF DESCRIPTION

1 to 3 Achievement Completing something worthy of remembrance is an honor due to my well-lived life.


Personal achievements are significant, but leading others to achievement changes the
4 to 6 Authority
world.
Free will is our original and most precious gift, and I intend to cherish it for the rest of
7 to 9 Autonomy
my days.
They will speak of glory and legacy; I believe beauty is the most authentic and passionate
10 to 12 Beauty
pursuit.
13 to 15 Community Alone, we are fallible, but we can accomplish anything as a society by helping each other.
Life is hard and cruel, and it is my responsibility as a moral person to provide the balm,
16 to 19 Compassion
through comfort and kindness.
I believe that conquering one’s problems is mostly accomplished by boldly facing one’s
19 to 21 Courage
problems.
War will decide borders, and laws will choose leaders, but our works of art will define us
22 to 24 Creativity
as who we indeed are.
25 to 27 Curiosity Knowledge and achievement can be elusive, but the pursuit of these is open to us all.
We are defined by a purpose, a role we all must play. To try and deny what fate plans for
28 to 30 Destiny
me is a disservice.
The world deserves a drastic, fundamental shift toward something new, and I will help
31 to 33 Evolution
bring it about.
A greater entity guides my path and my salvation, and I trust in them to guide me to my
34 to 36 Faith
purpose.
I have sworn an oath to take care of my family, and this kinship bond steadies my home
37 to 39 Family
as much as brick or stone. CREATING CHARACTERS
Chosen bonds are strong as iron, and I will fight alongside my friends to the end of the
40 to 42 Friendship
world.
Tales will be told of the deeds great people accomplished, and my name will be
43 to 45 Glory
prominently listed among them.
I aspire to be better each day than the last, a path upon which I will stumble, but one
46 to 48 Growth
that will always lead home.
The foundation of virtue is to be truthful, and it is my responsibility to honor the trust
49 to 51 Honesty
others place in me.
My deliberations with others are built on a foundation of fairness, a code I follow with
52 to 54 Honor
friend and foe alike.

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D100 BELIEF DESCRIPTION


Every achievement is built on the backs of those before me, and to boast of my deeds is
55 to 57 Humility
to diminish them and myself.
A light heart will carry me to the clouds and beyond . . . the great marvels and pleasures
58 to 60 Joy
of this world give me meaning.
What we as a people have made wrong, it is my duty to set right. All folk should get
61 to 63 Justice
what they deserve, for better or ill.
My pursuit has always been to learn the unknown, and to have those great discoveries to
64 to 66 Knowledge
determine my legacy.
Decisions on the scale are complicated, and the morass of grey in the middle is not the
67 to 69 Logic
stuff of religious texts.
Are lonely days worthy of living at all? My heart yearns for the day it can be gifted to
70 to 72 Love
the one who will set me free.
My peers’ respect is of tremendous importance to me, and to earn that is worth a
73 to 75 Recognition
lifetime of toil.
To know that I am relied upon with serious tasks intended for only the most studious is
76 to 78 Responsibility
the highest honor.
What was taken from me can never be replaced. But, I can certainly take something in
79 to 81 Retribution
return or die trying.
The way of righteousness is to give of yourself so that others may live, and I aim to fulfill
82 to 84 Sacrifice
that creed daily.
D100 BELIEF DESCRIPTION
Peace is achieved through demonstrated strength. Let my strength serve as a challenge
85 to 87 Security
to those who dare us.
A healthy body is nothing if the spirit starves. I strive to commune and find answers
88 to 90 Spirituality
through prayer or meditation.
91 to 93 Tolerance I endeavor to fight for the rights of those who are marginalized by society.
94 to 97 Truth The pursuit of truth is a challenging blend of honesty, logic and spirit. 
The harshest lessons have come at the expense of pain. Strife and struggle will grant me
98 to 100 Wisdom
foresight.
CREATING CHARACTERS

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YOUR FLAW 
Conversely, you are troubled by a Flaw: a personal weakness that comes to the fore in stressful times, leading you to
act in your worst interests. In the course of gameplay, it is your Flaw that leads you to gain Afflictions. We’ll talk about
Afflictions in further detail below. Determine your Flaw now.
D100 FLAW DESCRIPTION
I am so terrified of certain situations that I can’t stop thinking about them, leaving me
1 to 3 Apprehension
frozen for a moment whilst others act.
So much of my value is in my fragile self-worth . . . and I can’t help but let others know
4 to 6 Arrogance
how great I am.
I have unusual appetites and behaviors that I find sometimes difficult to control. I try to
7 to 9 Avarice
hide these if at all possible.
I don’t read social cues well and come off as inconsiderate. I call myself honest; others
10 to 12 Callousness
call me a donkey’s ass.
I have a terrible tendency to forget what I’m doing or working on . . . I just get so
13 to 15 Carelessness
focused.
I might talk a big game, but when it’s time to take action, I’m incapable of doing so for
16 to 19 Cowardice
fear of failure.
Whether it be to derive sympathy or only gratification from pain, I find satisfaction in
19 to 21 Deviance
suffering.
22 to 24 Disloyalty I owe no fealty to others and am always looking for a better deal and greener grass.
I strongly dislike being told what to do. I may choose a path I wouldn’t if simply to spite
25 to 27 Disobedience
others.
I will compulsively lie to get what I want, either not knowing or uncaring about those
28 to 30 Duplicity
who get hurt in the process.
Others have possessions, titles and notoriety that are rightfully mine, and the thought of
31 to 33 Envy
it just makes me sick.
I am told I am joyless company because I do not enjoy the japes and tomfoolery of idle
34 to 36 Formality
minds. We have work to do!
Those who have wronged me have lit a fire in my heart. My seething distaste
37 to 39 Hatred
overwhelms my reason.
I give excellent advice but don’t always know how to apply it myself. Sometimes this is
40 to 42 Hypocrisy
innocuous, sometimes a betrayal.
CREATING CHARACTERS
I call myself a person of action, while others would call me impetuous and twitchy. I
43 to 45 Impatience
prefer action to words.
I don’t think it’s my job to show respect for others’ faiths and go out of my way to let
46 to 48 Impiousness
them know it.
I find reasons to make every single possible decision difficult and will debate them all
49 to 51 Indecisiveness
endlessly. I can see all the angles.
I become frustrated with a fit of quick-to-spark anger when even the slightest irritation
52 to 54 Irritability
breaks my focus.
Whether it’s a cycle of self-defeat or something more mystical, I expect failure, so I
55 to 57 Jinxed
continually harvest it.

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D100 FLAW DESCRIPTION


So much of this frontier life is simply toil. I don’t understand the rush, as the work will
58 to 60 Laziness
be there tomorrow.
I will use trickery and emotional leverage on those close to me to make them feel how I
61 to 63 Machiavellian
want.
I want to cause pain to those who stand between me and my goals. I enjoy the feeling of
64 to 66 Misanthropy
inflicting power on others.
67 to 69 Naivete I trust people when they tell me things and believe they have my best interests at heart.
Once you’ve had the finer things in life, it’s acceptable to be discerning. Why settle for
70 to 72 Petulance
an inferior quality of life?
73 to 75 Pride I refuse to tarnish my dignity, no matter what outcome it might protect.
As long as I make a choice, that action cannot fail, even if unreasonable. Commitment
76 to 78 Recklessness
over deliberation, I say.
I am unable to brook stupidity. If I am uncomfortable in a conversation, I will make sure
79 to 81 Sarcasm
they are, too, with caustic wit.
My own regard has to come above all others. Who else will look out for me, if not
82 to 84 Selfishness
myself?
All of our books speak of omens and warnings, and I’d prefer to be cautious, thank you
85 to 87 Superstitious
very much.
I will not do justice to those who have wronged me or my kin but instead punish those
88 to 90 Vengeful
responsible tenfold.
My anger is a bold and bright flash when it strikes. People will get hurt . . . sometimes
91 to 93 Vexation
even those I don’t intend.
The things I have earned—such as trinkets and power—belong to me. I am disinclined
94 to 97 Yearning
to share them with others.
I do not believe that others take their faith seriously enough. I feel that salvation requires
98 to 100 Zealotry
total devotion and that I can give.
CREATING CHARACTERS

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U si n g
CONFLICT TRACKER
th e e x a mpl e from Step 3:
Characters will make morally ambiguous choices, be put
Determination & Secondary Attributes, a
in situations where there is no clear right or wrong answer
character has murdered a Red Coat in the Green
and will fall prey to their worst fears. Your character will
Dragon Tavern. No matter how grim & perilous
face at least one problem of this type during a game
the game is, murder is still murder. The Historian
session. Based on your choices and the outcome, the
deems that the character who killed the Red
Historian will give you a certain number of Conflict.
Coat captain gains 6 Conflict, while the other
Looking at the character sheet, you’ll see Conflict sits
characters gain 3 Conflict for being accomplices.
right in the middle of both your Belief & Flaw. This is
the Conflict Tracker and is the tool you’ll use to track
whether your character is pulled toward their Belief or END OF SESSION RESULTS
Flaw by the end of a game session.
Conflict builds during a game session and will pull you
V e r i ty
toward one of your personality traits by the end. At
Trow br i d g e h a s captured a group
the end of every session, the Historian will roll a 1D10
of Red Coats. Five of the Red Coats give up and
Conflict Die to see if the effects scar your character
toss their muskets down, while the sixth Red Coat
(converting into Flaw Ranks) or if they become more
runs away to alert others of the Rebel presence.
resolute (converting into Belief Ranks): 
There are few choices: does Verity shoot the Red
Coat in the back, killing them before the fleeing K If the Conflict Die result is equal to or lesser than any
soldier can alert others? Will she put a knife to Conflict earned, mark one Flaw Rank on the Conflict
one of the captured Red Coat’s throats to warn Tracker.
the other Red Coat to stop running? Will Verity
take flight before the Red Coat comes back
K If the Conflict Die result is greater than any Conflict
earned, mark one Belief Rank on the Conflict Tracker.
with reinforcements? There is no right or wrong
answer, and these hard choices represent how K If you gained zero Conflict, you choose: mark one
the Historian would bestow conflict. Belief Rank or one Flaw Rank.
However, if you gain more than 10 Conflict in a
GAINING CONFLICT game session, you automatically gain one Flaw Rank
and must roll against the remainder to see if you gain
The Historian determines the exact number of
additional Flaw Ranks. It is entirely possible to gain two
points of Conflict your character gains during a
or more Flaw Ranks in a single game session.
game session. This is all based on the playstyle the
R ic h a r d’s c h a r acte r ac c umul ate d 12
Historian is using for the adventure: Supernatural
Horror, Occult Mystery or High Action. Each
Conflict in one game session. He automatically CREATING CHARACTERS
playstyle has its own frameworks the Historian
gains one Flaw Rank, and the Historian rolls
will reference when giving out Conflict (covered
a 1D10 Conflict Die against the remaining 2
more thoroughly in Article 13: Historian’s Secrets).
Conflict to see if he gains an additional rank.
Depending on the severity of the situation,
Fortunately, the Historian rolled a 3 on the
your character will gain anywhere between 1 to
Conflict Die, so it does not result in another
10 Conflict. The more situations your character
Flaw Rank.
faces in a session, however, the more Conflict you
potentially gain. Finally, only player characters
After rolling, erase the amount of Conflict you
gain Conflict and benefit from Determination.
gained that game session, resetting it at zero for the next
game session.

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REACHING 10 BELIEF RANKS


Once you have marked 10 Belief Ranks, you gain one
Determination (as described previously in this article).
Update your Determination value and modify the
Damage Condition Track. Finally, reset your Belief
Ranks to 0 (unless you have permanent ranks) on the
Conflict Tracker.

YOUR CHARACTER CANNOT have


more than 6 Determination. If you ever gain 7
Determination, you’ll remain at 6 and mark a
permanent Belief Rank in its place.

REACHING 10 FLAW RANKS


Once you have marked 10 Flaw Ranks, you gain a
permanent Affliction: an impairment that also bestows a
survival strategy, arising out of the horrors you’ve endured.
Assignment of an Affliction is handled between you and
the Historian, with consideration to your character’s story
arc, and always at the end of the game session. Further
details for Afflictions can be found in Article 8: Healing,
Hazards & Horror. Update your character sheet with the
Affliction. Finally, reset your Flaw Ranks to 0 (unless you
have permanent ranks) on the Conflict Tracker.

THERE ARE RARE cases where you may


gain permanent Flaw Ranks. If you ever have
CREATING CHARACTERS

10 permanent Flaw Ranks, you must retire your


player character as an NPC.

There is no upper limit to how many times Belief &


Flaw Ranks are moved and reset, outside of the Historian’s
approval. They continuously oscillate in both directions
as the story plays out, blossoming into additional
Determination or manifesting into new Afflictions.

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STEP 8 : RATIFY YOUR CHARACTER


By now, you’ve learned that randomly generated
characters break down traditional stereotypes you may
have about the period. Some of these results may feel
at odds with one another. After all, why would a Black
Milliner align themselves with an Indigenous Actor
and a British Turncoat? Shared hardship can cultivate
camaraderie during adversity while underscoring the
importance of diversity in character makeup.

YOUR CHARACTER’S NAME


Decide on a name for your character, and sign it at the
top of the character sheet.

FINAL PREP
Before gameplay begins, flip to the articles ahead to fill
in these final details on your character sheet:
K Find your Profession in Article 3: Professions
Pamphlet and write in the effects of the paired Trait &
Quirk. Also, your Profession has 10 Skill Ranks listed
in a table called Abilities. Mark every Skill Rank it
provides by filling in the circle on your character sheet.
Each Skill Rank gives you a +10% Base Chance to use
that Skill.
K Find your wares & weapons in Article 5: Wares &
Weapons and write in the details.

K As a group, head to Article 6: Narrative Tools to learn


how to begin and end a FLAMES OF FREEDOM
game session. It’s time to play!

CREATING CHARACTERS

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Article  3
P RO F E S S I O N S
PA MPH L ET

PROFESSIONS PAMPHLET
Y our c h a r acte r h a s sp e n t mo st o f th e i r l i f e i n th e i r sta rti n g P ro f e s sio n
b u t h a s not m a ste r e d a l l o f i t s abi l i ti e s . A f te r su rv iv i n g th e wor l d ’ s m a n y

hor rors , u n r av e l i n g c o n spi r aci e s a n d dr iv i n g away s e rva n t s o f th e o c c ult,

yo u w i l l ga i n n ew abi l i ti e s a n d mov e i n to n ew P ro f e s sio n s .

EARNING REWARD POINTS BASIC TIER


Success is as essential as failures are in a grim & perilous As mentioned before, a Tier is a measurement of
game. As you adventure, your character earns Reward mechanical competence, reflecting a character’s
Points (RP from here on out). They are awarded to you experiences throughout the story. There are three Tiers—
for role-playing your character’s personality, surviving Basic, Intermediate and Advanced Tiers. Characters
and participating in the story. Once earned, you can begin gameplay in Basic Tier.
spend RP to gain mechanical benefits from your
Profession, called Profession Abilities. SPENDING RP &
There are three distinct ways players will earn RP. COMPLETING BASIC TIER
We’ll talk more in-depth about earning RP in Article Refer to the Profession Abilities: each costs 100
6: Narrative Tools: RP. Buy them in any order you desire, but you
must buy them all to complete the Basic Tier:
K PRE-GAME RECAP: Before the game session
formally begins, all attending players should jointly K Buy all three Talents. Talents are found in the
recap what happened during the previous one. Every second half of Article 4: Skills & Talents.
player who participates gains 50 RP.
K Buy all seven Bonus Advances. You can buy each
K END OF SESSION: Every attending player gains but once in this Tier, and they grant a cumulative
25 RP for every real-world hour played. If the +1 to the related Primary Attribute Bonus.
session was at least a half-hour, the Historian will
After you’ve bought the three Talents and seven
round up to treat it as if it were a full real-world
Bonus Advances from your Profession’s Basic Tier,
hour played.
you are ready to move onto the Intermediate Tier.
K POST-GAME DEBRIEF: As the game session As a reward, you can remove your Basic Tier
formally wraps up, each player will go around the Profession’s Quirk, as your character has overcome
table to briefly talk about how the story impacted its adverse effects throughout the story.
their character. Every player who participates gains
50 RP.

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INTERMEDIATE TIER 
SPENDING RP & COMPLETING
The Intermediate Tier represents a new chapter in your INTERMEDIATE TIER
character’s ongoing story—a definitive change from
Refer to the Profession Abilities: each costs 200
PROFESSIONS PAMPHLET

your Basic Tier.


RP. Buy them in any order you desire, but you
PICK A NEW PROFESSION must buy them all to complete the Intermediate
Tier:
As you move into and through your second Profession,
you will continue to draw from your past, so you never K Buy all ten Skill Ranks. You can buy each but
lose your old abilities. Take a look at the other Professions once in this Tier, and they grant you a cumulative
within your Archetype. Providing it is within the same +10% to use the Skill. Skills are found in the first
Archetype, you can move freely into any other Profession. half of Article 4: Skills & Talents.

L et ’s lo ok at Verity Trowbridge. In
K Buy all three Talents. If it is a duplicate Talent
from a previous Profession, work with the
the Basic Tier, she enlisted as a Regular with
Historian to find a new one appropriate to the
the Rebels. Her experiences fighting in the
Profession.
Virginian battles of Kemp’s Landing and Great
Bridge have swayed her chosen Profession. In K Buy all seven Bonus Advances. You can buy each
the Intermediate Tier, Verity’s player decides to but once in this Tier, and they grant a cumulative
make her a Guerilla. +1 to the related Primary Attribute Bonus.
After you’ve bought all Profession Abilities
Should you elect to move into another Profession
from your Profession, you are ready to move onto
outside of your Archetype, the Historian must approve
the Advanced Tier.
the switch.
As a reward, you can remove your Intermediate
BUY TRAIT & QUIRK Tier Profession’s Quirk, as your character has
overcome its adverse effects throughout the story.
Mark on your character sheet that your character is now
in the Intermediate Tier. Spend 200 RP to enter your
second Profession, gaining its Trait & Quirk. ADVANCED TIER
The Advanced Tier is the final chapter in your character’s
story, representing the culmination of their total growth
throughout the campaign.

PICK A FINAL PROFESSION


As you move into and through your third Profession, you
will continue to draw from your past, so you never lose
your old abilities. Take a look at the other Professions
within your Archetype. Providing it is within the
same Archetype, you may move freely into any other
Profession.

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L o ok i n g at Verity Trowbridge,
o n c e aga i n
she has completed the Basic Tier as a Regular,

PROFESSIONS PAMPHLET
and Intermediate Tier as a Guerilla. Her player
decides that Verity’s final Profession in the
Advanced Tier will be as an Officer.

Should you elect to move into a Profession outside of


your Archetype, the Historian must approve the switch.

BUY TRAIT & QUIRK


Mark on your character sheet that they are now in the
Advanced Tier. Then, spend 300 RP to enter your third
Profession, gaining its Trait & Quirk.

SPENDING RP & COMPLETING


ADVANCED TIER
Refer to the Profession Abilities: each costs 300
RP. Buy them in any order you desire, but you
must buy them all to complete the Advanced Tier:
K Buy all ten Skill Ranks. You can buy each but
once in this Tier, and they grant you a cumulative
+10% to use the Skill.
K Buy all three Talents. If it’s a duplicate Talent
from a previous Profession, work with the
Historian to find a new one appropriate to the
Profession.
K Buy all seven Bonus Advances. You can buy each
but once in this Tier, and they grant a cumulative
+1 to the related Primary Attribute Bonus.
After you’ve bought all Profession Abilities
from your Profession, your character has officially
reached the upper limits of their potential.
As a reward, remove your Advanced Tier
Profession’s Quirk, as your character has overcome
its adverse effects throughout their story.

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UNIQUE ABILITIES K You must spend double the RP to buy the Skill Rank.
While there are other prerequisites set in place to govern For example, if you are in the Intermediate Tier,
how to move through a Profession, you can also spend Profession Abilities normally cost 200 RP. A Skill
PROFESSIONS PAMPHLET

RP on Unique Abilities. There are no upper limits on Rank from outside of your Profession would cost 400
how many Unique Abilities you can purchase. RP instead.

LEARN NEW LANGUAGES K You cannot buy more than one Skill Rank in the same
Skill within the same Tier. For example, this means
By spending 100 RP, you become fluent in a new
you cannot buy two Skill Ranks in Simple Melee in
language. It is always at the discretion of the Historian,
the Basic Tier or three Skill Ranks in the Intermediate
who may impose additional limitations on how quickly
Tier. 
you can learn the language. If you have at least one Skill
Rank in Education, you can also read and write the TALENTS OUTSIDE YOUR PROFESSION
language if it has a written form. However, your [FB]
The Historian may allow you to use your RP to buy
directly affects the number of maximum languages you
different Talents that fall outside of your Profession
can learn.
Abilities under the following conditions:
LEARN SPELLS K You can either replace a Talent you have yet to acquire
By spending 100 RP you can also learn Spells. However, from your Profession Abilities or replace a Talent you
your [IB] limits the maximum number you can learn. previously bought.
Learning Spells is covered more thoroughly in Article 9:
Hexenmeister’s Almanack.
K You must spend double the RP to buy the Talent. For
example, if you are in the Advanced Tier, Profession
LEARN ALCHEMICAL ARTS Abilities normally cost 300 RP. A Talent from outside
of your Profession would cost 600 RP instead.
By spending 100 RP you can also learn Alchemical Arts.
However, your [IB] limits the maximum number you REMAINING IN
can learn. Learning Alchemical Arts is covered more THE SAME PROFESSION
thoroughly in Article 9: Hexenmeister’s Almanack.
Some players may want their character to remain
SKILL RANKS OUTSIDE YOUR PROFESSION in the same Profession for Intermediate and
Advanced Tiers. Simply spend future RP on
The Historian may allow you to use your RP to buy
the same Profession Abilities indicated by your
different Skill Ranks that fall outside of your Profession
Profession. However, instead of buying a Trait &
Abilities under the following conditions:
Quirk, spend your RP to buy an Archetype Trait.
K You can either replace a Skill Rank you have yet to Otherwise, spend 200 RP in Intermediate Tier
acquire from your Profession Abilities or replace a and 300 RP in Advanced Tier for Professions
Skill Rank you previously bought. Abilities.

David Chronister (order #31360124)


№ 55


PROFESSIONS LISTING

P ro f e s sio n s are arranged alphabetically, using

PROFESSIONS PAMPHLET
the following format:
NAME: A Profession’s namesake is a guideline; you may
have very different ideas about the attitudes it conveys and
how it fits into your character’s culture. While some may
have gendered names, you are not limited by identifying
gender or sex as to what Profession your character can
become. Finally, Professions that start with access to
Spells are indicated in their listings and in the table below
with a plus (+) beside their names. 
TRAIT & QUIRK: Every Profession possesses a
unique knack, an ability that no other Profession has
access to. The Trait immediately follows the Profession’s
description. Whenever you acquire a Trait, it is paired
with a Quirk which comes at no additional RP cost. The
Quirk immediately follows the Profession’s Trait effects.
COMMON SPELLS TABLE: Some Professions grant
knowledge of Common Spells, marked with a * after
its name. You can learn more about casting Spells and
learning new ones in Article 9: Hexenmeister’s Almanack.

COMMON SPELLS LISTINGS

D100 SPELL NAME

1 to 8 Babblebook
9 to 16 Bludgeon With Elements
17 to 25 Discern Persona
26 to 33 Divine Breath
34 to 41 Eyes Of The Eagle
42 to 49 Inspiring Homily
50 to 58 Liquid Courage
59 to 67 Petition The Mountain
68 to 76 Quicken Blood
77 to 85 Raise The Alarm THE BOOK OF COMMON SPELLS Mage
86 to 92 Strike True characters begin with contains every single Spell
listed to the left, including the ones listed as
93 to 100 Wind’s Grace
Intermediate and Advanced Tier Spells in Article
9: Hexenmeister’s Almanack.

David Chronister (order #31360124)


№ 56

ACTOR
W ho in times such as these?
PROFESSIONS PAMPHLET

n e e d s p e r for m e rs
Preposterous. I am more needed than ever! Whether I
hail from the English stage and feel complete reenacting
Shakespeare’s King Lear upon these tawdry stages or
have honed my performances in the cold winter nights
of my clan’s lodge, I am a performer who deserves the
esteem of my community. My abilities as a singer, dancer
and thespian are self-evident, whether or not the fools
can appreciate them in these Colonies.
Maybe I should cut the people a break, as things are
growing rather dire. The rising anger toward Britain, the
Intolerable Acts and the increased military presence are
lighting a fuse that will indeed explode into something
bombastic and terrible. However, if push comes to shove,
I will follow whoever can ensure my survival. Otherwise,
the world would lose one of its great performers, which
is a crime I cannot forgive!

PERSONA, COME FORTH!


I slip into character as quickly as another may slip into costume,
altering my appearance and mannerisms with only minutes of
preparation.
Effect: You may flip the results to succeed at Disguise
Tests. When you succeed, it is always considered a
Critical Success. In addition, when you successfully
masquerade as a specific person, you can perfectly mimic
their Allegiance.
ACTOR ABILITIES
QUIRK: METHOD ACTOR
{ Trait & Quirk
When I take on a role, I often lose myself so thoroughly that I
can forget who I really am.  SKILL RANK BONUS ADVANCE TALENT

Effect: Whenever you break character or fail in your { Charm { [AB] { Charismatic
Disguise, you gain 1 Conflict. { Disguise { [CB] { Costuming
{ Eavesdrop { [FB] { Simon Pure
{ Education { [FB]
{ Folklore { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery

David Chronister (order #31360124)


№ 57

ALCHEMIST *
My sacred, and my desire to purify,

PROFESSIONS PAMPHLET
wor k is
mature and perfect formulas are ceaseless. It is through
common aims that transmutation and distillation
bring understanding to all. While the world might be
embracing a more elevated view of itself, I know that
this is pure folly. Through the concept of ‘natural science,’
the learned attempt to define God, His works and His
creations within their alchemical practices.But they never
will. God cannot be defined, nor can He be examined.
He just is, and we live in a world of His creation.
My ancient knowledge is written upon the Tabula
Smaragdina, codified in Liber de Compositione Alchemiae and
defined by Robert Bacon: it is the true path of understanding
how the world works. The shadows loom over the world,
and I have seen them. There is evil seeping into the whole of
creation. To aid in the coming battle—and make no mistake,
a battle is coming—new tools must be forged. The first is
the Elixir of Life, which wards away death. The second is
the Philosopher’s Stone, which brings change. Finally, there is
Alkahest, which will break the shadows.

THROUGH MY EYES
Through your time spent in the forge plumbing the hidden
knowledge of God’s works, you have the ability to notice the
smallest of things.
Effect: You know the Alchemical Arts of Create Acid
Bomb and Create Alkali (from Article 9: Hexenmeister’s
Almanack) and randomly determine three Common Spells ALCHEMIST ABILITIES
you learn as free Unique Abilities from the Common Spells
Listings table. You treat all Critically Failed Alchemy Tests { Trait & Quirk
as regular failures, and treat all successful Alchemy Tests SKILL RANK BONUS ADVANCE TALENT
as Critical Successes. Finally, you can Risk Backlash and
{ Alchemy { [AB] { Distilling
Unfetter your Spells (as covered in Article 7: Combat
Encounters and Article 9: Hexenmeister’s Almanack).  { Awareness { [BB] { Pharmacopoeia
{ Education { [IB] { Science
QUIRK: BOUND TO THE FORGE { Folklore { [IB]
You have spent most of your life in a space filled with fumes, { Incantation { [PB]
liquids and the forge’s heat. { Rumor { [WB]
Effect: Whenever you engage in physical activities such { Simple Melee { [WB]
as running, jumping and climbing, you must flip the { Skulduggery
results to fail Brawn-based Skill Tests. { Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 58

ANIMAL WHISPERER
S om e can read others like a book, while
PROFESSIONS PAMPHLET

say th ey
others proclaim they read nature. I, however, read
animals. Scoff if you must, but I know how to speak
with them, and animals know how to talk with me. We
share a bond, a means that is intuitive. I can tell you
when they are frightened, when they suffer and—more
importantly—what they feel. And, before you ask: no,
I was not raised by wolves. I run with all beasts, even
human ones.
I run with the bison. I hunt with the fox. I climb
with the squirrel in the forest’s green, leafy boughs. I
respect them as equals, but I do not think for a moment
that our understanding lets me control them. Nor can
they control the change evident in the air. As I make
my way through this wilderness, I learn from the rabbit
something is wrong. My friend the pigeon tells me she
has seen a shadow grow. Worse still, the salmon whispers
of rot here. I talk with my brother turtle and sister snake,
and both warn me. Their message is always the same:
darkness is here.

WAY OF THE BEAST


Beasts are pure, primal creatures who must be treated as
equals—not as some potential trophy or cattle led to slaughter.
Effect: Threats classified as Animals or Beasts will never
make you a target of attacks until you initiate violence
toward them or their allies.
ANIMAL WHISPERER ABILITIES
QUIRK: AN OUTSIDER IN ALL WAYS
{ Trait & Quirk
All see me as nothing but an animal, and I let them . . . after
all, beasts are far more civilized. SKILL RANK BONUS ADVANCE TALENT

Effect: When interacting directly with anyone who is { Athletics { [AB] { Husbandry
not classified as an Animal or Beast, you must flip the { Awareness { [BB] { Mimicry
results to fail Fellowship-based Skill Tests. { Charm { [CB] { Train Animals
{ Folklore { [FB]
{ Handle Animal { [FB]
{ Simple Melee { [PB]
{ Simple Ranged { [PB]
{ Stealth
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 59

A P O T H E C A RY *
I how the human body

PROFESSIONS PAMPHLET
po s s e s s k nowl e d g e o f
works, how the various medicinal treatments aid suffering
and how to mend a body that’s been thoroughly broken.
Though Barbers and Midwives are able to perform some
of my duties, I bring to bear greater knowledge through the
application of drugs called ‘sorcerous’ by some, traditional
by others. Whether healing through the use of yarrow
and milkweed, or powders and tinctures, I know what the
people need to be well. As an Apothecary, I have learned
herbology, the use of spices—and truthfully, anything that
is natural—to fortify the body against sickness.
The art I practice may have its roots in the ancient
medical practices of white witches and survivalists or
Indigenous medicine people, but the integration of
medicines from many cultures is the only way to face
the world in which we now live. I keep myself ahead of
the latest discoveries to continue to hone my skills and
perfect my craft. To do this, I work with patients who
consent to my new, experimental treatments.

WHAT’S OLD IS NEW


Though I pride myself on keeping abreast of the latest
developments of medicinal discoveries in Europe, I also possess
deep knowledge of the ancient ways.
Effect: You know the Alchemical Art of Create Medicine
(from Article 9: Hexenmeister’s Almanack) and
randomly determine three Common Spells you learn as
free Unique Abilities from the Common Spells Listings A P O T H E C A RY A B I L I TI E S
table. Laudanum you create moves a person two steps up
the Damage Condition Track positively, while Smelling { Trait & Quirk
Salt you create moves a person two steps up the Peril SKILL RANK BONUS ADVANCE TALENT
Condition Track positively. Finally, you can Risk Backlash
{ Alchemy { [AB] { Brains Over
and Unfetter your Spells (covered in Article 7: Combat Brawn
Encounters and Article 9: Hexenmeister’s Almanack). { Awareness { [FB]
{ Bargain { [IB] { Pharmacopoeia
QUIRK: THEOREM, DEDUCTION, OUTCOME { Folklore { [IB] { Self-
Medication
When treating patients, I always need to test my experimental { Heal { [PB]
theories—for good or for ill. { Incantation { [WB]
Effect: After a person has used one of your medicines { Resolve { [WB]
and goes to Sleep, roll a 1D6 Chaos Die. On a result of { Rumor
face ‘1–5,’ nothing happens. On a result of face ‘6,’ the { Simple Melee
person awakens Imperiled. { Survival

David Chronister (order #31360124)


№ 60

A RCHITEC T
T h e r e i s a symphonic perfection in planes, angles and
PROFESSIONS PAMPHLET

arches. Some might write in prose or paint the world as


they see it, but I create using the universal language most
ancient: mathematics. With physics and engineering,
I manifest form and function through the buildings I
design. Math is God’s language and using it, I design
everlasting works. My structures are not just places to
live, but places speaking the language of the heavens. It
is with geometry and calculus that I become closer to
God and the enlightenment of His work.
Many likely do not understand me. My thoughts are
lofty, looking to the heavens, not as an astronomer would,
but to realize the gifts God has given humankind—the
ability to create from their mind’s eye. Even in the garden
of this great world, however, something roils beneath the
surface. The more I work in God’s language—the more
angles and planes and calculations I perform—the more
I learn those dark, unnatural secrets that belie God’s
intention in the dark corners of this world.

THE GOLDEN RATIO


There is one precept in all mathematics I hold dearest: the
divine golden ratio of triangles that returns again and again
in both nature and Man’s creations.
Effect: You automatically succeed at any Skill Test to
determine distances. In addition, you treat Extreme and
Long Distances as Medium Distance for purposes of
using ranged weapons. A RCHITECT ABI L ITI E S

QUIRK: THE CORNERS BETRAY { Trait & Quirk

When flat planes converge, the corners turn to shadowed SKILL RANK BONUS ADVANCE TALENT
portals, and from them emerge unspeakable shapes and vistas. { Arithmetic
{ Awareness { [CB]
Effect: Whenever you fail a Resolve Test to withstand { Bargain { [FB] { Perceptive
Stress, Fear or Terror afflicted by threats classified { Education { [IB] { Stonemasonry
as Abyssal or Supernatural, you suffer an additional
{ Navigation { [IB]
1D10+1 Peril and 3 Conflict.
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 61

A RTI S T
I s e e th e wor l d through a different lens. For me,

PROFESSIONS PAMPHLET
there is beauty in everything, and to celebrate this
beauty, I capture it so that it is preserved, and others
may celebrate it. There is no ugly, for in everything, inner
beauty shines. The way I capture this beauty depends on
what my muse demands. I might write using language
as my medium of choice. Perhaps I use beads and trade
cloth to create beautiful costumes entirely representative
of my client. Or, I might use oils to capture the shining
world upon the canvas. Even still, I might weave baskets,
engrave, print, carve or really do anything to capture the
world around me.
What I do not tell anyone is the truth in what you
see. I must follow my muse and travel in the direction it
guides me, but often this direction leads into darkness.
There is a hidden world, one that many see only out
of the corner of their eye. I have seen this world and it
frightens me. I have even entered stupors while in my
studio, creating in a frenzy only to snap out of it and
discover my blasphemous, damned creation while in this
fugue.

THE ARTIST’S EYE


There is always some person, place or thing which wholly
absorbs me and is my muse to create.
Effect: You gain a muse, which may be an object, person
or place. When in the presence of your muse, you ignore
Peril Condition penalties when creating works of art. A RTI ST A B I L ITI E S
You’ll gain new muses at each Tier.
{ Trait & Quirk
QUIRK: A TORTURED ARTIST SKILL RANK BONUS ADVANCE TALENT
Evil seeps from the shadows and covers purity’s light in { Artistry
{ Awareness { [FB]
corruption—the darkness has eyes, and it is in these eyes I see
{ Bargain { [FB] { Brains Over
something, or someone, familiar. Brawn
{ Counterfeit { [IB]
Effect: Whenever in Fleeting Shadows and Total { Perceptive
{ Folklore { [PB]
Darkness, you must flip the results to fail Resolve Tests.
{ Guile { [PB]
{ Resolve { [WB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Tradecraft

David Chronister (order #31360124)


№ 62

ASPIRANT *
I wa n t mor e . Not more wealth. Not more power.
PROFESSIONS PAMPHLET

But something else—something that gives my life


meaning. As to what, I do not have an answer . . . yet. I
search for it in books. I search for it by working with my
hands. I spend time in the wild communing with nature
in hopes of gaining insight on my path to follow. It
seems at every turn I am thwarted, and I remain empty
and confused to my very core. What do I aspire to be?
Sadly that is the question I still cannot answer.
For as long as I can remember, I have asked myself
a question: Is there more? The life that I live is a good
one, but not the one I feel destiny wants for me—has
created for me since the earth was made. I search for it,
but it is something that remains just out of my grasp—
taunting me like a child, laughing at my frustration. I
have learned to see the world differently, and because
of this, I know something is wrong. As is often the case
with destiny, I do not know what stirs—yet this time, I
feel, all will be revealed.

IN TUNE WITH ÆTHER


Though you might try to deny it for your own peace of mind, I
feel a divine connection to something otherworldly.
Effect: When you hold an amulet and Risk Backlash,
you must roll two or more face ‘6s’ on Chaos Dice to
trigger it. Randomly determine three Common Spells
you learn as free Unique Abilities from the Common
Spells Listings table. Finally, you can Risk Backlash ASPIRANT ABILITIES
and Unfetter your Spells (covered in Article 7: Combat
Encounters and Article 9: Hexenmeister’s Almanack).  { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: THERE IS SO MUCH TO KNOW
{ Alchemy { [CB] { Astronomy
In my pursuit for the true path, something new always pulls
{ Eavesdrop { [IB] { Occult
me away from that one thing.
{ Education { [IB] { Planar
Effect: When attempting Intelligence-based Skill Tests, Alignment
{ Folklore { [PB]
you cannot take advantage of the Coin Pool or gain
{ Incantation { [PB]
Assist Dice.
{ Resolve { [WB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Simple Ranged

David Chronister (order #31360124)


№ 63

AUX I L I A RY
C o n tr a ry you might believe, I am no

PROFESSIONS PAMPHLET
to w h at
mere ‘irregular.’ My forebears hail from the greatest
warriors the world has ever seen! Do not confuse this
reverence with being beholden to them. I fight under my
own flag and proudly wear the uniform of my homeland.
I bear loyalty to only two things: my people and the
mission in front of me. Nothing shall see me deviating
from those two loyalties, no matter what hardships I
may face.
I have been sent, along with my fellow soldiers, to
protect our people. No matter what our enemies say, they
are all damn fools anyway, quarreling like children with
their home country instead of fighting for what they
believe. I am not paid to have an opinion, however—I
am paid to guard and watch and fight if need be, and it
seems the likelihood of filling that need increases by the
day. That is the mark of a proud soldier anyway—stand
up, be quiet and do your job, as heavens know they’d be
lost without us.

HONED BY CONFLICT
To secure peace is to prepare for war.
Effect: Whenever you make an Attack Action using
a ranged weapon, foes must flip the results to fail to
Defend or Resist it.

QUIRK: STRANGER IN A STRANGE LAND


You have little in common with the plights of strangers. AUX I L I A RY A B I L I TI E S
Effect: You must flip the results to fail all Fellowship- { Trait & Quirk
based Skill Tests when interacting with cultures other
SKILL RANK BONUS ADVANCE TALENT
than your own.
{ Athletics { [AB] { Animalistic
{ Awareness { [BB] { Friendly Fire
{ Folklore { [CB] { Nimble
{ Martial Melee { [CB]
Fingers
{ Martial Ranged { [IB]
{ Resolve { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Warfare

David Chronister (order #31360124)


№ 64

BARBER
H um a nk i n d perfect machine, and in that
PROFESSIONS PAMPHLET

i s th e
same vein, I could be called the body’s carpenter. I wake
up early every morning and here in my shop I prepare
for the day. Ah, what a life, what a pleasure for a Barber
of my quality! I am ready for anything, night and day—a
nobler life cannot be found. With razors, combs, lancets
and scissors at my command, I am ready for everyone
who asks for me. Here are my wigs for powdering, my
razor for shaving, leeches for bleeding—I mend and
groom and send my clients on their way.
I am a Barber, quick with the razor, quick with
setting a broken bone, quick with whatever ails a person.
Young and old, sick or well, I do not care—they are all the
same. This war may come, or it may not, but I will stand
stalwart as I always have. Everyone needs my services,
and my work cares not for what someone believes or
to whom they pledge loyalty. Though, if I were honest,
there is something peculiar afoot that sometimes chills
my spine. I see it in the eyes of those who come for my
services. What this is, I hope never to find out.

AT EASE, MY FRIEND
I am a people person; I know how to talk with them and how
to ease their tensions.
Effect: You ignore Peril Condition penalties associated
with Skill Tests to heal people. In addition, your
medicinal practices never result in a patient suffering
from Sepsis. Finally, add an Assist Die when using any BARBER ABILITIES
Healing Practice (as indicated in Article 8: Healing,
Hazards & Horror). { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: MY HUBRIS
{ Alchemy { [CB] { Field Dressing
I am always busy because I am the only person dedicated and
{ Awareness { [FB] { Ribaldry
knowledgeable enough to complete the task the right way.
{ Bargain { [FB] { Sagacity
Effect: Whenever your Flaw causes you to gain Conflict,
{ Charm { [IB]
you gain 3 additional Conflict.
{ Education { [IB]
{ Heal { [PB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Toughness

David Chronister (order #31360124)


№ 65

B AW D
L o n e l i n e s s h au n t s thi s world, as it always has. It

PROFESSIONS PAMPHLET
isn’t desperation that drives people to me. It’s the need
for tenderness and companionship, the need to feel
cared for in a world too cold to be safe. My lips hold
the promise of release and of silence. I am one of the
greatest keepers of secrets. For every need in the city,
there is someone who can provide. I meet them without
flinching, for no desire is too strange, no hunger too
consuming and no lust too overwhelming. But in these
times, it is all a means to an end as secrets are sold for
pounds sterling.
My delicious skills have put me in touch with people
from all parts of society. Rich or poor, prominent or
unknown, I give them the comfort they seek. Secrets
always spill forth from between lovers’ lips. Some deal
with the coming conflict while others are of darker
origin. I know how to whisper those secrets into the right
ear, for the right price. Some private affairs, however,
are particularly troubling. I suppose the secrets of the
coming war are inconsequential when there’s something
else stalking all of us out there.

YOUR SECRETS REVEALED


I’ve always had a way with words, an ability to comfort others
in their darkest moments.
Effect: Whenever you fail a Charm or Stealth Test, you
may re-roll to generate a better result, but must accept
the outcome. In addition, whenever you hide in urban B AW D A B I L I T I E S
environments during a Combat Encounter, it only costs
1 AP. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: WORLD’S OLDEST PROFESSION
{ Charm { [AB] { Charismatic
Some consider my work tawdry in the streets, but they tend to
{ Eavesdrop { [AB] { Dressed To
think differently in the sheets. The Nines
{ Folklore { [FB]
Effect: When foes or strangers recognize you as a Bawd, { Talk Less,
{ Guile { [FB]
you cannot gain an Assist for Skill Tests. Smile More
{ Resolve { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Skulduggery
{ Stealth

David Chronister (order #31360124)


№ 66

B O AT S WA I N
As B oat swa i n (pronounced BOH-sn), two
PROFESSIONS PAMPHLET

a
things make me happy. The first is life upon the water.
The second is a well-ordered dock. Though many might
think there is no glamour in what I do, they would be
wrong. I bring order to the chaos that is life at sea. The
waters are the lifeblood of the world’s empires, and it
is people like me who keep towns and settlements well
supplied. Without me, no one working the deck would
know their role, nor would the ship be able to function,
nor would the world even function properly.
Though I might appear to be skilled at producing
order out of chaos, I harbor a secret: there is no order, only
chaos. The things I have seen while sailing have shaken
me to the very core. Things lurk within the water and
dance in cresting waves while the storms surge. I’ve seen
good people plunge overboard, searching for a mermaid
I myself was not entirely convinced wasn’t real. There is
another form of chaos brewing as well. But, between the
blaring of the foghorn and the drums of war, an elder
evil silently creeps into our world.

A KNOTTED ROPE
Not everyone can tie a rope so tight and firm that a man-
o’-war won’t drift headlong into the shoals and scatter its
precious cargo.
Effect: You may flip the results to succeed at Pilot Tests.
When you succeed, it is always considered a Critical
Success. In addition, when using the Movement subtype B O AT S WA I N A B I L I T I E S
of Rowing, you do not have to add the additional 1
Action Point cost. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: TOO MUCH TIME AT SEA
{ Athletics { [AB] { Cast-Iron
Though I would not trade my life for anything, working and Stomach
{ Awareness { [AB]
living at sea has taken its toll. { Full Of Beans
{ Coordination { [BB]
Effect: Reduce your Willpower by -9%. { Sailing
{ Folklore { [CB]
{ Martial Melee { [CB]
{ Pilot { [PB]
{ Resolve { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 67

BOOKKEEPER
B a nk e rs the money, merchants may

PROFESSIONS PAMPHLET
m ay h av e
make the money, but only I know how to hide the
money. Without me, no one knows where anything is.
That shipment of tea? That ‘arrived’ last week and ‘sold’
yesterday. The truth is that it arrived a month ago and
I sold it for twice the asking price—netting myself a
tidy profit. This is not to say that I am a thief. Still, with
one stroke of my pen I can make a merchant’s wealth
disappear or improve fortunes of the deserving. In truth,
I am just an upstanding person who does what I love:
keeping and fixing the books to my pleasure.
In the booming ports along the coast, business grows.
Money is made, deals are struck and debts are called in.
What I do might not be the most dangerous job; after
all, I record in ledgers and the only risk to my health
is an ink spill or a papercut. Yet, things are changing.
Dimly along the horizon, I see clouds gather as a storm
brews. Soon the lightning will strike, and the peace will
be shattered, and my books will do little good then.

IN THE MARGINS
I have an uncanny knack for seeing mistakes and making
the numbers work for me, even if I have to exploit it to my
advantage.
Effect: Whenever you fail Counterfeit or Scrutinize
Tests, you may re-roll to generate a better result but must
accept the outcome. In addition, you always succeed at
Skill Tests for mathematical exercises. BOOKKEEPER ABILITIES

QUIRK: BAD POSTURE { Trait & Quirk

My life has been a soft one—my eyes are strained, and my back SKILL RANK BONUS ADVANCE TALENT
bent from spending countless hours hunched at a desk. { Cheat Sheet
{ Bargain { [FB]
Effect: You cannot take advantage of Long or Extreme { Counterfeit { [FB] { Ebb & Flow
Distances with ranged weapons. { Eavesdrop { [IB] { Poker Face
{ Education { [IB]
{ Folklore { [PB]
{ Guile { [PB]
{ Resolve { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged

David Chronister (order #31360124)


№ 68

BRAUCHER *
I a m f e rv e n tly r e l ig io us and hold deep beliefs,
PROFESSIONS PAMPHLET

far more profound than even my local preacher. Some


claim to channel the power of God and work miracles in
His name, but I have truly learned these mysteries. The
Bible is only a fraction of God’s word—the Romanus-
Buchlein, Egyptian Secrets of Albertus Magnus and the
Sixth and Seventh Books of Moses have opened the divine
path to me! I know God’s true whims and meaning, and
because of this, He has chosen to grant me the boon of
performing miracles. Ministers have long tried to hide
the truth but have failed in their endeavors to hide it
from me.
Many see me as deluded or even evil, saying my claim
of this power is asinine at best and heretical at worst. Yet,
I know the truth. The word of God—which is codified
and written by the Prophet of Moses—gives one who is
willing to read and learn the means of communing with
God. I do not lie when I say I have spoken with God,
and my powers are proof. But perhaps worse, God has
warned me of a great coming calamity, second only to
Judgment Day.

FIND THE HIDDEN WORD


There is no greater act than adhering to the word of God, and
he has rewarded me greatly for my penitence and devotion.
Effect: Whenever you bear a symbol of faith in hand, add
+1 to your Damage and Peril Thresholds. Randomly
determine three Common Spells you learn as free BRAUCHER ABILITIES
Unique Abilities from the Common Spells Listings
table. Finally, you can Risk Backlash and Unfetter your { Trait & Quirk
Spells (covered in Article 7: Combat Encounters and SKILL RANK BONUS ADVANCE TALENT
Article 9: Hexenmeister’s Almanack).
{ Awareness { [CB] { Manna Of
{ Education { [FB]
God
QUIRK: I ANSWER TO ONE LAW
{ Occult
There is no greater law than the Law of God, and I adhere to { Folklore { [IB]
{ Theology
it, even if it costs me my life. { Guile { [PB]
{ Incantation { [PB]
Effect: If you reach 10 Conflict during a game session,
{ Resolve { [WB]
you temporarily lose your ability to cast Spells until the
next game session. { Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 69

BREWER
N ot my name, but they are

PROFESSIONS PAMPHLET
many k now
undoubtedly familiar with my work. Brewing is a craft
so ancient, so needed and in such demand that when it
is done right, people sing my praises. Yes, the work is hot
and dirty and breaks my back, but the results speak for
themselves. Be it barrels of brown cow, cider, mead, rum,
whiskey, wine or anything else with the kick of fire and
the ability to make you forget, I can fill a keg with the
sweet nectar. Truly, brewing is an art for the ages, and
my skill equates me with the great masters of old who
brewed the finest wines and meads for royal banquets
and mighty emperors.
In these troubling times—and make no mistake,
these times are troubling—my job has elevated
importance above its typical station. Not only can I help
people forget their troubles, but my brews can numb
pain and flush wounds. With the growing call for the
rebellion and rumors of strange things seen in the dark
of night, my skills are needed even more. After all, how
better to gain courage than through a stiff and heady
drink?

I HAVE TASTED IT ALL


My palate is so refined that I know if something is not aged
right or if something is made incorrectly, or perhaps even
poisoned.
Effect: You know the Alchemical Art of Create Drugs
(from Article 9: Hexenmeister’s Almanack). With a sip, BREWER ABILITIES
you automatically succeed at any Skill Test to determine
if drinks have been drugged. Finally, you never suffer { Trait & Quirk
from the negative effects associated with Intoxication. SKILL RANK BONUS ADVANCE TALENT

QUIRK: JUST A SIP { Alchemy { [BB] { Distilling


{ Athletics { [BB] { Hobnobbery
I adore the taste of booze and its aroma—just a nip or two in
{ Awareness { [CB] { Pot Valiant
the morning is enough to get me started.
{ Folklore { [IB]
Effect: You never gain the positive effects associated
{ Resolve { [PB]
with Intoxication.
{ Rumor { [WB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 70

C AVA L RY
T h e r e i s no greater feeling than being in the saddle
PROFESSIONS PAMPHLET

atop a strong destrier racing with the wind. The horse


is something I understand—while a simple Farmer
sees them as a tool and others as simply a means of
transportation, I see them as both a symbol of my status
and a tool of war. A horse is not merely a luxury or a
beast of burden, as it is truly an extension of one’s skill.
I was born in the saddle and, by the grace of Divine
Providence, was blessed with exceptional horsemanship
and the chance to use this gift to its fullest.
I am skilled in an art many will never be able to take
part in, and for that, I’m truly blessed. My skills have
been honed on the battlefields. I fight from the saddle,
and due to my financial means, I am able to pay for the
right to be in the Cavalry. Though I hear tales of things
in the shadows, I laugh at such nonsense. War is in the
air, and with its arrival, I once again take the saddle and
bring the fight to the enemy—whoever they may be.

DEVIL IN THE SADDLE


I fear that my enemies have underestimated my power while
in the saddle.
Effect: Every time you inflict Damage on horseback
using Actions In Combat, temporarily increase your
Total Damage by +1 cumulatively, lasting until you are
Slain! or combat ends.

QUIRK: STABLE STENCH C AVA L RY A B I L I T I E S


I spend so much time around horses, I’ve forgotten how to pick
{ Trait & Quirk
up on social cues and feel ill at ease in social situations.
SKILL RANK BONUS ADVANCE TALENT
Effect: Whenever you spend a Coin in a social situation,
roll a 1D6 Chaos Die. If the result is face ‘6,’ you must { Coordination { [AB] { Horse Sense
spend two Coins instead. { Handle Animal { [AB] { Off The
{ Martial Melee { [BB]
Bridle
{ Stalwart
{ Martial Ranged { [CB]
{ Navigation { [CB]
{ Ride { [FB]
{ Rumor { [IB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 71

CL E RGY
I through which heavenly grace

PROFESSIONS PAMPHLET
a m a s h eph e r d
and compassion are brought to the world. I have spent
years studying the scriptures, attending seminary and
worshipping with every fiber of my being. By living by
the tenets of my faith, I demonstrate to all that the only
way to live is the way our faith teaches. God provides
comfort and shelter, all in exchange for our devotion. I
bring comfort to those in need, strength to those who
are weak and guidance to those who are lost. I am at the
heart of a community, providing stability and shelter to
those in need, be they without a home or the wealthiest
amongst us.
The world is changing fast, and not for the better.
There is lawlessness, there is blasphemy and there is anger.
God sits in Heaven, enraged by the cruelty sweeping this
land, leaving blood and tears in its wake. All of this heresy
and sin stems from the current troubles. The British
Empire and its church have its eyes turned toward this
New World, and many want to rebel. The shadows are
darkening as well, coalescing into something that may
swallow the entire flock.

HEAVEN SENT
It is through my devotion that I am shielded, and as such, I
walk amongst the shadows with no fear.
Effect: All foes classified as Abyssal or Supernatural
suffer a -10% Base Chance to hit you, regardless of the
actions you take against them. CLERGY ABI LITIE S

QUIRK: THE ONLY LAW { Trait & Quirk

There is only but one law, and that law is found in the book SKILL RANK BONUS ADVANCE TALENT
of our faith. { Brains Over
{ Awareness { [BB]
Effect: Whenever your Flaw causes you to gain Conflict, { Bargain { [FB]
Brawn
you gain 3 additional Conflict. { Tenacity
{ Charm { [FB]
{ Theology
{ Education { [IB]
{ Folklore { [PB]
{ Resolve { [PB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Toughness

David Chronister (order #31360124)


№ 72

CLERK
Gov e r nm e n t, b usi n e s s, fa r m i n g and the military
PROFESSIONS PAMPHLET

all have one thing in common: paper. From invoices


to letters, to charters of governing and command,
all documents require an expert skilled in writing
and organizing. Clerical work may seem like simple
drudgery, but the work I do provides me secrets that few
can access. I know all that people want to conceal: troop
movements, bank exchanges, decrees and upcoming
events. I keep them under my wig for safety’s sake. If the
price is right, I may allow my lips to loosen and my desk
drawers to open for perusal.
I have known about the brewing conflict for months
now—orders of war, diplomatic correspondences and
government decrees have all passed over my desk and
under my eyes. However, there are other unsettling
things—reports of strange animals, prisoners going
missing and other disturbing stories that chill one’s
spine. These all add up to a mystery to even myself, but
I am sure that nothing good can come from either them
or the looming conflict.

STROKE OF MY QUILL
The long hours spent with a quill has trained me how to write
in another’s hand.
Effect: You reduce the time required to use Counterfeit
Tests by half (suggestions include faking a seal, writing
propaganda, determining false documentation, etc.). In
addition, you automatically succeed at all Skill Tests to CLERK ABILITIES
decipher counterfeited writing.
{ Trait & Quirk
QUIRK: TIRED EYES SKILL RANK BONUS ADVANCE TALENT
All of that time spent writing might have given me the hands { Bookbinding
{ Awareness { [AB]
of an artist, but it has done a number on my eyesight.
{ Bargain { [FB] { Role Reversal
Effect: You have difficulty seeing in low-light conditions, { Counterfeit { [FB] { Turn The
treating Fleeting Shadows as if it were Total Darkness. Page
{ Education { [IB]
{ Folklore { [IB]
{ Guile { [PB]
{ Rumor { [PB]
{ Scrutinize
{ Simple Ranged
{ Stealth

David Chronister (order #31360124)


№ 73

COUNTERFEITER
Bi l l s o f sa l e , discharge orders, land deeds—I can

PROFESSIONS PAMPHLET
take any document and make it appear as great as the
real thing. I can do more than forge, though—I can clip
and shave coins, gild objects with colored lead, even print
banknotes if the price is worth the risk. I’m a master
artist of deception, and every new job is an opportunity
to demonstrate and test my skills. And the few times I
have been caught, they had no evidence of any kind to
convict me.
With the shortage of hard cash and the new Stamp
Act, my services have been in massive demand. People
are becoming more and more desperate, and I am simply
filling a need in a time of trouble—at a fair price, of
course. But as I work away at my printing plates, a
thought does enter my mind that all may not be well. I
have little worry that as time grows grimmer, I will get
richer, but there is always a turning point when money is
not enough to shield one from violence. And with each
protest or riot that occurs, it seems more and more likely
the world will need to forge a new identity itself.

MARK OF INAUTHENTICITY
Franklin said, “To counterfeit is death.” What does his opinion
really matter to me in the end?
Effect: Any object you counterfeit is treated and
appraised at its full value. Furthermore, you may flip
the results to succeed Skill Tests to identify and create
counterfeited objects. COUNTERFEITER ABILITIES

QUIRK: EVERYONE SUSPECTS ME { Trait & Quirk

My reputation precedes me, and various run-ins with the law SKILL RANK BONUS ADVANCE TALENT
have not made me many friends. { Cheat Sheet
{ Awareness { [FB]
Effect: Whenever attempting to buy, sell or trade { Bargain { [FB] { Sagacity
counterfeited objects or fake cash, you cannot use Coins { Counterfeit { [IB] { Twistical
to modify your Skill Test results.
{ Folklore { [IB]
{ Gamble { [PB]
{ Guile { [PB]
{ Rumor
{ Scrutinize
{ Simple Ranged
{ Tradecraft

David Chronister (order #31360124)


№ 74

C RO O K
Ev e ryo n e make a living. Some might
PROFESSIONS PAMPHLET

needs to
choose to do it honestly—after all, the world needs its
deckhands, ditch diggers and laborers. That requires
backbreaking work, though, and I’m not in favor of such
hard labor. I prefer a more subtle approach to make my
living, and that’s by robbery. Some people are shocked
I’m so willing to admit it so plainly, but if people didn’t
want their possessions stolen, they would lock their
doors and shutters. Let’s face it: I am teaching people
a lesson in both security and appreciation. As a great
philosopher once said, “You don’t know what you got ’til
it’s gone.”
I am not a bad person, really—I just don’t have a
problem with performing tasks others find dubious. I
have missed being stabbed by the Bridport dagger many
times. At least I’m honest with myself, unlike most
people. Now there’s a chance to earn more loot with the
coming war—as people flee their homes. A workday
simply involves walking into these hovels and taking
anything not nailed down. I don’t really care which side
is right, or even which side wins, as I’m happy to plunder
from Loyalists and Rebels equally.

WHAT I DO IN SHADOWS
Chief among my skills is the ability to blend in with my
surroundings and stick to the shadows.
Effect: When you fail a Skulduggery or Stealth Test, you
may re-roll to generate a better result but must accept C RO OK A B I L ITI E S
the outcome. In addition, you always succeed at Skill
Tests to disable locks. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: NOT ABOVE SUSPICION
{ Awareness { [AB] { Fleece The
While I pride myself on being able to steal things without Sheep
{ Disguise { [AB]
being noticed, there is always the chance that I will get caught. { Full Of Beans
{ Folklore { [CB]
Effect: When foes or strangers recognize you by your { Nom De
{ Gamble { [FB]
real name or by your crimes, you suffer from Stress. Guerre
{ Guile { [FB]
{ Rumor { [IB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Skulduggery
{ Stealth

David Chronister (order #31360124)


№ 75

D E S E RTE R
I a m c o n si de r e d by many to be a coward. I broke

PROFESSIONS PAMPHLET
a commitment to fight for my country, be it on land or if
by sea. I am not a coward, very far from it, to be exact—I
am a realist. War never changes, and with it comes the
highest cost of all: one’s life. I am by no means a pacifist
or a scared child, but I know a fool’s gambit when I
see one. The only people who win at war are great and
powerful, and I am neither—so I slipped away with a
clear conscience.
The world is in turmoil and opinions are mixed.
On one side, I have those who are calling for rebellion
and tossing off the yoke of tyranny. On the other side,
I have those who see the pointlessness of rebelling and
instead search for a way to find common ground. I know
what is coming—a fight. Like all fights, soldiers will be
needed, not for philosophizing, but to be tossed into
the machine of war only to be spat back out, changed
forever, or worse. No matter what happens, I refuse to be
one of those numbers.

A SENSE FOR DANGER


To slip away from the military is a crime punishable by death,
but I’m just someone who wishes to live a long life.
Effect: Whenever you are Surprised, roll an Awareness
Test. If successful, you and a number of allies equal to
[PB] avoid Surprise.

QUIRK: WANTED D E S E RTE R A B I L ITI E S


I must always be careful and cautious with whom I trust—if
{ Trait & Quirk
anyone uncovers my secret, it’s to the gallows for me.
SKILL RANK BONUS ADVANCE TALENT
Effect: When foes or strangers recognize you as a
Deserter, you cannot take advantage of Determination. { Disguise { [BB] { Linear Tactics
{ Guile { [CB] { Poker Face
{ Intimidate { [CB] { The Third
{ Martial Melee { [FB]
Degree
{ Martial Ranged { [FB]
{ Rumor { [IB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Warfare

David Chronister (order #31360124)


№ 76

D I L E T TA N T E
N othi n g ev e r s e em s good enough or interesting
PROFESSIONS PAMPHLET

enough, and as soon as something novel piques my


interest, my attention is then like gossamer, floating
along with the breeze. It is not that I lack drive or a
sense of commitment—it is just that I really do not care.
I have money—or at least an inheritance coming to
me—which ensures my needs are met. To fill my time, I
must do something fun, which often means seeking new
experiences. Sadly, even these new dalliances can hardly
hold my attention for long.
My idylls have brought me many things—namely
connections and knowledge that come in handy from
time to time. The downside of these experiences is that
I have come into contact with some unsavory sorts, as
well as seeing things I rather wish I did not. I have seen
many unspeakable events and some unspeakable things
no one should see. Though many fear a brewing violent
confrontation here in the New World, I fear a greater
darkness engulfing all.

A LITTLE BIT OF EVERYTHING


I’ve got friends in high and low places, and because of this,
there’s always someone for me to lean on.
Effect: Whenever you gain the benefits of an Assist Die,
you gain two instead.

QUIRK: CAN’T FEND FOR MYSELF


I am adequate at most things, but very rarely good at anything. D I L E T TA N T E A B I L I TI E S
Effect: Whenever you fail or Critically Fail at Skill Tests, { Trait & Quirk
gain 1 Conflict.
SKILL RANK BONUS ADVANCE TALENT

{ Bargain { [FB] { Charismatic


{ Charm { [FB] { Common
{ Eavesdrop { [IB]
Sense
{ Dressed To
{ Education { [IB]
The Nines
{ Folklore { [PB]
{ Gamble { [PB]
{ Resolve { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged

David Chronister (order #31360124)


№ 77

D I PL OM AT
T here been a problem that could not

PROFESSIONS PAMPHLET
h a s n ev e r
be solved through compromise, and as an emissary, I
pride myself on being the hand that reaches across the
aisle. When dealing with aggrieved parties who are
entrenched in their opinions, it takes a particular knack
to sail between the two sides and find common ground.
In the current time we live in, violence cannot be the
answer. While some may try to strike at their friends, we
must work in the best interests of our kin.
That being said, I sense there is a shift in the air.
I watch with growing dismay over the tensions rising
between the Loyalists, Rebels and other factions. There
is no need for these groups to escalate the troubles, and
there is no need for their side to try and play a zero-sum
game. Sadly, I feel that these growing tensions are about
to explode and destroy everything around it. As for me,
I am the best equipped to try to ease these tensions, and
I promise I will try my damnedest to ensure that no war
comes to this world.

READ THE ROOM


Being skilled in the soft art of diplomacy has provided me a
number of tools I have honed over the years.
Effect: By presenting a passport, you determine the
Allegiance, culture and Disposition of any person you
interact with. Dispositions are covered in Article 6:
Narrative Tools.
DI PLOM AT A B I L ITI E S
QUIRK: THINK BEFORE ACTING
{ Trait & Quirk
Every action needs careful consideration, and actions must
never be rushed. SKILL RANK BONUS ADVANCE TALENT

Effect: Whenever your Turn in combat comes up, roll a { Awareness { [FB] { Charismatic
1D6 Chaos Die. If it results in face ‘6,’ you lose 1 Action { Bargain { [FB] { Smooth
Point on this Turn. { Education { [IB]
Talker
{ Talk Less,
{ Folklore { [IB]
Smile More
{ Guile { [PB]
{ Leadership { [PB]
{ Resolve { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged

David Chronister (order #31360124)


№ 78

D I SPAT C H R I D E R
T he letters and parcels is absolutely
PROFESSIONS PAMPHLET

mov em e n t o f
vital, though I admit, it can be relatively slow even as a
Dispatch Rider. Roads between towns—if they do exist—
are nothing but two runs in a row. The less important
mail is shipped on carriages that stop between towns to
transport travelers in the safest way possible. If a person
needs a message or package delivered with haste, they
come and see me. The letter will arrive as quickly as my
horse can carry me, and I can fend for myself should I be
waylaid—that is, if anyone can ever catch me.
Traveling by myself and carrying messages filled
with private, sensitive content is not an easy task. Often
it is just my trusty horse and me facing the dangers of
the wild and any who see value in my letters—and the
value is there, there is no denying. However, out of all
the open road’s perils, it is the wilderness that has left
a mark on me. I have seen for myself things hiding in
the shadows—unnatural things. I have heard voices of
unseen origin chanting at the night sky as I ride through
the forests. Let others scoff at these omens, but I know
evil is real.

BORN IN THE SADDLE


A life spent in the saddle has brought me much, including an
empathetic bond with horses.
Effect: When you fail a Handle Animal or Ride Test, you
may re-roll to generate a better result, but must accept
the outcome. In addition, when using the Movement DI SPAT C H R I D E R A B I L ITI E S
subtype of Riding, you do not have to add the additional
1 Action Point cost. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: I DISLIKE CROWDS
{ Awareness { [AB] { Danger Sense
I have spent the majority of my life alone, and this has put me
{ Coordination { [AB] { Horse Sense
at a disadvantage.
{ Handle Animal { [IB] { Polar Star
Effect: When foes outnumber you 3:1 or more in an
{ Martial Ranged { [CB]
Engagement, they add a 1D6 Chaos Die to determine
{ Navigation { [CB]
Injuries against you.
{ Ride { [FB]
{ Rumor { [PB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 79

D OWSE R *
T he many secrets unseen by mortal

PROFESSIONS PAMPHLET
e a rth hol d s
man. Within its fertile ground, the bounty necessary for
life grows. As we push the frontier of this new land ever
westward, we must ensure we have the most precious of
Mother Earth’s gifts—water. I have the skill to divine
what lies beneath the soil, and though most employ me
for my skills at finding water, I can sense many things—
good clay for throwing, burrows of vermin and even
veins of lustrous gold. Some think me an off the hook
charlatan, but the results of my labors more than support
my claims.
I did not ask for this gift, however. Though often
it may seem a blessing, it is in fact a curse. The earth
hides many things, good and bad, but lately, it seems the
ground sours more and more every day. I used to find
simple objects, precious stones or other sundry things,
but I have stumbled on grotesqueries as of late: massive
graves, pits leading to unknown depths and vile toxins
that devour the land. A shadow seeps out of the earth,
and it nourishes a vile crop, one that seems unnatural
and hungry. The earth is growing ever darker, and I
cannot reckon why.

TELL ME WHAT YOU SEEK


This simple forked stick allows me to commune with the earth,
and I can ask it to provide me with her bounty.
Effect: Whenever attempting to track a threat classified
as Humanoid (including player cultures), find a source D OWSE R ABI L ITI E S
of water or navigate to a location using a divining rod,
substitute Incantation in place of other Skills required { Trait & Quirk
to do so. Randomly determine three Common Spells SKILL RANK BONUS ADVANCE TALENT
you learn as free Unique Abilities from the Common
{ Athletics { [BB] { Ebb & Flow
Spells Listings table. Finally, you can Risk Backlash
and Unfetter your Spells (covered in Article 7: Combat { Awareness { [CB] { Ironclad
Encounters and Article 9: Hexenmeister’s Almanack). { Folklore { [IB] { Perceptive
{ Incantation { [PB]
QUIRK: NO RESPECT { Navigation { [PB]
Many look down upon me and believe my talents are a farce. { Resolve { [WB]
Effect: Whenever you attempt to re-roll Fellowship- { Rumor { [WB]
based Skill Tests using Coins, you must spend two Coins { Simple Melee
instead. { Survival
{ Toughness

David Chronister (order #31360124)


№ 80

E N G R AV E R
I a m a n a rti st. Without me, the great events
PROFESSIONS PAMPHLET

of our world would not be seen by the people. It is I


who etch scenes of life, enabling printers to bring them
to everyone. My work appears everywhere, from the
numerous newspapers to unique prints commemorating
important events. Yet, my work does not end with the
printing press. As an Engraver, I also work in silver,
pewter and other metals to bring a flourish of artistry to
everyday objects. With a steady hand, focused eye and
sharpened tools, I gouge smooth furrows to cement a
moment permanently into metal.
Many do not know—or do not wish to know—
that there is evil hidden in the shadows. I have seen the
shadows only briefly, and even then it shakes me to my
very core. I have tried to capture this darkness at times in
pewter or bronze, but its ever-changing form confounds
me. My mind itself is like a slab of tin, engraved with
these images permanently, and this creeping dread has
changed my life for the worse.

STEADY HANDS
Any little shake of the hand may ruin a piece, making me have
to do the work all over again.
Effect: Any object you engrave is treated and appraised
at its full value. Furthermore, you may flip the results
to succeed at Skill Tests to identify and create engraved
objects.
E N G R AV E R A B I L I T I E S
QUIRK: PHYSIQUE OF AN ARTIST
{ Trait & Quirk
Hunched over a table, often working by dim candlelight, I do
not exactly lead what many would call a healthy life. SKILL RANK BONUS ADVANCE TALENT

Effect: Reduce your Combat by -9%. { Awareness { [AB] { Blacksmithing


{ Bargain { [FB] { Common
{ Charm { [FB]
Sense
{ Jaded
{ Counterfeit { [IB]
{ Folklore { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Ranged
{ Skulduggery
{ Tradecraft

David Chronister (order #31360124)


№ 81

FA R M E R
S om e m ig h t thi nk planting, tending and cultivating

PROFESSIONS PAMPHLET
crops and fish is easy, but it is the most difficult of all
jobs, in truth. One bad rainstorm or parched growing
season can spell doom for some, but I may not be as
affected by the harsher seasons, as I can move my family
to better soil. For those of us not raising crops, we may
raise horses, cattle or even chickens. Very few people in
the cities would choose to live the life I do. It’s hard,
backbreaking work, but I have to have my heart in it—
otherwise, the labor would surely kill me.
I have weathered many of life’s storms. From raids
to natural disasters, I have built up an immunity to all of
this hardship. I farm outside of the city, making it easier
to live off the land and be far away from war’s worst
weathering. When I am alone with my work, it is hard
to notice what is happening in the wider world. When I
journey into town to sell my crops, though, the tension is
so thick you could cut it with a knife. I’m not sure what
the future will bring, but I can tell change is coming
whether I welcome it or not.

FARMER’S ALMANAC
Some laugh at me for claiming such, but due to a life spent
working the land, I have an uncanny sense of the weather.
Effect: You can accurately predict the weather without
having to make a Skill Test. In addition, you do not
suffer from the effects of Rough Terrain in combat or
while traveling. FA R M E R ABI L ITI E S

QUIRK: BAD LUCK { Trait & Quirk

If life has taught me one thing, it’s that there is no such thing SKILL RANK BONUS ADVANCE TALENT
as good luck. { Break My
{ Athletics { [AB]
Effect: Whenever you generate a Critical Success, roll { Drive { [BB]
Fast
1D6 Chaos Die. If it lands on a face ‘6,’ it is instead { Farming
{ Folklore { [BB]
treated as a Critical Failure. { Herculean
{ Handle Animal { [CB]
Effort
{ Resolve { [FB]
{ Ride { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 82

FIREBRAND
I l iv e l i f e th e way I wish—by doing what I want
PROFESSIONS PAMPHLET

and refusing to follow convention. Life is too short, and


far too dangerous in the current day, not to practice what
you preach. Many people don’t understand my opinions
on this, thinking I am too brazen, even heretical at times.
I’m not trying to be difficult for argument’s sake: it is
simply how I am. I don’t let people define who I am or
what I’m supposed to be, and neither should you. At the
end of the day, you must define yourself by your own
terms or you will never feel comfortable inside your own
skin.
Each day, the cry to join the Rebels—or snuff out
the rebellion with the Loyalists—grows louder than the
day before. Choosing a side to swear allegiance to will be
difficult, but doubtless, I will anger someone no matter
what I decide. However, what is most important is that
the decision sits right within my soul and my mind—
anything less would compromise my principles. I just
hope others follow their hearts like I do and don’t end
up regretting their decision for years to come.

OPEN-MINDED
Through my willingness to debate, I’ve had many opportunities
to come in contact with new people and new ideas.
Effect: Select any three Special Skills, and circle them on
your character sheet. They are now treated as Common
Skills.
FIREBRAND ABILITIES
QUIRK: BIGMOUTH STRIKES AGAIN
{ Trait & Quirk
Though I’m comfortable with my decisions and mistakes, my
headstrong nature often pits me against our more conventional SKILL RANK BONUS ADVANCE TALENT
society. { Bear-Garden
{ Bargain { [AB]
Effect: When foes attempt to hit you with Attack { Eavesdrop { [CB]
Jaw
Actions and Rough & Tumble, they gain a +10% Base { Charismatic
{ Folklore { [FB]
Chance to hit. { Rebel Yell
{ Guile { [FB]
{ Resolve { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery

David Chronister (order #31360124)


№ 83

FOLK HEALER *
S om e what I have is a knack, but I

PROFESSIONS PAMPHLET
wo ul d say
prefer the phrase ‘my calling.’ My mission in life is to
nurse others and bring life into the world, while other
so-called healers only bring death and pain. I soothe
fears, bind wounds and calm tensions in times where it’s
needed. I am a shoulder to cry on and much more, as I
deal in the business of life—bringing it into the world,
maintaining it or even snatching it back from beyond
the veil of death.
I have a duty in this world, and that is to protect
all life. I have seen firsthand the darkness seeping into
this world, and it is more than the conflict between
governments. This darkness is a rot that kills everything
it touches—animal or plant, evil or good. It is my
duty—no, my responsibility—to fight this rot wherever
it appears. At first, it was easy, but now it has grown too
far and too powerful. People are fools if they think the
most significant worry is the upcoming war between the
Europeans, as there is a battle for the world’s very soul
about to take place.

WE ARE THE LIGHT


Together, we draw forth a healing power from the grass, the
stone and the sky.
Effect: Join hands with up to two allies, and all of you
make an Incantation or Resolve Test to Bind Wounds.
For every successful Skill Test, the person is restored
one additional step up the Damage Condition Track FOLK HEALER ABILITIES
positively. Randomly determine three Common Spells
you learn as free Unique Abilities from the Common { Trait & Quirk
Spells Listings table. Finally, you can Risk Backlash SKILL RANK BONUS ADVANCE TALENT
and Unfetter your Spells (covered in Article 7: Combat
{ Awareness { [CB] { Burn Bright
Encounters and Article 9: Hexenmeister’s Almanack).
{ Folklore { [FB] { Field Surgery
QUIRK: LIFE IS PRECIOUS { Heal { [IB] { Tenacity
I am so dedicated to the preservation of life that I am incapable { Incantation { [PB]
of even contemplating taking the life of any living being. { Leadership { [PB]
{ Martial Ranged { [WB]
Effect: Whenever you take an innocent life of another
threat classified as an Animal or Humanoid (including { Resolve { [WB]
player cultures) unprovoked, you are unable to call upon { Rumor
your Spells for three days. { Simple Ranged
{ Survival

David Chronister (order #31360124)


№ 84

F O RT UN E TE L L E R *
I am is able to divine the future. I am
PROFESSIONS PAMPHLET

o n e th at
in tune with forces beyond the comprehension of mere
mortals. With my third eye, I see what is to come. People
must simply ask what they wish to know. Do they want
true love, fortune, fame? I can consult my tools to see
what lies in wait for anyone. From tea leaves to bone
casting to reading the tarot, I can see all futures, but it is
up to each person to decide what can put them on the
path to the future they desire. Fate can be altered, but it
is a fickle thing that should not be toyed with.
I am worried as of late, for there is something terribly
wrong. My cards speak ill tidings, and worse, I no longer
trust what they reveal. In my attempts to divine what is
wrong, my skills fail me. The tea leaves dissolve, the bones
are gibberish and even my crystalline ball remains cloudy.
It is only through resorting to darker means that I’m able
to learn something—and that something spells doom not
only for those in cities but potentially all of us. Darkness
grows, the shadows advance and an ancient evil is here.

WANT TO KNOW YOUR FORTUNE?


Through tarot, tea leaves, the flight of birds and even the
bumps on your head, I can see your future.
Effect: You can attempt an Incantation Test to tell a
person’s future using an oracular device, providing they
can clearly see and hear you. If you succeed, they gain a
Coin for personal use only. If you Critically Succeed, they
gain two Coins instead. Once the Coins are spent, they FO RTUNE TE L L E R A B I L ITI E S
are discarded, not placed into the Coin pools. This benefit
must be spent before they have their fortune told again. { Trait & Quirk
Randomly determine three Common Spells you learn as SKILL RANK BONUS ADVANCE TALENT
free Unique Abilities from the Common Spells Listings
{ Awareness { [FB] { Close Shave
table. Finally, you can Risk Backlash and Unfetter your
Spells (covered in Article 7: Combat Encounters and { Charm { [FB] { Mettle
Article 9: Hexenmeister’s Almanack). { Folklore { [IB] { Occult
{ Gamble { [PB]
QUIRK: UNKNOWN FATE { Guile { [PB]
I may know what the future holds, but my own fate remains { Incantation { [WB]
obscured. { Resolve { [WB]
Effect: If the person whose fortune you told fails their Skill { Rumor
Test using their personal Coins, you suffer 2D10+2 Peril. If { Scrutinize
they Critically Fail, you suffer 3D10+3 Peril instead. { Simple Melee

David Chronister (order #31360124)


№ 85

FREEBOOTER
The I n tol e r ab l e A ct s? Please, when it comes to

PROFESSIONS PAMPHLET
smuggling, they may as well be called the Tolerable Acts!
Ports are closed and taxes are through the roof, but that
just means more business for me. I’ve spent enough years
running blockades, hiding contraband and greasing the
palms of dockworkers to know this will pass—but while
it’s here, why not take advantage? No job is too big or
too small for me as long as the price is right. After all,
the wheels of commerce still have to turn, even if we are
at war.
There will be war, too, make no mistake—but I
couldn’t care less. Rebels and Loyalists need contraband
goods no matter what flag they live under, so whoever
wins won’t affect my margins in the least. War brings
more profits and opportunities to my business, so the
longer the conflict lasts, the better, I say. I’m not a
mercenary or a warmonger—I’m just an honest business
owner trying to make a few pounds sterling in a less
than the conventional way. I’m certain there will come
a time when I have to make a decision as to where my
allegiances rest.

WITHIN MY REACH
No matter what anyone needs from me, I can always find it
in a moment—for the right price, of course.
Effect: Whenever you fail a Guile or Intimidate Test,
you may re-roll to generate a better result, but must
accept the outcome. In addition, you always succeed at FREEBOOTER ABILITIES
Skill Tests to resell illegal wares & weapons.
{ Trait & Quirk
QUIRK: RISKY BUSINESS SKILL RANK BONUS ADVANCE TALENT
I rely on a lot of contacts in my line of work, but unfortunately, { Poker Face
{ Awareness { [AB]
there is no honor among thieves.
{ Bargain { [BB] { Twistical
Effect: Any time you sell illegal or stolen wares & { Guile { [CB] { Under The
weapons to a contact, roll 1D6 Chaos Die. If it results Gun
{ Intimidate { [CB]
in face ‘6,’ you’ve been ‘sold out’ and will have to contend
{ Martial Melee { [FB]
with an important NPC in the next twenty-four hours.
{ Martial Ranged { [FB]
{ Rumor { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery

David Chronister (order #31360124)


№ 86

FUR TR APPER
Ma n y fur trade is long gone, but the
PROFESSIONS PAMPHLET

thi nk th e
truth is far from that. Cities along the coast might
no longer trade in pelts from beavers, bears and other
animals. But other regions farther west and north still
deal with the furs that everyone desires to withstand the
frontier’s rigors. I tread in lands even more remote from
the border. I stalk the forests of the Illinois Country,
Ohio and other wild, hidden places. It is here where I
hunt, trap and struggle against wild animals and beasts
in order to line my pockets for a few meager meals.
I have seen many sights in the wild. Some of these
vistas are beautiful beyond description, but more often
than not, they are despicable lands straight from the
depths of hell itself. I have seen foul and horrific monsters
and beheld the evil which has stalked the darkness there
since the dawn of time. Though many feel war with the
British Empire and their Loyalist forces is coming, I
know the truth. There is another war, and its soldiers will
crawl through the primordial muck to kill us all.

BEAST SLAYER
My life of trapping and hunting has taught me to know
instantly where I am and where best to look for resources to
survive the harsh wilds.
Effect: After you have successfully defeated any threat
classified as an Animal or Beast, its kind becomes your
chosen enemy. When striking chosen enemies, add an
additional 1D6 Fury Die to Total Damage with ranged FUR TRAPPER ABILITIES
weapons. Note that there is no upper limit to the number
of chosen enemy types you may have. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: A HIGH PRICE TO PAY
{ Athletics { [BB] { Animalistic
The scars I bear serve as a warning to pay more attention to
{ Folklore { [BB] { Gut Instinct
my surroundings.
{ Handle Animal { [CB] { Leatherworking
Effect: Reduce your Perception by -9%.
{ Martial Melee { [CB]
{ Martial Ranged { [FB]
{ Navigation { [IB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 87

GAMBLER
Ga mb l i n g not the purest of career

PROFESSIONS PAMPHLET
i s obv io us ly
choices, but the people who say that are just jealous
of the life I lead. I laugh at those fools, toiling away in
the fields or hauling cargo at the dock for meager pay.
Let the foolhardy attempt to carve out life along the
unpredictable frontier—I am not made for that. I thrive
in the ordinaries (taverns) and coffee houses, depending
on my wits and charm to earn my place in the world.
Whether I study the history of the four kings, dice or
games of drink, I am a master of hazards and chance.
Well, I also have help from Divine Providence—whose
luck and good fortune shines upon me.
Trouble is here, and I feel in my bones that my
good luck may have run its course. I have seen this
trouble brewing, even been caught up in it at times. The
docks teem with anger toward the Loyalists’ actions;
the ordinaries foment anger toward everybody else.
Meanwhile, I sense a growing threat deep in the shadows
that wants to destroy it all. No matter who spills the first
blood, fortune is a fickle mistress, and we are all at the
mercy of Divine Providence.

FORTUNE IS PLEASED
I might not believe in much, but the one thing I do know is
that I’m Fortune’s favorite.
Effect: Whenever you spend a Coin to re-roll a failed
Skill Test, you don’t need to roll, as you Critically
Succeed instead. GAMBLER ABILITIES

QUIRK: FORTUNE IS VEXED { Trait & Quirk

Divine Providence is fickle: one minute She shines down upon SKILL RANK BONUS ADVANCE TALENT
you, and the next, She reminds you that nothing is certain. { Cheat Sheet
{ Awareness { [AB]
Effect: When you spend a Coin for Fortune Is Pleased, { Charm { [CB] { Dressed To
you move one step down the Peril Condition Track { Gamble { [FB]
The Nines
negatively. { Holdout
{ Guile { [FB]
{ Martial Ranged { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery

David Chronister (order #31360124)


№ 88

G R E E N G RO C E R
T h e fa r m e r pl a n t s, the fisher fishes and the hunter
PROFESSIONS PAMPHLET

hunts. All three work to provide for those who hunger


and to ensure that bellies are full. That might be good
enough for those in the rural areas, but that backward
frontier-folk hardly ever think of us folks in the city.
That is where I come in as a grocer—I buy foodstuffs for
a low price and sell it at a profit for those incapable of
producing their own. Yes, I am a split fig, and some may
malign me for marking up the price on essential items.
Yet in times like these, every coin counts when it comes
to weathering the coming storm.
There is trouble lately, and not just in the cities.
This trouble is not only the never-ending rise in taxes
or the growing tensions between the Loyalists and the
Rebels. No, the problem is much more sinister. Crops
are yielding less, the fish are getting smaller and meat
is getting harder to acquire. Worse yet, I am hearing
concerning rumors of strange people and creatures
stalking the night. Disappearances, t errifying noises,
strange lights and chanting from the woods. This all
adds up to one thing: evil.

A FAIR PRICE
Bargaining runs through my veins, and without the thrill of
haggling, negotiating and debating, life would not be fun—or
even worth living!
Effect: Whenever you fail a Bargain or Rumor Test, you
may re-roll to generate a better result but must accept G R E E N G RO C E R A B I L ITI E S
the outcome. In addition, you always succeed at Skill
Tests to haggle down prices for legal wares & weapons. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: OUT OF MY DEPTH
{ Awareness { [FB] { Arithmetic
I might be a shrewd negotiator, but when I’m away from my
{ Bargain { [FB] { Hobnobbery
sales, I am lost.
{ Counterfeit { [IB] { Role Reversal
Effect: Any time you use Simple Ranged or Martial
{ Gamble { [IB]
Ranged, each Skill Rank counts for +5% instead of the
{ Guile { [PB]
normal +10%.
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Tradecraft

David Chronister (order #31360124)


№ 89

GRENADIER
A dm i t te dly not much need for

PROFESSIONS PAMPHLET
th e r e is
someone skilled with the art of artillery in this day and age.
Regardless we—the proud few—lead the battle charge.
On horseback, we’re the first to spy the battlements . . .
and often, the first to die. So why would we volunteer for
such grim work? The pay and the glory, of course! But we
tow-rows are not merely roughnecks. The teachings of
Newton, Leibniz, von Guericke and others inform our
methods of destruction. All of this reading and study has
led me to create theories on artillery, firing angle and the
amount of blackpowder to use.
We are condemned to die, yes. Though tensions
are on the rise and I fear there might be some physical
altercation, I hope and pray cooler heads prevail. That
being said, loath as I am to admit it, the possibility of
these tensions boiling over brings excitement. Perhaps if
war comes I will finally put into practice all of the time
I’ve spent teaching myself the finer points of physics and
their more ‘creative’ applications.

FORLORN HOPE
We are the suicide squad, condemned to die on the battlefield.
Effect: You may flip the results to succeed at Warfare
Tests. When you succeed, it is considered a Critical
Success. In addition, add 1D6 Fury Die to Damage with
any weapon with the Bomb Quality.

QUIRK: MY EARS STILL RING GRENADIER ABILITIES


Gunfire is loud—so loud that I’ve lost part of my hearing.
{ Trait & Quirk
Effect: You must flip the results to fail Skill Tests that
SKILL RANK BONUS ADVANCE TALENT
rely on hearing.
{ Athletics { [AB] { Gut Instinct
{ Awareness { [BB] { Militaristic
{ Intimidate { [BB] { Ricochet
{ Martial Ranged { [CB]
{ Ride { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Ranged
{ Toughness
{ Warfare

David Chronister (order #31360124)


№ 90

GUERILLA
I’v e l e a r n e d th e ways of warfare more than others.
PROFESSIONS PAMPHLET

I knew the art of irregular war from living along the


frontier and surviving everything that comes my way. I
fight the way I do not because it is the conventional way,
but because it is smart. It makes no sense marching in a
line, standing in front of rows of enemy infantry waiting
for their volley and then firing yours. It is smarter to use
the natural cover around me and pick off my opponents
when they least expect it. If I take out a captain, even
better. Some say this makes me a coward, but at the end
of a fight, my side has fewer dead.
I earned my stripes in the French and Indian War,
or one of many smaller, lesser-known conflicts. I have
seen the blood flow in Georgia and Virginia. I have
fended off raids, even those carried out by darker forces.
Many do not believe what I say, but I have seen ancient
enemies that move like shadows between the trees.
They are known by many names, but the one that sends
shivers down my spine is the secret enemy, ones who call
themselves the Mandoag.

AMBUSH TACTICS
Strike first, strike hard and give them no mercy, friends!
Effect: Whenever you deal Damage, spend a Coin to
hide immediately or to remain hidden (thereby gaining
Surprise on your next Turn).

QUIRK: LONER GUERILLA ABILITIES


Alone, I am a killing machine, but when it comes to fighting
{ Trait & Quirk
in coordination with others . . . that is a different story.
SKILL RANK BONUS ADVANCE TALENT
Effect: You cannot give nor gain the benefits of Assist
Dice unless you’re 3 yards or closer to an Assisting ally. { Athletics { [AB] { Ambidexterity
{ Awareness { [BB] { Militaristic
{ Martial Melee { [CB] { Nimble
{ Martial Ranged { [CB]
Fingers
{ Simple Melee { [IB]
{ Simple Ranged { [PB]
{ Stealth { [WB]
{ Survival
{ Toughness
{ Warfare

David Chronister (order #31360124)


№ 91

GUNSMITH
Ma n y to craft a gun, but I am a true

PROFESSIONS PAMPHLET
k now how
artisan when it comes to firearms. I come from a long
line of artists who have earned a living via crafting
not just a weapon, but a thing of beauty. I know how
to forge a long barrel that is rifled for a perfect shot. I
have a knack for taking a piece of ordinary wood and
carving it into a barrel of incredible beauty and balance.
Unlike my more rebellious friends, I mix well with all
my customers. Everyone needs my skills after all, as well
as my advice when it comes to firearms. I gladly give it,
up to a point—there are secrets to gun making I will not
share.
Trouble is brewing and evil is coming—an evil that
is twofold. One is the growing call to break away from
the British Empire and the Loyalists. It is a call that
will bring death and ultimately prove that neither side
is correct. The second is another call, but one that is far
darker, more sinister and more ominous. This evil—and
make no mistake, it is pure evil—will not be fought with
just fate and faith, but with the righteous fury of a finely
honed musket.

MY RETRIBUTION
With a gun in hand, I bring fire and fury to my enemies.
Effect: You know the Alchemical Art of Create
Blackpowder (from Article 9: Hexenmeister’s
Almanack), as you learn it as a free Unique Ability. Any
weapons you craft of the Blackpowder Quality do not GUNSMITH ABILITIES
take on the negative effects imparted by their Qualities
and don’t misfire. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: PHANTOM LIMB
{ Alchemy { [BB] { Nimble
No weapon but a gunpowder weapon feels quite right in my Fingers
{ Athletics { [CB]
hands—everything else feels alien and strange. { Ricochet
{ Awareness { [CB]
Effect: You cannot Take Aim with weapons other than { Whites Of
{ Bargain { [FB]
those with the Blackpowder Quality. Their Eyes
{ Martial Ranged { [IB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 92

HERBALIST *
I tr ac e my sk i l l s back to an earlier time, well before
PROFESSIONS PAMPHLET

the New World existed. Though there is a growing trend


of taking the old knowledge and using it in a new way, I
practice the old methods. The world teams with life, and
all life stems from the natural world of plants. Without
flora, life as we know it would not exist. I am one of the
few who knows the secrets of plants and possesses the
ability to unlock their latent properties.
Recently, I have watched as many plants near my
home sicken and wither with a blight I’ve never seen
before. This so-called war on the horizon is just a leaf in
the wind if this evil spreads further, like a choking vine.
The blight not only kills but also mutates and changes
things that it touches. I have had to uproot many beloved
herbs because they began to make people ill instead
of well. It concerns me greatly, as I have watched this
darkness spread from nothing to a dark plague that will
not only consume my harvest but also, I fear, the whole
of the world.

A TRACE OF LIFE
Every plant, tree and blade of grass is attuned to the world’s
seasons, and I am able to harness this power.
Effect: Whenever attempting to track a threat classified
as an Animal or find a place using a sacred tool, substitute
Incantation in place of other Skills required to do so.
Randomly determine three Common Spells you learn as
free Unique Abilities from the Common Spells Listings HERBALIST ABILITIES
table. Finally, you can Risk Backlash and Unfetter your
Spells (covered in Article 7: Combat Encounters and { Trait & Quirk
Article 9: Hexenmeister’s Almanack). SKILL RANK BONUS ADVANCE TALENT

QUIRK: BLOODLESS HANDS { Bargain { [FB] { Field Dressing


{ Folklore { [FB] { Manna Of
I respect the preciousness of life, and the thought of taking a life God
runs counter to my beliefs. { Handle Animal { [IB]
{ Post-Haste
{ Heal { [PB]
Effect: When you take an innocent life unprovoked, you
{ Incantation { [PB]
gain 9 Conflict.
{ Navigation { [WB]
{ Resolve { [WB]
{ Simple Ranged
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 93

HIRED HAND
W i tho u t m e , ho us e s
would not be built, ships

PROFESSIONS PAMPHLET
would not be unloaded, bricks would not be made, none
of the work a thriving settlement needs would get done!
So many think I’m nothing but a simpleminded, faceless
worker in the crowd. My self-worth is hard-earned and
not given to me on a platter, like those dandyish types.
It doesn’t matter if what I do takes only brawn and not
brain. I am happy knowing that my determination and
hard work earns me a living and supports my loved ones.
I see and hear a lot, working and socializing in
circles outside of polite society. Spending an evening in
a coffeehouse laughing, swapping stories and drinking is
the best way to pass the time. If I were honest with myself,
it is during these revels that my mood darkens. Every
day, word reaches me of rebellion, deep-rooted anger and
whispers of things best left unsaid. The political reasons
behind all the anger are readily apparent, but it is the
other things I hear that puzzle me—ghost stories made
flesh, ghouls who haunt the graveyards and shadows that
plague dreams.

ROUGH WORK
It doesn’t matter if I am hurt, bleeding or sick—the work must
be done.
Effect: You may flip the results to succeed at Toughness
Tests. When you succeed, it is always considered a
Critical Success. Furthermore, you never reduce your
Movement due to Overage. HIRED HAND ABILITIES

QUIRK: STUBBORN AS A MULE { Trait & Quirk

People tend to treat me like I’m some common criminal or SKILL RANK BONUS ADVANCE TALENT
vagabond—I’m not here to cause trouble. { Gut Instinct
{ Athletics { [AB]
Effect: Whenever attempting to buy, sell or trade wares { Charm { [BB] { Pot Valiant
& weapons, you cannot use Coins to modify your Skill { Coordination { [BB] { Woodworking
Test results.
{ Eavesdrop { [FB]
{ Handle Animal { [FB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 94

INFORMANT
I and let me tell you, it is a
PROFESSIONS PAMPHLET

p e ddl e i n s e c r et s
dangerous business. If anyone follows or even sees my
contact, both of our lives are at risk. I know the secrets
people search for, as well as the plans they think no one
else knows. Name your price, and I’ll have the answers
you need. If someone can’t afford my rates, they should
not be offended when I render my services to someone
else. And if they decide to inform on me, well . . . they
shouldn’t be surprised when people in power start
hearing their name whispered as a potential traitor.
Many things are hiding in the shadows—far more
than most even realize. On one side, you have the Sons
of Liberty, protesters and those who wish to establish
their own government. On the other side, you have
Loyalist officials who bleed for king and country. Both
sides want to know what the other is plotting, and I’m
able to provide that intelligence. There are secrets even
I don’t know, however, and the rumors of dark things
lurking in the woods and marshes make me second-
guess my knowledge at times.

SHADOW BROKER
I’ve got dirt on practically every person in this city.
Effect: You can dig up sensitive information on a
character who has been listed in a broadsheet (newspaper)
or magazine. Using this information, you then gain an
Assist Die to interact with them in social situations. You
can take advantage of this Trait once a game session. INFORMANT ABILITIES

QUIRK: TOO MANY SECRETS { Trait & Quirk

I know everyone’s dirty secrets, which has earned me some SKILL RANK BONUS ADVANCE TALENT
enemies along the way. { Nom De
{ Awareness { [AB]
Effect: You begin gameplay with a nemesis, a ‘named’ { Counterfeit { [CB]
Guerre
enemy you will create with the Historian. Whenever { Poker Face
{ Disguise { [FB]
you are face-to-face with this enemy, you cannot take { Whip Jacket
{ Eavesdrop { [FB]
advantage of the Coin Pool. Once this enemy is defeated,
{ Guile { [IB]
the Historian will secretly create another nemesis and
{ Rumor { [PB]
will tell you who they are only at the most inopportune
moment. { Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Stealth

David Chronister (order #31360124)


№ 95

LAMPLIGHTER
In th e da r k n e s s of a moonless night, I am the one

PROFESSIONS PAMPHLET
that brings light to civilization. Mine is a lonely vigil as
I walk shadowed streets each evening, ensuring peaceful
and safe slumber for the city’s residents. People take the
lamps for granted. After all, very few people even see me
do my work if they stay in their houses past sundown.
But I do more than just light and maintain the lamps—I
make candles, distribute oil and repair broken lamps.
My light banishes away the shadows, and when villains
creep about, I remind them of my duty with the butt end
of my musket.
I keep a secret—one that would brand me mad if
others knew. On my patrols, I’ve seen more than just stray
cats and town drunks. I’ve seen shadows—dark things
that some would call monsters, creeping at the edges of
our sleepy settlements. Evil moves under cover of night,
its dark intentions blending in with its surroundings. I
fight a war of my own, using my bravery and my light
pole as my only tools. I kindle the lights at night and fill
them with oil in the morning so I can provide at least a
little solace against the night.

NIGHT SIGHT
I have adapted to the dark more than others—I see better, hear
better and, if need be, fight better while shadowed.
Effect: You can see in the dark, treating Fleeting
Shadows and Total Darkness as if it were Perfect Light.
LAMPLIGHTER ABILITIES
QUIRK: LIGHT SENSITIVE
{ Trait & Quirk
Though darkness doesn’t harm my vision, in an ironic twist of
fate, my eyes are now quite sensitive to the light. SKILL RANK BONUS ADVANCE TALENT

Effect: In Perfect Light, reduce Distances by -3. { Awareness { [AB] { Burn Bright
{ Eavesdrop { [AB] { Common
{ Folklore { [BB]
Sense
{ Whip Jacket
{ Intimidate { [CB]
{ Martial Ranged { [PB]
{ Resolve { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Skulduggery
{ Stealth

David Chronister (order #31360124)


№ 96

L AWYE R
I life to the pursuit of the
PROFESSIONS PAMPHLET

h av e de dicate d my
worthiest of all endeavors: law. For many years, I studied
under another lawyer and learned my craft. Since then
I have lived for one thing and one thing only: ensuring
everyone has recourse to justice. As a black box, it is my
calling to help anyone in dire legal straits. It does not
matter if they are guilty or innocent; I must invoke
the letter of the law on their behalf. No matter what
resentments my clients hold, I shall defend them. I take
this job seriously enough that people’s opinions of me no
longer matter in the long run.
Now more than ever, the law is vital to navigating
these troubled times. The Rebel mob wishes to rebel,
while the Loyalists back a king who seeks to impinge
upon all humankind’s natural rights. The violence has
done nothing but escalate on both sides, and I sense that
this escalation will turn into armed conflict. When the
first cannon is fired, the law will be thrown to the wind
and chaos will reign unhindered. Perhaps that is why I
feel I must work at this time, to keep us away from the
brink of ruin and disaster.

TRUTH SHALL SET YOU FREE


My faith in the law has allowed me a keen insight into people,
and I’m able to navigate past any lie or falsehood a client may
tell me.
Effect: You can determine if someone is lying without
making a Skill Test, providing you can clearly see and L AWYE R A B I L I T I E S
hear them. In addition, your lies are seen as being truthful
by others, unless aided by Spells or by another Lawyer. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: UNYIELDING IN ALL THINGS
{ Awareness { [AB] { Charismatic
While being stubborn and obstinate in court is a boon, in other
{ Bargain { [FB] { Smooth
aspects of life, it has caused me nothing but despair. Talker
{ Charm { [FB]
Effect: Any time your die rolls result in a Critical Failure, { Talk Less,
{ Education { [IB]
gain 3 Conflict. Smile More
{ Guile { [IB]
{ Interrogation { [PB]
{ Ride { [WB]
{ Rumor
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 97

L I B E RTI N E
W e a r e o n this earth for such a short time—why

PROFESSIONS PAMPHLET
should I not attempt to get as much out of it as I can?
It does not matter what I indulge in: pleasures of the
flesh, impish delights or potent stuff—just as long as it
is enjoyable, I shall engage in it to the fullest. It doesn’t
mean I lack morals or decency. I would say I’m more
moral than most people who walk around with their
noses high in the air. I simply ignore those urges of
responsibility or duty to enjoy the bounty of life. After
all, what purpose does life hold if it is not to be enjoyed
to the utmost?
Just because I enjoy everything in this life doesn’t
mean I’m an addlepate without the ability to be serious
or notice what is happening all around us. True, I
sometimes hide my thoughts behind a facade, but it is no
mystery that I worry about the change that is coming.
There shall be war, and there shall be dust and blood,
but through it all, I am determined to enjoy life—to
do otherwise would spell despair and disgust. The time
may come where I feel guilty for downing a celebratory
drink, but at least for now, another round!

WELL, ACTUALLY . . .
My freewheeling, indulgent ways have garnered me many
unique experiences and diverse acquaintances, however brief
our time together.
Effect: Whenever you attempt to determine whether
you have heard of someone, a story or other folktale, roll L I B E RTI NE A B I L ITI E S
a 1D6 Chaos Die. If the result is face ‘6,’ you immediately
recall a factoid about it. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: PLUCK THE DAY
{ Charm { [AB] { Cast-Iron
Life should be enjoyed to its fullest, with indulgence and Stomach
{ Eavesdrop { [FB]
fervor—damn the consequences! { Costuming
{ Education { [FB]
Effect: Whenever confronted with drugs, luxurious { Dressed To
{ Folklore { [IB]
things and new experiences, you must indulge or else The Nines
{ Gamble { [IB]
gain 3 Conflict.
{ Guile { [PB]
{ Rumor { [PB]
{ Scrutinize
{ Simple Melee
{ Skulduggery

David Chronister (order #31360124)


№ 98

M AG I S T R ATE
A L aw y e r us e s th e word of law to advocate
PROFESSIONS PAMPHLET

for the guilty and innocent, but I am the true impartial


arbiter of the law. It is my duty to know the law inside
and out and have the prudence to apply it fairly. My
task is not an easy or popular one due to the simple
fact that the law must have no prejudice or bias. I spent
years in school and as a lawyer myself to represent the
government and its laws as fairly as possible, and the
summation of my learning is this: justice is simply a
matter of true or false—nothing more, and nothing less.
It is hard not to notice the growing tensions and
how they are boiling over into those eager to break
the law. Laws rule society, and society creates the very
means to judge those who refuse to obey these laws. I
do not care about tax increases or royal blockades—the
law created them, and so they must be upheld. Those
who break the law break the contract we all make to
our society. It doesn’t matter which side of the conflict is
right. Whether they be Rebels or the Loyalists, they all
break the law and in my eyes, are all equally guilty.

JUDGMENT IS HERE
I interpret the law, listen to the arguments, then render a
judgment which is guaranteed fair and unbiased.
Effect: Whenever you or an ally succeeds at a Skill Test,
spend a Coin to turn it into a Critical Success.

QUIRK: EVEN-HANDED M AG I ST R ATE A B I L ITI E S


Law has no sides, and as a magistrate, I speak my mind and
{ Trait & Quirk
hold my position, no matter how stubborn or tenacious it may
make me. SKILL RANK BONUS ADVANCE TALENT

Effect: After you use Judgment Is Here, the Coin is { Awareness { [AB] { Ebb & Flow
immediately discarded for the rest of the game session. { Bargain { [FB] { Sagacity
{ Education { [FB] { Trivium
{ Guile { [IB]
{ Interrogation { [IB]
{ Leadership { [PB]
{ Ride { [WB]
{ Rumor
{ Simple Melee
{ Toughness

David Chronister (order #31360124)


№ 99

MARINER
T ho ug h of me as a Jack Nasty-Face,

PROFESSIONS PAMPHLET
m a n y thi nk
doing so is an insult to my worthy occupation. They
simply work on the deck or riggings, and their only
responsibility is to ensure the boat functions at a bare
minimum. A Mariner does far more than that. I have my
own routines to ensure the boat stays afloat, and I perform
more important duties than simply swabbing the deck.
I fight, maintain, navigate and, most importantly, I keep
the crew alive. You might think there is no difference
between a run-of-the-mill ship hand and me, but when
you’re adrift in dangerous waters, you’ll soon see the
truth.
Tensions are ever-increasing, but I care very little,
if at all, what broods between these petulant children.
All I care about is making it to the next port with my
body, mind and soul intact, as the seas will soon darken
with more than just the blood of warfare. I’ve seen things
of unspeakable beauty on the open water, yes, but the
waters hide unspeakable horrors as well. The water hides
the evil and then belches it upon the shores, corrupting
everything it touches.

A LIFE AT SEA
Thanks to my life at sea, I’m sure-footed and nimble—
otherwise, how would I keep my footing on icy decks or during
rough storms?
Effect: You may flip the results to succeed at Coordination
Tests. When you succeed, it is always considered a MARINER ABILITIES
Critical Success. In addition, when using the Movement
subtype of Swimming, add your Initiative value to the { Trait & Quirk
Distance you swim. SKILL RANK BONUS ADVANCE TALENT

QUIRK: SEA LEGS { Athletics { [AB] { Full Of Beans


{ Awareness { [AB] { Herculean
I live for the sea, and when on land, I don’t feel at home. Effort
{ Coordination { [BB]
Effect: When not borne upon water or a boat, reduce { Sailing
{ Folklore { [BB]
your Initiative by your Flaw Ranks.
{ Martial Ranged { [CB]
{ Navigation { [IB]
{ Pilot { [PB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 100

MENDICANT
I a m o n a spiritual journey to deepen my faith. There
PROFESSIONS PAMPHLET

is no more extraordinary task—no greater calling—than


to expand my understanding of my faith by interacting
with others outside of it. Despite our beliefs, we all
share in that there is something greater than all of us.
To discover it, I shall brave every danger, overcome every
obstacle and face every challenge with a sacred light
filling and guiding me. To ensure that I am not lured
away from my mendicancy, I travel with little, save for
that which I can carry on my back or by charity.
As I walk the earth, I have heard stories and seen
the proof of real, tangible evil. It is called many things
by many different people. But it is sinking its claws
into us, deeper and deeper. There are devils within the
shadows that wish to twist those who it can toward evil
and consume those who are unwilling to yield. But I
know within my heart of hearts that I will continue to
be guided on my mission and to serve as a shield to the
downtrodden.

GUIDING LIGHT
There is a light that never goes out inside of me.
Effect: Whenever an ally fails or Critically Fails a
Resolve Test to withstand Stress, Fear or Terror provoked
by threats classified as Abyssal or Supernatural, make a
Resolve Test. If successful, your ally ignores Stress, Fear
and Terror provoked by it, providing they can see and
hear you clearly. A Critical Success allows them to gain MENDICANT ABILITIES
the benefit above and temporarily adds +3 to their Peril
Threshold while in the presence of the threat. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: ASCETICISM
{ Charm { [BB] { Brains Over
I take with me only that which I truly need, and give all else Brawn
{ Education { [FB]
away to those in need. { Mettle
{ Folklore { [IB]
Effect: You cannot own more than 10 pounds (£) in { Theology
{ Navigation { [IB]
coins, or have more wares & weapons than you can carry.
{ Resolve { [PB]
If you do, you cannot take advantage of Skill Ranks until
{ Scrutinize { [PB]
you donate it or give it away.
{ Simple Melee { [WB]
{ Simple Ranged
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 101

M E N TA L I S T *
I a m no m e r e stage magician! Scoff if you must, but

PROFESSIONS PAMPHLET
there are powers in this world that ordinary folk cannot
comprehend. Real strength is not found within the flesh
or tendons, but within the mind. The actual depth and
complexity of our psyche are unknown to many, and
those who understand this wield Spells outside of mortal
ken. I am one of those people, trained to have unlocked
metaphysical aptitudes. Even now, I am but a novice,
slowly walking the path to reach my true potential.
Some think my magics are mere parlor tricks.
Worse are those who fear I am out of my gourd and want
nothing more than to lock me up for my own protection.
I can sense spiritual phenomena slowly creeping into
our world that haven’t been seen for hundreds—if not
thousands—of years. I’m not exactly sure what it is, but
I feel that something is amiss. The more I try to focus on
the feeling, the more I feel as if an oily shadow is spilling
onto my brain.

NO MERE PHENOMENA
My mind is a finely honed weapon, trained to tap into forces
that can alter reality.
Effect: You can manipulate physical objects no larger
than a book with your mind. This allows you to
automatically hit a single foe within 3+[PB], as the
foe suffers 1D10+1 Peril. You can also pair this with
Skulduggery to make objects disappear and to reappear.
Randomly determine three Common Spells you learn as M E N TA L I S T A B I L I TI E S
free Unique Abilities from the Common Spells Listings
table. Finally, you can Risk Backlash and Unfetter your { Trait & Quirk
Spells (covered in Article 7: Combat Encounters and SKILL RANK BONUS ADVANCE TALENT
Article 9: Hexenmeister’s Almanack).
{ Awareness { [AB] { At A Distance
QUIRK: NOSEBLEEDS { Charm { [FB] { Holdout
{ Folklore { [FB] { Mettle
My power frightens me, for if I push too hard or too often, my
body begins to break down. { Guile { [PB]
{ Incantation { [PB]
Effect: Whenever you manipulate objects using No Mere
{ Resolve { [WB]
Phenomena, you move one step down the Peril Condition
Track negatively. If you become Incapacitated! due to { Rumor { [WB]
this, you also begin Bleeding. { Scrutinize
{ Simple Melee
{ Skulduggery

David Chronister (order #31360124)


№ 102

M E RCH A NT
T here ways to make money, but I
PROFESSIONS PAMPHLET

are many
can turn my own money into even more income. I
risk my capital to buy and sell wares & weapons in a
speculative way, selling them when the market demands.
I have bankrolled expeditions east for new and exotic
products, funded businesses that turn into profit creators
themselves, and I am not above using some golden grease
to convince officials to look the other way. Goods move
in and out of the country, and I sit in the middle of it
all—wealth revolving around me like the moon round
the sun.
I might not let on, but current tensions have me
worried. The anger will do nothing but make my job
harder. I only need to look at the Intolerable Acts
and the continued taxation to see my fears are valid
and my bottom line is ever increasing. Both sides of
this argument have merit, but no matter which side I
choose, both my businesses and I will lose out—maybe
permanently. The only solution I see is pitting both sides
against each other, but that is a game not many walk
away from.

TIP THE SCALES


Risky investments, speculative trading, slush funds—I know
how to work money and trade in my interest, even if it means
having to put all my cards on the table.
Effect: Whenever you fail a Bargain or Guile Test, you
may re-roll to generate a better result, but must accept M E RCHA NT ABI L ITI E S
the outcome. In addition, you always succeed at Skill
Tests to resell legal wares & weapons. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: HUSTLE & FLOW
{ Awareness { [FB] { Arithmetic
Everything takes a backseat to income and profit, and when I
{ Bargain { [FB] { Jaded
lose out, the sting is unbearable.
{ Education { [IB] { Rebel Yell
Effect: Whenever you fail a Fellowship-based Skill Test,
{ Gamble { [IB]
you move one step down the Peril Condition Track
{ Guile { [PB]
negatively.
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Tradecraft

David Chronister (order #31360124)


№ 103

M I DWI FE
Life i s pr e cio us .
It is to be cherished and, above

PROFESSIONS PAMPHLET
all, protected. With each newborn child that I usher
into this world, I welcome another wondrous soul to our
community. I know how to ease the pain and ensure life,
not death, comes from birth. It is I, and I alone, who
brings comfort to parents and children. I am the doctor
when your life is at risk, the nursemaid to your baby and
the gentle comfort when the worst happens. It is my
sacred duty.
I have ushered many new lives into this world, which
brings me great joy. More than anything, it fills me with
a purpose far more significant than most understand.
This understanding tells me something is spiritually
amiss in our world, far greater than the war. I feel this
wrongness deep within my bones. I hear it in the cries of
dying infants and see it in the unearthly hollowness in
parents’ eyes. Infants die and stillbirths grow even more
common. Shadows and darkness lurk within the sacred
moments of birth. There are eyes in those shadows,
watching and waiting to snuff away these precious gifts
of life. I am fearful of what is to come.

EASE THE PAIN


There, there . . . hush now and let the pain flow outside your
body.
Effect: You know the Alchemical Art of Create
Medicine (from Article 9: Hexenmeister’s Almanack),
as you learn it as a free Unique Ability. Whenever you M I DWI FE ABI L ITI E S
successfully Bind Wounds to heal Damage, your patient
moves one additional step up the Damage Condition { Trait & Quirk
Track positively and an equal number of steps up the SKILL RANK BONUS ADVANCE TALENT
Peril Condition Track.
{ Alchemy { [BB] { Field Dressing
QUIRK: THE OLD WAYS { Athletics { [FB] { Manna Of
{ Charm { [IB]
God
There are some things beyond my own skills, treatments that { Pharmacopoeia
exceed my medical knowledge. { Folklore { [IB]
{ Heal { [PB]
Effect: Whenever attempting to Perform Surgery or
{ Resolve { [PB]
Trepanation, you must flip the results to fail Heal Tests.
{ Rumor { [WB]
{ Scrutinize
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 104

MILITIA
F e a r a n d c o n fl ict have gripped the New World
PROFESSIONS PAMPHLET

since its founding. From hostile attacks by enemy


powers to self-inflicted strife, war is a part of life. I have
wrested my own patch of land from the wilderness, but
it comes with its own violent price. To live and be truly
free, you must know how to shoot and how to stalk, but
it is the Militia who knows how to kill. I have answered
the call every time to fight for our heaven-sent rights, yet
it seems the Loyalists hesitate to respond in defense of
their own liberty.
Whether they believe in liberty, the independence of
Indigenous lands or in loyalty to the motherland, I will
defend those who need such a shield. When the fighting
ceases, which eventually will, I will be scorned for my
violence and willingness to strike. Just keep one thing in
mind: I am no parish soldier—if you want to think that,
then you’ll find hell to pay.

DON’T TREAD ON ME
Liberty or death!
Effect: You never Bleed or suffer from Sepsis.
Furthermore, you are never rendered Incapacitated! or
made Unconscious from Injuries.

QUIRK: TOO INDEPENDENT


Life has made me fiercely independent, and I want nothing to
do with those on the other side of the war.
Effect: When interacting directly with those of an MILITIA ABILITIES
Allegiance other than your primary one, you must flip { Trait & Quirk
the results to fail Fellowship-based Skill Tests.
SKILL RANK BONUS ADVANCE TALENT

{ Athletics { [AB] { Chase The


{ Coordination { [BB]
Pain
{ Friendly Fire
{ Folklore { [BB]
{ Militaristic
{ Martial Melee { [CB]
{ Martial Ranged { [CB]
{ Resolve { [IB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Warfare

David Chronister (order #31360124)


№ 105

MILLINER
I a m a n a rti sa n ,
and my fellow artisans and I

PROFESSIONS PAMPHLET
take pride in the works of art we create every day. My
specialty is the humble hat, which is so much more than
a head covering. There is purity and honor in working
with ones’ hands to create something that people need.
You may think a hat is a plebian item, but all manner of
folk wear them upon their heads. I know deep within my
soul that the crafting of a hat is a pure art form. Stone,
tin and gold are of course beautiful mediums, but there
is a subtle grace in the art of felt and leather.
Like many, it is hard for me not to notice the rising
tensions. These tensions are amongst my fellow Milliners,
as well as between the Loyalists and Rebels. I really do
not know what to think about all of this, and I’m not
sure if I should have an opinion. My craft involves no
bloodshed, save a few pricked fingers, and swears no
fealty to any side, but I will lose business whichever way
this conflict goes. I worry most for the small crafters
such as myself who are caught in the middle of a mess
that none of us asked for.

IT’S JUST BUSINESS


I leave my opinions at my shop’s door, which allows me to slip
into whatever mannerisms endear me to my customers.
Effect: Whenever using Skill Tests to interact with
those of the same or different Allegiance, you gain an
Assist Die.
MILLINER ABILITIES
QUIRK: MAD HATTER SYNDROME
{ Trait & Quirk
Hat making is not the most glamorous of professions, and it
even carries the stigma of being quite batty. SKILL RANK BONUS ADVANCE TALENT

Effect: You gain one permanent Flaw Rank. { Awareness { [AB] { Costuming
{ Bargain { [FB] { Hobnobbery
{ Counterfeit { [FB] { Tailoring
{ Eavesdrop { [IB]
{ Folklore { [PB]
{ Guile { [PB]
{ Ride { [WB]
{ Rumor
{ Simple Ranged
{ Tradecraft

David Chronister (order #31360124)


№ 106

MUSICIAN
M usic i s th e key to life. It is essential to celebrate
PROFESSIONS PAMPHLET

all the world’s wonders, from the first note of birth to


the final chord of death. Through music, I rejoice in the
beauty around me, as well as the beauty inside everyone.
Music comes in many forms, from a dirge to a sonata to
a waltz, played on a harp, fiddle, fife or any instrument
I can get my hands on. Music isn’t merely playing what
you feel, though that is a significant component. No,
there is a mathematical order to music that few see, and
those who know to look for it realize that the universe
moves in a beautiful 4/4 time.
I seem useless on the battlefield, but what better
time to enjoy music than in the throes of war? Bombastic
celebrations of victory and pensive opuses on mortality
all soothe us during these times. War is looming, and
no matter how much I hope they would, music and
jubilation cannot solve every problem. That will not stop
me from composing and playing, however, as a song in
one’s heart is the greatest defense against the sorrows
and pains of conflict.

RISING ANTHEM
Music is a powerful tool—it can drive away fear, inspire
others and even serve as a clever barb against an enemy.
Effect: You can attempt a Charm Test to perform with a
musical instrument. If successful, a number of characters
equal to your [FB] are Inspired (Words As Weapons in
Article 7: Combat Encounters) for twenty-four hours. If MUSICIAN ABILITIES
you Critically Succeed, they also gain an Assist Die to
Resist Stress, Fear and Terror. A character may only gain { Trait & Quirk
the benefit of this performance once a day, which takes SKILL RANK BONUS ADVANCE TALENT
at least an hour of time to perform.
{ Athletics { [AB] { Artistry
QUIRK: NOT YOUR SOLDIER { Awareness { [BB] { Perceptive
{ Charm { [CB] { Ribaldry
When thrown in any kind of fracas, my instrument makes for
a very poor—and very expensive—weapon. { Coordination { [FB]
{ Folklore { [FB]
Effect: Any time you use the Simple Ranged or Martial
{ Guile { [IB]
Ranged Skills, each Skill Rank counts for +5% instead
of the normal +10%. { Martial Ranged { [PB]
{ Simple Melee
{ Simple Ranged
{ Warfare

David Chronister (order #31360124)


№ 107

MUTINEER
T h e r e a r e ti m e s when a person must stand up for

PROFESSIONS PAMPHLET
what they believe in, and I’ve lived through one of those
times. My crewmates and I overthrew the captain of
our vessel, but we were left with few choices. Corporal
punishment, starvation and inept leadership aboard
the ship were killing us without mercy. It is one thing
to be led by someone incompetent and quite another
by someone who is a tyrant. I may be called traitor or
coward, but drastic times call for extreme measures. If
we hadn’t rebelled, I am sure we would all be dead.
Granted, it’s all honey or all turd with my fellow
mutineers, and like them, I’ve been branded a rabble-
rouser and a whistleblower. I wear these monikers with
pride. As the Loyalists and Rebels continue to tear at
each other’s throats, we need decisive leadership. Neither
side has a use for cruel leaders in a time when a false
move could spell the end of a nation. Now is the time to
rise up and band together, to throw off the fetters of the
inept to forge our own destiny in a world teetering on
the brink of despair.

CALL TO ARMS
I can inspire those around me, driving my allies to great deeds
and feats they didn’t realize they could perform.
Effect: Whenever you succeed at using the action
in combat Words As Weapons, combatants double the
benefits or penalties.
MUTINEER ABILITIES
QUIRK: TROUBLEMAKER
{ Trait & Quirk
I have a reputation of being a rabble-rouser and an upstart,
which means very few in power trust me. SKILL RANK BONUS ADVANCE TALENT

Effect: When foes or strangers recognize you as a { Awareness { [AB] { Jaded


Mutineer, you must attempt to hide your true identity. { Intimidate { [BB] { Linear Tactics
The Historian will likely ask you to make a Secret Test { Leadership { [CB] { Under The
for Disguise when in public, only revealing the results at Gun
{ Martial Ranged { [CB]
the most inopportune of times.
{ Navigation { [FB]
{ Pilot { [IB]
{ Rumor { [PB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 108

OFFICER
T he fast approaching when the simmering
PROFESSIONS PAMPHLET

ti m e i s
tensions will boil over into conflict. During times like
these, someone must step forward and take on the
mantle of leader, and that person is me. I’ve learned
leadership skills through many years of combat and
schooling, and I shall ride at the vanguard of those
charging into battle. My abilities and scars are souvenirs
from countless conflicts before. It was then, with musket
balls flying past my head, that I learned to lead and value
my companions’ lives more than my own.
I didn’t become an officer for the money—most of
my funds go toward maintaining my militia, but my real
reward is making my unit into one that will be envied.
I’ve learned by studying the great masters of war, and
I have grown into an efficient and effective leader who
doesn’t shy from battle. My brand of leadership is exactly
what is needed now, especially if the rumors of dark
things are true. No matter which side I choose, they’ll
welcome my bravery forthright.

BATTLE BUDDY
My friends don’t follow me for a paycheck; they follow me
for my leadership, charisma and camaraderie I have fostered
among them.
Effect: Select one ally as combat begins. You both gain
a +10% Base Chance to Defend and cannot be Flanked,
providing you are able to clearly see and hear one another.
OFFICER ABILITIES
QUIRK: ARMS FOR THE POOR
{ Trait & Quirk
Though the Devil may dance in my pocket, I must supply the
greater war effort out of my own coin purse. SKILL RANK BONUS ADVANCE TALENT

Effect: You must donate one out of 9 pence (p) you have { Intimidate { [AB] { Close Shave
to the local militia. { Leadership { [BB] { Militaristic
{ Martial Melee { [CB] { Whites Of
{ Martial Ranged { [CB]
Their Eyes
{ Navigation { [FB]
{ Resolve { [IB]
{ Ride { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 109

PA RTI S A N
T ro u b l e i s br ew i n g, and with risk comes change.

PROFESSIONS PAMPHLET
When two sides of any conflict begin to tear at each
other’s throats, they need people like me to champion
their cause. I believe wholeheartedly in my allegiances
and defend them every chance I get. Whether through
public debate or a street brawl against my political
opponents, I know that might makes right when it comes
to pushing opinion. Some of those in charge see me as
rash and violent, but when intentions turn away from
peace, they rely on true believers like me to grab the
narrative and shove it back our way.
I don’t have any regard for the rumors I keep hearing
of things lurking in the shadows—the only true fight
is against the other side—whoever they may be. My
superiors are relying on me to lead the charge and shape
the country into what they want, and who am I to deny
them? Tales of demons, ghouls and witches are old wives’
tales meant to distract from the real conflict that peeks
over the horizon daily.

MOB RULE
The only way to get what you want is by force—anything else
is just lip service.
Effect: Whenever you and your allies face foes 6:1, both
you and a number of allies equal to [FB] add 2D6 Fury
Die to Total Damage, instead of the normal 1D6.

QUIRK: SERPENT EATING ITS TAIL PA RTI S A N A B I L ITI E S


It’s not too hard to instigate a mob, but one false move or
{ Trait & Quirk
careless word, and your allies will turn against you quickly.
SKILL RANK BONUS ADVANCE TALENT
Effect: For every failed Skill Test in combat, you suffer
1D10+1 Peril. { Awareness { [AB] { Friendly Fire
{ Guile { [BB] { Rebel Yell
{ Intimidate { [CB] { Simon Pure
{ Leadership { [FB]
{ Martial Ranged { [FB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery

David Chronister (order #31360124)


№ 110

POLITICIAN
In of troubles with so much at stake,
PROFESSIONS PAMPHLET

th e s e ti m e s
only I can navigate these increasingly choppy political
waters. As a chosen representative, I am a voice for the
people. Many may not consider what I do vital to our
people’s survival, but they are wrong. With the growing
tensions, someone skilled in the art of negotiation,
debate and leadership is a necessity. We may be spat
upon, insulted and threatened, but our role is vital—now
more than ever.
Everyone is divided now, from my fellow
representatives to those in the local governments. We
are treading through thorny issues with the lives of our
constituents in our hands. Debate and diplomacy will set
the world’s course for many years to come—whether the
Colonies become independent or not. I’m a firm believer
that negotiation can solve the problems that trouble our
people, but I can sense time to bridge that gap is running
out. Right now, any other concern of unrest or things
in the dark is secondary, as the future of the world is at
stake if I do not reach across the proverbial aisle (and
isle) to create some sort of compromise.

ART OF COMPROMISE
By weighing each side of an argument, I can assuredly find the
area of common ground.
Effect: When using Skill Tests, you do not suffer any
additional penalties due to differences in Allegiance.
POLITICIAN ABILITIES
QUIRK: OVERLY CAUTIOUS
{ Trait & Quirk
Careful consideration might be the hallmark of my career, but
it is a detriment outside of the political chamber. SKILL RANK BONUS ADVANCE TALENT

Effect: You must triple the time required to make Skill { Awareness { [AB] { Bear-Garden
Tests outside of combat. { Bargain { [FB]
Jaw
{ Charismatic
{ Counterfeit { [FB]
{ Twistical
{ Education { [IB]
{ Folklore { [IB]
{ Leadership { [PB]
{ Ride { [PB]
{ Rumor
{ Scrutinize
{ Simple Ranged

David Chronister (order #31360124)


№ 111

PRECEPTOR *
L et m e te ac h your child about the ways of the world,

PROFESSIONS PAMPHLET
filled with discoveries and wonder. These enlightened
times bring new perspectives to old thoughts and beliefs.
Gone are the days of relying on superstition and myth.
Now is the age of fact: of discovery, knowledge and natural
philosophy. I do not teach the antiquated ways; I am a
disciple of modernity. This new knowledge is necessary
for your children to thrive as they grow to adulthood.
I am the one who will guide your children through
the ways of the world, an intellectual parent when you
cannot be. I will shape your child into someone capable
of navigating the world with an eye for modernity.
However, what I do not speak about outside of
private company is that I also teach the secret truths of
the world. When the shades are drawn, you and I shall
conspire by the fireside, discoursing upon the secret
calculus that allows us to open new vistas hidden from
view. I’ve learned that this darkness has a name, but what
it intends, I do not know. Fear it, for to doubt it is to be
disarmed.

SCHOLAR & STUDENT


I’ve spent the bulk of my life as a student, and I cannot easily
let go of my insatiable curiosity.
Effect: You only need to spend half the RP to buy Skill
Ranks. Randomly determine three Common Spells
you learn as free Unique Abilities from the Common
Spells Listings table. Finally, you can Risk Backlash PRECEPTOR ABILITIES
and Unfetter your Spells (covered in Article 7: Combat
Encounters and Article 9: Hexenmeister’s Almanack). { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: OVERLY SKEPTICAL
{ Alchemy { [CB] { Brains Over
When my assumptions are proven false, I am shaken to my Brawn
{ Education { [IB]
very core. { Occult
{ Folklore { [IB]
Effect: Whenever you fail at Skill Tests to withstand { Sagacity
{ Incantation { [PB]
Peril, you suffer an additional 1D10+1 Peril.
{ Resolve { [PB]
{ Rumor { [WB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Survival

David Chronister (order #31360124)


№ 112

PRINTER
P r i n ti n g one thing that binds us, and in
PROFESSIONS PAMPHLET

i s th e
these troubled times, it is one of the most important
occupations. I am how people stay informed in the
cities. Pamphlets, broadsheets, newsletters, books both
sacred and secular—with my press and movable type, I
can create it all. My work has inspired people to unite,
to rebel, to learn and to find salvation. Few others can
make such a claim, but my ink-stained hands and my
sore shoulder muscles are proof. No matter who writes
the copy, I will make it available to everyone willing to
read it.
Now more than ever, these skills I command are
needed. The escalating tensions between Rebels and
Loyalists have made Printers indispensable. I publish
the words of the people on both sides and pass it along
to the common folk. More concerning, however, are
some of the jobs I have taken recently—dark texts and
pamphlets warning of something coming besides the
inevitable war. It concerns me greatly, but who am I to
deny them their right to speech?

PASSIVE KNOWLEDGE
You would be surprised what you pick up as a printer—I have
a particular knack for learning uncommon tongues.
Effect: You always gain access to use a printing press in
any settlement you’re in. In addition, you can attempt to
fluently communicate in any language you don’t know
with a successful Education Test. PRINTER ABILITIES

QUIRK: ANGRY READERSHIP { Trait & Quirk

Though I print for everyone for a price, I do have certain biases SKILL RANK BONUS ADVANCE TALENT
that my reading public don’t always agree with. { Bookbinding
{ Awareness { [BB]
Effect: When foes or strangers recognize you as a Printer, { Charm { [FB] { Poker Face
you cannot succeed at Charm or Leadership Tests. { Education { [FB] { Smooth
{ Leadership { [IB]
Talker
{ Resolve { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 113

P R I VA T E E R
‘L otm a n’ i s suc h a disgusting word—I’m not some

PROFESSIONS PAMPHLET
pirate who lacks decency. After all, the letters of marque
I bear ranks me a cut above those swashbucklers. My
thievery is legal as long as I poach the right ships under
the right flag. I’m not bound by your frivolous laws or
morals. On my ship, everyone is a king, and we all work
for the good of one another. The work is dangerous and
challenging, but the thrill of capturing a treasure ship
and taking our share is one that’s hard to match.
Many ships fat with ill-gotten gains must be raided,
so my sponsor’s enemies are harmed. Now with the
war in the air, my skills are going to be required even
more than before. The seas will run red with blood and
splintered ships, and the loot shall be immense. Still,
when the seas are silent as we search for our prey, dark
things cross my mind—the horrors I’ve seen and the
rumors I’ve heard in ports of a deep evil approaching.
Perhaps even worse things will darken the sea than the
corpses of a few sailors, and I pray that a wave doesn’t
swallow all I know.

FIRE IN THE HOLE


I fear nothing—I’ve looked devils in the face and spat in their
eyes, laughing all the while.
Effect: After you make an Attack Action, immediately
make a Counterattack with any one-handed ranged
weapon on the same Turn.
P R I VAT E E R A B I L I T I E S
QUIRK: NO HOME PORT
{ Trait & Quirk
Though I may sail ships for a certain flag, I still have no port
of call that I am truly at home with. SKILL RANK BONUS ADVANCE TALENT

Effect: When foes or strangers recognize you as a { Athletics { [AB] { Polar Star
Privateer, you cannot succeed at Bargain or Rumor Tests. { Bargain { [BB] { Sailing
{ Martial Melee { [BB] { The Third
{ Martial Ranged { [CB]
Degree
{ Pilot { [CB]
{ Resolve { [FB]
{ Rumor { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 114

PUBLICAN
W e lc om e o n e a n d all to my ordinary! I can get you
PROFESSIONS PAMPHLET

anything you desire—a stiff draught of ale, a fine stew I


just whipped up or maybe just a nice spot by the fire and
a plug of our fine tobacco? Everyone can eat, drink and
be merry in my establishment because I am the monarch
and demand peace here. Travelers, merchants, lone
wanderers—whoever needs rest and a full belly is more
than welcome to sit awhile and tell their stories. You’re in
luck because I am not your typical Admiral of the Blue. I’ve
been around for a while, and I’ve developed a reputation
for friendly service and a convivial atmosphere.
I have seen many changes in this pub—from wars
to strange occurrences on the road, I have weathered it
all. Many think of the small city taverns as the real ones,
but mine is a true fortress of protection and sanctuary.
I know trouble is brewing in the townships—some
calling for rebellion and others want to stay the course.
All I know is that if the fighting comes out here, my
customers will be safe and taken care of no matter what.

KNOWS YOUR NAME


I pride myself in knowing a place where people are all the
same—and I make sure that I know everybody’s name.
Effect: You always gain free room and board in any
settlement you’re in. In addition, you always succeed at
Skill Tests to recall a name, place or piece of information
you’ve been told before.
PUBLICAN ABILITIES
QUIRK: DEBT IS OWED
{ Trait & Quirk
Having friends in high places is wonderful, but it’s a drain on
time, money and sometimes even my own needs. SKILL RANK BONUS ADVANCE TALENT

Effect: You must donate one out of 9 pence (p) you have { Bargain { [BB] { Distilling
to the local tavern. { Charm { [FB] { Hobnobbery
{ Eavesdrop { [FB] { Mettle
{ Folklore { [IB]
{ Gamble { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 115

P U RV E Y O R
W h e n a l ab or e r comes back from an honest day’s

PROFESSIONS PAMPHLET
work, they just want to take their boots off, kick their
feet up and have a nice pot of coffee. But where do
they get the excellent pair of boots, a sturdy footrest,
the coffee beans and a pot? All from me, of course: the
humble Purveyor. Alongside the Greengrocer, I bring
the comforts of modern life to all my customers, and
all I require in exchange is a thank-you and a few coins
deposited into my coffer.
As a plyer, I come into contact with all types of
people. Each one has different opinions, and all this
discord is what’s driving the tensions currently spreading
throughout the Colonies. There is no denying trouble
is brewing and war shall soon darken our doorstep
again. Trade for the small luxuries I stock all but dries
up during those lean times, and I may have to resort to
selling hunting rifles or hastily made bandages. It won’t
be my first time as a wartime peddler, but it never gets
easier seeing the desperation and fear on the faces of
my customers, who used to greet me with a smile and a
friendly chat.

ALWAYS PREPARED
I would never come to a party without a gift, so why would
you think I’d come unprepared for this trip?
Effect: Whenever you need a mundane item in hand
valued less than 1 pound (£), you do not have to spend
a Coin to edit the situation. You may take advantage P U RV E Y O R A B I L I T I E S
of this Trait once a game session. The Historian may
impose other limits. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: FRAIDY CAT
{ Awareness { [BB] { At A Distance
What do you mean there’s something evil prowling out there
{ Bargain { [CB] { Common
in the dark? Sense
{ Charm { [FB]
Effect: You treat failed Resolve Skill Tests to withstand { Perceptive
{ Intimidate { [FB]
Stress, Fear and Terror as Critical Failures instead.
{ Martial Ranged { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 116

RAMBLER
T he new to this land calls the
PROFESSIONS PAMPHLET

reason a n yo n e
frontier the wilderness is because it is foreign to those
from Europe. Some people may claim to know how to
avoid its perils, but the fact of the matter is the world
outside of farms and cities is dangerous to those who
do not know how to traverse it. It is a place so beyond
normal understanding that if ordinary folk walked the
trails I blaze, they would flee in terror. I’m more than just
a wanderer, however—I explore uncharted areas, cutting
the trails and indicating the best spots for roads for those
who will come after me.
I spend enough time away from townships to not
care about the growing tensions of war—no matter
what happens, nothing ever changes anyway. I’ve seen
much more worrisome things in my rambles in the wild,
things of darkness and evil. There is a shadow, large and
beyond anyone’s worst nightmare. It has teeth and claws
sharper than any beast, and it gnaws at the bones of the
unwary. I fear this beast of pure malice, not some petty
squabble between two factions that will result in nothing
but bloodshed.

BACK OF MY HAND
Whether I’m wandering lonely trails or familiar territory, I
know the way back home.
Effect: You cannot get lost in the wilderness, and
characters who are with you cannot either. You also
always succeed at Skill Tests to withstand Peril while RAMBLER ABILITIES
traveling.
{ Trait & Quirk
QUIRK: ANTISOCIAL SKILL RANK BONUS ADVANCE TALENT
The wild may not hold surprises for me any longer, but { Animalistic
{ Athletics { [BB]
civilization—that is where the real monsters reside.
{ Awareness { [CB] { Mettle
Effect: You cannot recover your Peril Condition Track { Martial Melee { [CB] { Under The
in urban areas. Gun
{ Martial Ranged { [IB]
{ Navigation { [PB]
{ Resolve { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 117

REGULAR
S ince age, my life has been dedicated to

PROFESSIONS PAMPHLET
a n e a r ly
war. Signing up or being pressed into the military has left
an indelible mark upon me. I grew up on the battlefield,
drilled into a precise cog that whirs in the military’s great
machine. My musket and I are one, and together, we’ve
slain many enemies. I never willingly think about the
human cost of my profession, nor do I think about the
stain upon my soul, which indeed grows greater every
time I dispatch another foe. I know my hands are soaked
in blood, and if I were honest with myself, the terror of it
haunts me every night when it grows dark.
I no longer see others as innocent, as I have
learned through challenging experience that everyone
is a potential enemy. For every person I meet, I think
about how best to overpower them or kill them if need
be. Now there is a new war coming, and I relish it. The
tensions are growing between the Rebels and Loyalists,
and I know within my bones that soon I shall be on the
battlefield again. Very soon, my peace shall come.

DEATH PROOF
I have fought on the battlefield so long that the horrors I see no
longer have an effect on me.
Effect: Whenever you are Moderately Wounded,
temporarily add +1 to Damage Threshold. Whenever
you are Seriously Wounded, temporarily add +2 to
Damage Threshold instead. And finally, whenever you
are Grievously Wounded, temporarily add +3 to Damage REGULAR ABILITIES
Threshold instead. These benefits do not stack and only
count whenever you are in combat. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: GUILTLESS
{ Athletics { [AB] { Friendly Fire
At night I see the faces of the many people I have killed over
{ Interrogation { [BB] { Militaristic
the years, but I feel completely numb when I stare at these
{ Intimidate { [BB] { Under The
phantoms. Gun
{ Martial Melee { [CB]
Effect: Any time you take the life of a threat classified
{ Martial Ranged { [CB]
as a Humanoid (including player cultures), you gain 6
{ Resolve { [IB]
Conflict instead of the normal 3.
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Warfare

David Chronister (order #31360124)


№ 118

RESURRECTIONIST
P eopl e wo n’ t a dm i t it openly, but everyone needs
PROFESSIONS PAMPHLET

smuggled wares & weapons or illegal commodities they


can’t get. I provide a similar service, but my business
involves exhuming the dead instead of running
blockades. I’ve been asked to steal odd things from
graves, even dead bodies. What people want with them,
I never ask. They can eat the damned bones for all I
care; as long as they pay me, I will happily march into
the damn graveyard with a shovel in hand.
All go to the diet of the worms, and the fields of
the dead are a frightening place during the daylight,
but even worse at night with risk of capture. I’ve been
doing this a long time, and I’ve seen odd things in
these graveyards: creatures half-formed, illuminated
by the crescent moon, strange robed figures entering
mausoleums and clawing noises from deep inside the
earth. At the bottom of my heart, I know that one day
this job will be the death of me—I just hope my death
comes at the end of a hangman’s noose and not one of
those nightcrawlers who haunt my reality.

VERY SNEAKY
To be a good resurrection-cove, I not only have to sneak into
the graveyard, but also sneak out with a whole other person!
Effect: In Perfect Light, add an Assist Die to Stealth
Tests. In Fleeing Shadows, you may flip the results
to succeed Stealth Tests. In Total Darkness, you
automatically Critically Succeed Stealth Tests. RESURRECTIONIST ABILITIES

QUIRK: GRAVE STENCH { Trait & Quirk

The smell of grave soil and decay does not readily come out in SKILL RANK BONUS ADVANCE TALENT
the wash. { Common
{ Awareness { [AB]
Effect: You treat failed Fellowship-based Skill Tests as { Coordination { [AB]
Sense
Critical Failures instead. { Take A
{ Folklore { [BB]
Gander
{ Resolve { [CB]
{ Whip Jacket
{ Simple Melee { [PB]
{ Simple Ranged { [PB]
{ Skulduggery { [WB]
{ Stealth
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 119

ROA D AG E NT
T he oftentimes long and treacherous.

PROFESSIONS PAMPHLET
roa d s a r e
Though some are well-developed and link the major
cities, most are hunting trails connecting smaller
communities and homesteads. The world is vast, and it
is impossible to ensure every traveler is safe—which is
where I come in. Everyone needs to make a living during
these tough times, but I just happen to make it off of the
unfortunate souls who wander down the wrong bend.
If you travel alone or with no guards, don’t be surprised
if I step out of a copse of trees and relieve you of your
hard-earned cash.
Life on the road is tough—I’ve seen things, you
know. Even though growing tensions have made my
job a bit easier, the aggression and desperation I see on
my marks’ faces disturb me. I’ve also stumbled across
unpleasant things in the wilds by the roads—things
I cannot fully explain. I’m no stranger to fending off
wild animals or upstart brigands, but ghosts of the civil
dead wander the countryside, too. Soon, it won’t just be
me who is stalking the roadways—and trust me, spirits
aren’t as generous as I am.

HELLO, TRAVELER
Well met . . . now kindly hand me all your cash before you
regret it.
Effect: At your option, you may substitute the Charm
Skill in place of Intimidate. In addition, you may
substitute Charm in place of any Skill required to ROA D AG E NT A B I L ITI E S
Defend against Actions In Combat.
{ Trait & Quirk
QUIRK: COWARD’S HEART SKILL RANK BONUS ADVANCE TALENT
Getting the jump on someone is great, but I really need your { Off The
{ Awareness { [AB]
help here! Bridle
{ Charm { [AB]
Effect: When foes outnumber you 3:1 or more in an { Pugilism
{ Intimidate { [BB]
Engagement, you cannot Defend. { Rebel Yell
{ Martial Ranged { [CB]
{ Ride { [FB]
{ Rumor { [PB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Stealth
{ Survival

David Chronister (order #31360124)


№ 120

S E RVA N T
I c ho s e to b e c om e a Servant for one sole reason:
PROFESSIONS PAMPHLET

to raise my stock in life. The work isn’t easy, and the pay
is meager, but I am afforded an opportunity very few
have—for I am privy to the dealings of the rich and
powerful. People look down their noses at what I do,
while others flat out ignore me. To give them credit,
Servants are not meant to be seen or heard. Like a ghost,
I tend to my duties as quickly and silently as possible.
But I have listened to the gossip, rumors and tragedies
from my scullery. And I know they’re worth something
to the right people.
I know firsthand about the rising tensions in the
Colonies, as I hear my employers talk about them
every day. Though some of them are firmly set in their
allegiances, others are not so sure. I follow that same
logic, as I’ve heard too many things to believe there is one
cut-and-dry path forward. I’ve heard other mutterings,
though, such as rumors of vast conspiracies and monsters
who stalk the wilderness. I’m sure some are just ghost
stories children tell each other, but who can be sure in
tumultuous times such as these?

HIDE IN PLAIN SIGHT


My years of staying out of my betters’ way have taught me
to blend into my surroundings without so much as a nod of
acknowledgment.
Effect: When you fail an Eavesdrop or Stealth Test, you
may re-roll to generate a better result, but must accept S E RVA N T A B I L I T I E S
the outcome. In addition, you always succeed at Skill
Tests to hide among crowds. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: LOW CLASS
{ Drive { [AB] { Break My
No matter what I do or how hard I work, my betters will Fast
{ Eavesdrop { [BB]
never see me as their equal. { Hobnobbery
{ Folklore { [BB]
Effect: You must flip the result to fail at Skill Tests to { Pugilism
{ Rumor { [CB]
interact with threats classified as Humanoid (including
{ Scrutinize { [FB]
player cultures) of a Risk Factor or Tier higher than your
{ Simple Melee { [PB]
Tier. As an example, if you are of Basic Tier and they are
of Intermediate Risk Factor or Tier, you flip the results { Simple Ranged { [PB]
to fail to interact with them. { Skulduggery
{ Stealth
{ Toughness

David Chronister (order #31360124)


№ 121

S I N E ATE R *
H um a nk i n d into sin—there is no such

PROFESSIONS PAMPHLET
i s b or n
thing as innocence. Many claim children are born
without sin, but all humanity is cursed with a dark soul
ever since our fall from grace. We are all bound for the
eternal fires of hell unless we pray and make reparations,
and I can aid in the process. I sacrifice my soul, eating
the faults of all sinners to free them from eternal
torment. When I absorb their misdeeds, they are with
me forever—I can recall them with clarity, and I must
account for them at the hour of my judgment. I know I
have damned myself, but it is for love of this world that
I do it, so I gladly accept.
Evil has existed since the world was young, but as
of late, it has grown with a fetid stink that may soon
blossom out of control. This is undiluted sin, an evil
waiting for a dark heart to do its bidding. Every sin we
commit opens the well wider until we drown in the dark
river of this evil. This malevolence can think and feel and
hate, and it wants nothing more than to flood the world
with its pitch-dark vileness. This makes my mission even
more important.

GIVE YOUR SIN UNTO ME


I did not ask for this gift, but it is now my duty to rescue my
people from damnation.
Effect: You can spend a Coin to immediately remove a
curse or dispel harmful Spell or Spell-like effects that ail
another. In addition, you can sacrifice Determination to SI N E ATE R A B I L ITI E S
immediately reduce another character’s Flaw Ranks equal
to your [WB]. You must be able to touch the person in { Trait & Quirk
order for them to be absolved. Randomly determine three SKILL RANK BONUS ADVANCE TALENT
Common Spells you learn as free Unique Abilities from
{ Awareness { [BB] { Brains Over
the Common Spells Listings table. Finally, you can Risk Brawn
Backlash and Unfetter your Spells (covered in Article { Education { [CB]
{ Burn Bright
7: Combat Encounters and Article 9: Hexenmeister’s { Folklore { [IB]
{ Planar
Almanack). { Heal { [IB]
Alignment
{ Incantation { [PB]
QUIRK: A HEAVY BURDEN { Intimidate { [WB]
Every sin I have ever absorbed weighs on my mind and soul— { Resolve { [WB]
they are not others’ misdeeds anymore, but my own. { Simple Melee
Effect: Any time you spend Coins or sacrifice { Simple Ranged
Determination for the benefits above, you take on the { Toughness
effects yourself.

David Chronister (order #31360124)


№ 122

SMITH
W i th hammer, I take metal and forge it
PROFESSIONS PAMPHLET

fire and
into objects not only useful but also beautiful in their
craftsmanship. People take horseshoes, plows and cast-
iron pans for granted, but when their horse throws
a shoe, I become the most critical merchant in town.
When I have no orders, I let my creative mind wander
at the forge—forging beautiful cavalry sabres or ornate
iron sculptures. Through my hands and knowledge, I
bring meaning and function to a chaotic world.
War is coming, though. I have seen the signs and
heard the arguments, and I know humankind has a
propensity to be unyielding when faced with difference.
Humankind is like iron: once it is forged, it is nearly
impossible to reshape. However, some nights when I
dwell late by the forge, I feel a prickling on the back
of my neck—like someone is watching me, waiting. I’ve
heard stirrings of things at the edge of the cities. If worse
comes to worse though, I am certain I can forge a blade
to vanquish whatever is coming.

TECHNICAL MASTERY
Through extensive study and years of training, I understand
how to make the most of my materials.
Effect: Any time you use a Skill Test to create wares &
weapons, add one Quality for free.

QUIRK: FORGE-SCARRED
You don’t become as good a Smith as I without walking away SMITH ABILITIES
with burns, bruises and hands as tough as leather.
{ Trait & Quirk
Effect: Reduce your Fellowship by -9%.
SKILL RANK BONUS ADVANCE TALENT

{ Athletics { [AB] { Ambidexterity


{ Awareness { [BB] { Blacksmithing
{ Coordination { [BB] { Natural
{ Intimidate { [CB]
Wrestler
{ Martial Melee { [CB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

David Chronister (order #31360124)


№ 123

SPI R ITUA L I ST *
My not of this world, as I possess the

PROFESSIONS PAMPHLET
sk i l l s a r e
gift of sight beyond sight. Spirits exist everywhere, and
I see them regularly. There are the spirits of animals and
plants, spirits of the wind and an infinite number of
others. I pay reverence to these invisible forces because
I can commune with them—and they, in turn, interact
with me. Most spirits are benevolent, natural parts of
our world, but there are also dark spirits—specters of the
dead, or even creatures that some call demons or devils.
It may not be comforting to think so, but these dark
spirits are just as natural to our world as the others.
It is hard to ignore the troubles plaguing our world
right now. I do not need the printed word to keep
informed, as the trees and rocks whisper to me of the
coming conflict. Maybe both sides have valid points, but
there are bigger issues brewing. The dark spirits I see
are growing in number, and some have even managed
to cross the veil into our reality. The spirits tell of a dark
shadow they refuse to name, and this fact alone chills me
to my marrow.

SPEAK WITH SPIRITS


I have learned to speak with the spirits of the other world—all
it takes is a little patience and bravery.
Effect: You can use any Fellowship-based Skill to
communicate with Supernatural threats using a spirit
board. Randomly determine three Common Spells
you learn as free Unique Abilities from the Common SPI R ITUA L I ST ABI L ITI E S
Spells Listings table. Finally, you can Risk Backlash
and Unfetter your Spells (covered in Article 7: Combat { Trait & Quirk
Encounters and Article 9: Hexenmeister’s Almanack). SKILL RANK BONUS ADVANCE TALENT

QUIRK: I SEE DEAD PEOPLE { Awareness { [BB] { Occult


{ Bargain { [FB] { Self-
Spirits are intensely powerful entities, and I would be lying if Medication
I said they did not scare me. { Charm { [FB]
{ Tenacity
{ Folklore { [PB]
Effect: Whenever you Critically Fail to communicate
{ Incantation { [PB]
with Supernatural threats, you suffer from Terror.
{ Resolve { [WB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

David Chronister (order #31360124)


№ 124

S TATI O N E R
I of fine books, broad-sheets,
PROFESSIONS PAMPHLET

am a pu rv eyor
literature and other works of the printed arts. I sow and
harvest the seeds of knowledge and aid in ridding the
world of ignorance. I sell other trifles beyond books—
parchment, paper, quills and ink—but my primary
income comes from the written word. I provide texts
from Europe, the east and even local authors of note.
My clientele is devoted, continually hungering for the
newest journals, magazines and newspapers hot off the
presses, here and in England. My calling is to help spread
the beauty of the written word to all, rich and poor.
Not all the books I procure are common—I also
have questionable texts that cover topics both esoteric
and profane: occult codices, lost religious treatises,
even mystical tomes that date back to the most ancient
times. In my spare time, I have read many of these
hermetic books, and they mention many disturbing
things involving foul creatures and the coming darkness.
The more I read, the more I notice patterns—not just
within the text, but with events and rumors I hear
from my patrons. Could these grimoires be more than
philosophical meditations?

I READ ABOUT IT ONCE


My studies have taught me two things: how to intuit sorcery
when I see it and all the ways to avoid it.
Effect: At your option, you may substitute the Education
Skill in place of Incantation. In addition, you may S TATI O N E R A B I L I TI E S
substitute Education in place of any Skill required to
Resist against Spells. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: BEFUDDLED
{ Awareness { [FB] { Bookbinding
Well, I did read about it in a book once . . . I guess I was wrong!
{ Bargain { [IB] { Common
Effect: When you fail to Resist Spells and Spell-like { Counterfeit { [IB]
Sense
effects, treat it as a Critical Failure instead. { Turn The
{ Education { [PB]
Page
{ Folklore { [PB]
{ Incantation { [WB]
{ Resolve { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged

David Chronister (order #31360124)


№ 125

S U RV E Y O R
S u rv ey i n g m ay not be an occupation most people

PROFESSIONS PAMPHLET
require every day, but land speculators and other people
of means find my skills invaluable. I stake out the
boundaries of their newly purchased parcels, traveling
unexplored regions and charting them—geographical
features and all. My alliances with the Indigenous
Nations surrounding us are paramount to everyone’s
survival. Without their aid, I would not know who lived
in what lands and in what season.
Though both Loyalists and Rebels have employed
my services, I can tell the tensions between them are
reaching a breaking point. I have my opinions on
which side is correct, but what concerns me, even more,
is the strange things I’ve seen on recent surveying
assignments—odd geographic features and cyclopean
structures beyond description that sicken the land.
A shade is slowly descending over the earth, covering
everything in a darkness so thick it is almost tangible.
I’ve only caught glimpses of it, but I know that the
shadow is growing larger and more powerful beyond the
horizon.

LAND READER
My primary skill as a Surveyor is my ability to read and take
note of the landscape around me.
Effect: You always Critically Succeed Skill Tests to find
the three basic needs: food, water and shelter.
S U RV E Y O R A B I L I T I E S
QUIRK: ALONE RANGER
{ Trait & Quirk
My job is a lonely one, and my years of facing danger and
distress alone have pushed me away from others. SKILL RANK BONUS ADVANCE TALENT

Effect: You treat failed Charm and Rumor Skill Tests to { Awareness { [AB] { Arithmetic
interact with others as Critical Failures instead. { Education { [CB] { Polar Star
{ Martial Melee { [CB] { Science
{ Martial Ranged { [IB]
{ Navigation { [IB]
{ Ride { [PB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 126

S U RV I VA L I S T
W hen I a m in the woods, I have no time for jovial
PROFESSIONS PAMPHLET

laughter, polite conversation or deep debate. I am here,


rifle or bow in hand and a clear eye on the game I’ve been
tracking for hours. I don’t kill for fun or enjoyment; I kill
because I have to eat and survive. I stalk my prey, bring it
down as quickly and painlessly as possible and take every
part of the animal I can use. The beast’s deathly sighs
bring me no pleasure or any grim satisfaction—the only
thing about this job that brings me joy is the fact that
many will eat and live another day.
I’ve seen the results of the looming rebellion, and I
shake my head at the folly of humankind and what it
will bring soon enough. But I’ve seen worse things on
my prowls in the woods—tracks made by no animal I
have ever seen, or carcasses eviscerated in ways that not
even a bear or catamount could attempt. I’ve heard tales
of terrible creatures that stalk the thickets and fens of
the New World, and I dismissed them as mere children’s
fables. However, if the stories bear fruit, I will have a
new game to hunt.

RURAL STALKER
I may not know much, but if there’s one thing I do, it’s how to
move through the woods without being seen or heard.
Effect: You automatically succeed at all Skill Tests
to sneak in rural areas, unless you give yourself away
by running through them or making loud noises. In
addition, whenever you hide in rural environments S U RV I VA L I S T A B I L I T I E S
during a Combat Encounter, it only costs 1 AP.
{ Trait & Quirk
QUIRK: OUT IN THE OPEN SKILL RANK BONUS ADVANCE TALENT
I prefer the quiet of the woods and frontier settlements, as { Danger Sense
{ Athletics { [AB]
opposed to the hard cobbled streets.
{ Martial Melee { [BB] { Mimicry
Effect: Whenever you fail to use Charm or Bargain, you { Martial Ranged { [CB] { Polar Star
cannot use Coins to change the results.
{ Navigation { [CB]
{ Resolve { [IB]
{ Simple Melee { [PB]
{ Simple Ranged { [WB]
{ Stealth
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 127

TA I L O R
M e , a spy? No, no . . . clothes may not be the most

PROFESSIONS PAMPHLET
essential thing in people’s minds, but without my skills,
everyone would be wearing rags, rope and sackcloth like
the old days. I usually work for exclusive clients, but that
exclusivity is fine with me. Instead, I create for more
discerning, affluent clients than those who think lace
and buckles are unnecessary fripperies. After all, their
cash is as important as the secrets they know.
I know war is coming, as it is the one topic all my
clients speak about. The wealthy are upset about taxation,
which I admit does cut into my profits. Those who call
for independence are willing to risk everything for it,
but losing their patronage would also cut into my profits.
As things stand now, I take no sides because shouting
about my ideals would spell my financial ruin. For now,
I sit back, sewing and smiling, but I am sure a day will
come when I am forced to declare my allegiances. Until
then, I can blend into the background, sell my secrets
and pursue my art unaccosted.

RESPECT THE DRIP


I cut, sew and measure—all the while keeping an eye on who’s
coming and going.
Effect: When you fail a Charm or Eavesdrop Test, you
may re-roll to generate a better result, but must accept
the outcome. In addition, you always succeed at Skill
Tests to accurately estimate Distances.
TA I L O R A B I L I TI E S
QUIRK: DISCERNING TASTES
{ Trait & Quirk
I covet the finer things in life—what does a person’s worth
matter if their riches are not on display? SKILL RANK BONUS ADVANCE TALENT

Effect: You must pay the full price for anything you buy. { Awareness { [AB] { Costuming
{ Charm { [FB] { Nimble
{ Coordination { [FB]
Fingers
{ Tailoring
{ Counterfeit { [IB]
{ Disguise { [PB]
{ Eavesdrop { [PB]
{ Rumor { [WB]
{ Simple Melee
{ Simple Ranged
{ Tradecraft

David Chronister (order #31360124)


№ 128

TA X C O L L E C T O R
It ’s no s e c r et. I am one of the most hated people
PROFESSIONS PAMPHLET

in the cities. Ever since the Stamp Act passed, I have


been spat on and had stones thrown at me by Rebels and
Loyalists alike. I serve an essential purpose, though: taxes
help pay for roadways, ports, imported commodities and
the army. It’s not my fault my superiors passed these
laws; I’m just doing my job when I come to collect.
However, I grow weary with the daily insults and the
fact that I must always watch my back to prevent being
assaulted or worse.
The more tax is squeezed from the people, the angrier
they get—it’s inevitable at this point that a conflict will
break out. Many are misplacing their anger, though,
attacking quill-pushers like myself who have no real
power in these deliberations. This anger will soon turn
to bloodshed, and I wouldn’t be surprised if my fellow
collectors are the first to be tarred and feathered.

EYES IN THE BACK OF MY HEAD


I have to be careful when I’m doing my job, as I’ve collected
more than a few scars from thrown rocks and broken bottles.
Effect: Whenever you fail a Bargain or Scrutinize Test,
you may re-roll to generate a better result, but must
accept the outcome. In addition, you always succeed
at Skill Tests to demand debt owed to you or another
character.

QUIRK: POLITICAL RESPONSIBILITIES TA X C O L L E C T O R A B I L I TI E S


You’re not the only person who owes a tax; I pay a ludicrous
{ Trait & Quirk
amount to maintain my title!
SKILL RANK BONUS ADVANCE TALENT
Effect: You must donate one out of 9 pence (p) you have
to the local government. { Awareness { [BB] { Perceptive
{ Bargain { [FB] { Rebel Yell
{ Counterfeit { [FB] { Steadfast
{ Eavesdrop { [IB]
{ Guile { [IB]
{ Intimidate { [PB]
{ Rumor { [PB]
{ Scrutinize
{ Simple Melee
{ Toughness

David Chronister (order #31360124)


№ 129

TEACHER
T here more critical career than teaching.

PROFESSIONS PAMPHLET
is no
Whether I’m tutoring younger children or students
enrolled in one of the colleges, I take my role very
seriously. Teaching is a way to share knowledge and
experiences, helping society and culture grow. It is the
only way to banish the darkness of ignorance. Few can
read, write or do simple arithmetic, and I have to teach
these skills to as many as possible.
I have noticed something amiss as of late. It is not
just the growing tensions between the Loyalists and
Rebels. There is something in the air I just cannot put
my finger on. I return to my teachings and textbooks
to find an answer among them, but even then, the facts
elude me. I believe truth and knowledge will shed light
on every problem, but I cannot help but feel this may be
different. I fear what the winds of change will bring.

WELL-READ
I may not be a professor, but I’m well-read and knowledgeable
enough to learn just about anything.
Effect: You only need to spend 25 RP to buy Unique
Abilities (instead of the normal 100).

QUIRK: FISH OUT OF WATER


You’ll find me in the recesses of my library before you’ll find
me at a fête.
Effect: Whenever you enter public spaces, you must
succeed at a Resolve Test or else suffer Stress. TEACHER ABILITIES

{ Trait & Quirk


SKILL RANK BONUS ADVANCE TALENT

{ Charm { [FB] { Sagacity


{ Counterfeit { [FB] { Trivium
{ Eavesdrop { [IB] { Turn The
{ Education { [IB]
Page
{ Folklore { [PB]
{ Interrogation { [PB]
{ Leadership { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged

David Chronister (order #31360124)


№ 130

TOUT
If yo u ev e r need a guide, a clever word or a quick
PROFESSIONS PAMPHLET

joke, I’m the one you should hire. I’m a storyteller,


bringing out the best tales and yarns from across the land
directly to the masses. I know the history of every store
on the market street, the family drama of the landowner
and the finest places to wine and dine guests. I’ve lived in
this city nearly my entire life. Whether my family hails
from England or an Indigenous community, I know its
ins and outs even better than its founders. If you are
seeking a merry tale and a good time, you can always
find me in the local wine sink, itching for entertainment.
I’m not indifferent to the smoke billowing on the
horizon. Too many people on both sides want to fight,
and every day brings a new scuffle or a riot. I do not
understand why they don’t all sit down with a tall drink
and talk out their differences, but maybe that isn’t for me
to know. All I can do now is keep living as I have been,
but I worry that soon my freewheeling ways will be a
thing of the past when the first cannonball wrecks my
favorite bakery.

A SIMPLE LIFE
From every church, coffee shop and house of ill repute, nothing
happens without my knowledge.
Effect: Whenever you succeed in a Fellowship-based
Skill Test in urban areas, you can ask for the Historian
to give you an important rumor from your investigations
you may not have already thought of or overlooked. This TOUT ABILITIES
benefit cannot be gained more than once a game session.
{ Trait & Quirk
QUIRK: HELP ME, STRANGER SKILL RANK BONUS ADVANCE TALENT
I love my city like it’s my child, but honestly, I’m a bit out of { Fleece The
{ Charm { [AB]
sorts when outside the confines of civilization. Sheep
{ Eavesdrop { [AB]
Effect: Whenever you fail in a Skill Test in rural areas, { Freerunning
{ Folklore { [FB]
you gain 1 Conflict. { Hobnobbery
{ Gamble { [FB]
{ Guile { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Skulduggery
{ Stealth

David Chronister (order #31360124)


№ 131

TOWN CR I E R
H e a r y e , h e a r y e! I read the same screed day in

PROFESSIONS PAMPHLET
and day out by the honorable governors’ orders, informing
my fellow citizens of all the latest news. Ahem,“ . . .
a proclamation in the Loyalists’ name, commanding all
persons in the city to be of peaceable and civil behavior when
the Royal Tax Collectors travel the streets and rows while
performing their charged duties. Anyone objecting to this
decree will be sentenced to fourteen days in the stockades and
a 10 shilling fine.” Thus ends my official mandate. Meh.
I walk the streets daily, ringing my bell while
reading advertisements, news and official proclamations,
even as people pelt me with stones and rotten eggs if
the information is bad—they still need to hear it! The
reports have become worse as of late, as I’ve announced
more dire events and stringent laws. I do not know what
I’ll do if tensions boil over, but maybe then my job will
become even more vital as I inform people of the war
effort. We will have to wait and see, for the conflict is
only a matter of time now.

DON’T SHOOT THE MESSENGER


I am sometimes the bearer of bad news, and when people get
upset, I’ve learned to tuck tail and run.
Effect: You may flip the results to succeed at Skill Tests
to Defend against ranged weapons and other Distance-
based attacks.

QUIRK: PERSONAL HANG-UP TOWN CR I E R ABI L ITI E S


Sometimes people feel I am the personified will of a certain
{ Trait & Quirk
faction, which can get me in trouble with the more passionate
parts of the public. SKILL RANK BONUS ADVANCE TALENT

Effect: You cannot use Fellowship-based Skill Tests to { Athletics { [AB] { Close Shave
interact with those of an opposing Allegiance unless you { Coordination { [BB] { Danger Sense
spend one Coin first. { Drive { [BB] { Whip Jacket
{ Folklore { [CB]
{ Guile { [FB]
{ Martial Ranged { [FB]
{ Resolve { [WB]
{ Rumor
{ Simple Melee
{ Simple Ranged

David Chronister (order #31360124)


№ 132

TRACKER
Ev e ryo n e frontier needs to know how to
PROFESSIONS PAMPHLET

o n th e
stalk, track and hunt, but my skills are honed to a level
that makes me stand out amongst my fellows. I know
how to read the world around me either through reading
or from the histories passed down to us. I study tracks,
examine spoor or refuse and have even wandered into
places no settler has. I track not only animals but also
people—who are probably the cruelest of all creatures.
There is no one I haven’t been able to track down, thanks
to my many years of experience.
As the hunting paths and roads become more
dangerous due to the rising conflict, my work is in
higher demand. People trust only me to tread the paths
that terrify others, to search out where potential enemies
or targets may hide. This is the easiest part of my job, and
I sense my most difficult quarries are coming soon. I’ve
seen signs of dark entities on my journeys—things that
have in the past only been whispered to children to scare
them. If this so-called shadow grows any more, I pray
that I have the strength to face it head-on.

IN TUNE WITH NATURE


My time in the wild has put me in touch with the rhythm of
the natural world—almost to a supernatural degree.
Effect: You cannot be Surprised by enemies in rural
areas.

QUIRK: URBAN IGNORANCE TRACKER ABILITIES


I might put on a brave face, but the time I have spent in the
{ Trait & Quirk
wilderness has left me unable to cope with the hustle and bustle
of city life. SKILL RANK BONUS ADVANCE TALENT

Effect: You cannot Surprise enemies in urban areas. { Awareness { [AB] { Astronomy
{ Folklore { [BB] { Ironclad
{ Handle Animal { [CB] { Nimble
{ Martial Ranged { [FB]
Fingers
{ Navigation { [IB]
{ Simple Melee { [PB]
{ Simple Ranged { [PB]
{ Stealth
{ Survival
{ Toughness

David Chronister (order #31360124)


№ 133

T R A N S L AT O R
As more people migrate and

PROFESSIONS PAMPHLET
mor e and
immigrate, my job as a Translator becomes all the more
critical. I am a master of languages, from Portuguese
to French to Spanish to Indigenous dialects. I serve
as a mediator for business and political endeavors. I’ve
also had experience translating tongues long forgotten,
tomes that contain mysteries pertaining to cultural
advancement and religious study. Most people only
know one or two languages, whereas my studies have
made me a true polyglot.
My skills are always in demand, and I am happy to
provide them—for a price, of course. Lately, these skills
have been put to even greater use by the various councils
and politicians. Interestingly, I have been contracted by
people who have more bizarre or erudite tastes. As more
and more ancient texts and tomes pass into my hands,
I become increasingly concerned. At first, I approached
these books as tests of my skills, but each of their pages
warns of people called the Mandoag. Could this pattern
be a fluke, or is there merit to the words?

POLYGLOT
Let’s use the universal greeting, “Bah Weep Granah Weep
Nini Bong.”
Effect: You can read and write every language, despite
your [FB].

QUIRK: SKILL DETRIMENT T R A N S L AT O R A B I L ITI E S


I have spent so much time studying other cultures that I have
{ Trait & Quirk
let all my other skills be pushed to the wayside.
SKILL RANK BONUS ADVANCE TALENT
Effect: You must spend an additional 50 RP for Skill
Ranks outside those the Translator provides to you. { Awareness { [BB] { Dressed To
{ Bargain { [FB]
The Nines
{ Jaded
{ Charm { [FB]
{ Talk Less,
{ Education { [IB]
Smile More
{ Folklore { [PB]
{ Resolve { [PB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Ranged
{ Toughness

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T UR N C OAT
Do what it’s like to dedicate your
PROFESSIONS PAMPHLET

yo u k now
life to something only to find out that you were used,
exploited for your loyalty and set up to take the fall for
a dire mistake? Well, I do, and I have sworn to myself
I will never be that scapegoat again. Ever since that
incident, I have decided to look out for myself and never
trust anyone again. I’m not a traitor or a coward but a
realist who understands that those in power do not care
about the common folk. Don’t look at me like that; I was
not born on Newgate Steps—I have honor!
I laugh at the absurdity of drawing lines in the
conflict to come. On one side, the Rebels are crying
louder each day for independence and the right to
govern their own nation. On the other side, the Loyalists
are trying to exert their dominance over the New World,
as anything else would spell the beginning of the end
of their British Empire. Some people feel that this
situation can be solved with mediation and diplomacy,
but they are wrong—the only way to resolve such a
dispute is through a fight. When the fight does come to
these shores, people must pick a side, and I already know
whose side I will be on—my own.

FLUID ALLEGIANCE
Whatever side offers me the best deal is the one I take, but
they’d better watch their back if they change their minds about
my usefulness.
Effect: You do not have to make Skill Tests to masquerade TUR N C OAT A B I L ITI E S
as someone of a different Allegiance, fitting in without
fail. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: MARKED FOR DEATH
{ Athletics { [BB] { Poker Face
My shifting attitudes and alliances have made me a lot of
{ Bargain { [BB] { Role Reversal
enemies, some of whom hunt me to this day.
{ Disguise { [CB] { The Third
Effect: You begin gameplay with a nemesis, a ‘named’ Degree
{ Interrogation { [CB]
enemy you will create with the Historian. Whenever
{ Intimidate { [FB]
you are face-to-face with this enemy, you cannot take
{ Martial Melee { [FB]
advantage of the Coin pool. Once this enemy is defeated,
the Historian will secretly create another nemesis and { Martial Ranged { [WB]
will tell you who they are only at the most inopportune { Simple Melee
moment. { Simple Ranged
{ Toughness

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VA G R A N T
T h e way I see it, people are divided into two types:

PROFESSIONS PAMPHLET
the haves and the have-nots. I know that having nothing
liberates me and allows me to look for freedom while
those other folks sit miserably in their ivory towers.
I’m not a layabout or a tatterdemalion; if anything, I’m
more dynamic than most. I’m not tied down by anyone
or anything, leaving me free to do what I want and go
where I please. The world is a cruel place, and life is hard,
but with the wind at my back and satchel on my hip, I
can’t help but feel I took the best path.
My ramblings have led me to many places, whether
I’m working for a meal or holding down a labor job
for a few months. I’ve seen and heard a lot, and some
of it scares me. Sometimes when I’m at my campsite
warming my supper, I hear things in the dark that don’t
sound like any animal I’ve ever heard. I’ve heard rumors
all throughout the country of dark things, and it’s
always the same story: out there, just beyond our vision,
something is shifting and stirring. What it is exactly, I’m
not sure, but I’ll bet my last pence it’s nothing good.

VAGRANT STORY
I’ve seen far-flung places, shaken hands with strange people
and always know my way along the path.
Effect: When you fail a Folklore or Navigation Test, you
may re-roll to generate a better result, but must accept
the outcome.
VA G R A N T A B I L I T I E S
QUIRK: UNHEALTHY
{ Trait & Quirk
Being constantly on the move hasn’t done my health any
favors, and most times, I feel worn down and tired. SKILL RANK BONUS ADVANCE TALENT

Effect: Reduce your Brawn by -9%. { Awareness { [AB] { Cast-Iron


{ Eavesdrop { [AB]
Stomach
{ Freerunning
{ Folklore { [FB]
{ Whip Jacket
{ Handle Animal { [IB]
{ Navigation { [PB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Skulduggery
{ Stealth
{ Survival

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W E AV E R
I h av e h e a r d th e learned say that one of the first
PROFESSIONS PAMPHLET

skills people developed was weaving, and I hold that fact


close to my heart. We can trace weaving’s roots back
thousands of years, carrying on my forebears’ traditions
and patterns. Baskets, blankets, cedar mats, nets and
other wares require a skilled eye, a patient mind and
an artistic soul. People can thank me for giving them
storage or keeping them warm at night, and my creations
get passed down throughout the generations. That also
means that I will live on through my work, persisting
throughout time after my mortal days come to an end.
My weaving is not just art of fibers and knots—
through my craft, I have obtained supernatural insight
into the world. Whether it be a cord of hemp or a
strand of fate, every thread is connected with another
to form a complete tapestry. A single thread may seem
insignificant on its own, but the whole picture’s majesty
is glorious when they are assembled. As I can predict the
future through my weaving, the picture is frighteningly
becoming darker and harder to see.

THREADS OF FATE
It is through the weaving that I am able to catch a glimpse of
what is to come.
Effect: Whenever a game session begins, roll 3D6
Chaos Dice. For every die that lands on face ‘6,’ place
an additional Coin into your respective pool. Whenever
they are spent, they are immediately discarded for the W E AV E R A B I L I T I E S
rest of the game session.
{ Trait & Quirk
QUIRK: A TANGLED WEB SKILL RANK BONUS ADVANCE TALENT
Humans live complicated and tangled lives, and sometimes { Ebb & Flow
{ Awareness { [AB]
the knots become too much to unravel.
{ Bargain { [FB] { Tenacity
Effect: Whenever there are no Coins remaining in your { Coordination { [IB] { Weaving
respective pool, you cannot use Determination.
{ Folklore { [PB]
{ Guile { [PB]
{ Resolve { [WB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Ranged
{ Tradecraft

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WHALER
T ho s e who dare to call

PROFESSIONS PAMPHLET
c owa r dly sa i lors
themselves ‘Jack Tar’ make me laugh. Like the
Wampanoag Nation’s storied ancestors, I hunt and chase
my prey: the deadly and enormous leviathan of the sea.
When I am in my longboat, harpoon in hand, I stare
in death’s face and grin. I have stared into the abyssal
eyes of the whale and have struck them down. I live for
the thrill, for the feats of strength and courage that each
hunt requires. I am as dedicated to my code of honor as
any knight on horseback ever was.
I’ve noticed the ocean’s tides are changing in the
lull between looking for new pods to hunt. Every day I
pass Loyalist ships loaded with beasts for the west coast,
spelling doom for all who live there. But even in the dark
waters where giant squids dwell, I have seen odd things.
I have come across entire pods of dead whales in the
middle of the sea, floating belly-up in a sargasso of blood
and ambergris. Even our crew can only take a whale or
two at a time—whatever is killing them is a monster far
more powerful than any whale I’ve ever hooked.

BLOOD & THUNDER


I’ve seen the great baleen off the coasts, slaughtered man-eating
walruses and fought against the leviathan of the Atlantic.
Effect: Threats who are Large Sized or Huge Sized
only reference 1D6 Fury Die due to their Size to deal
Damage to you (as opposed to their normal number of
Fury Dice). WHALER ABILITIES

QUIRK: WHITE WHALE, HOLY GRAIL { Trait & Quirk

Below the bounty of the waters, strange things stir within the SKILL RANK BONUS ADVANCE TALENT
depths. { Chase The
{ Athletics { [AB]
Effect: When you’re immersed and you cannot see the { Folklore { [BB]
Pain
water’s bottom, you must succeed at a Resolve Test or { Gut Instinct
{ Martial Melee { [BB]
suffer from Stress. { Take a
{ Martial Ranged { [CB]
Gander
{ Navigation { [CB]
{ Pilot { [IB]
{ Resolve { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness

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WRIGHT
E v e ry see, every ship you board, each
PROFESSIONS PAMPHLET

ho us e yo u
canoe traversing the river, every barrel you store
pickles in—you have us to thank for that. My work is
indispensable, as I provide roofs over peoples’ heads and
places to keep their food. Using simple tools and wood
from humble trees, I can build nearly anything. Not
only that, my handiwork and care make these mundane
objects into beautiful pieces of art people are proud to
use. I have plenty of splinters and calluses to show for
all my hard work, but I can rest easy at night knowing I
finished a job well done.
My orders for all sorts of items have increased
tenfold in the past few months: wheels for cannons,
stocks for guns, jolly boats for ships. Only a fool would
deny that war is on the horizon, and my work will serve
as a lynchpin in the conflict. I have heard both sides of
the debate, and while I have my own opinions, my mind
is firmly focused on my work. Violence will undoubtedly
strike very soon, and I need to be prepared no matter
who contracts me for work. And if I have to fight to
defend myself, I have plenty of ways to build weapons
as well.

MASTER BUILDER
I’ve spent so much time at my lathe and saw that I can whip
together or patch up anything made of wood in no time.
Effect: You always Critically Succeed Tradecraft Skill
Tests to create objects larger than an oxen. WRIGHT ABILITIES

QUIRK: HACK-HAND { Trait & Quirk

Measure twice, cut once—unfortunately, wood isn’t the only SKILL RANK BONUS ADVANCE TALENT
thing I’ve cut! { Herculean
{ Athletics { [BB]
Effect: Reduce your Agility by -9%. { Awareness { [BB]
Effort
{ Jaded
{ Bargain { [CB]
{ Woodworking
{ Intimidate { [FB]
{ Martial Ranged { [FB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft

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WRITER
P ay h e e d, friend, because I am not some

PROFESSIONS PAMPHLET
my
talentless quill diver! By one stroke of the pen, I can
rally anyone to a cause. It might be through the letters
I send to one of the numerous newspapers decrying
taxation. Or the demands from Indigenous Nations to
the European powers who promise to reimburse them
in this time of theft. Perhaps I might pen a broadsheet
in which I speak out against the rabble-rousing Rebels!
As the tensions grow, my quill is more critical than
ever. Words win wars, and it doesn’t matter which side
I choose, for it remains my duty to sway opinions in
favor of whomever I follow. Others may dismiss me as
a firebrand or a nebbish person whose only defense is
an inkpot—but I care little. I take my responsibilities
as seriously as any soldier’s sworn duty. I only speak
the truth, and any of those other writers who put forth
frivolous rumors of evil manifest are little more than
charlatans looking to make a quick shilling.

WELL-PUBLISHED
My writing is both admired and well-respected among those
who deal in literary circles.
Effect: When strangers recognize you by your real name
or by your works, you treat all successful social Skill Tests
as a Critical Success.

QUIRK: PEN NAME


I don’t always publish my most fiery opinions under my true WRITER ABILITIES
name—to do so would risk the safety of me and my loved ones.
{ Trait & Quirk
Effect: When foes or strangers recognize you by your
SKILL RANK BONUS ADVANCE TALENT
real name or by your works, you suffer from Stress.
{ Charm { [CB] { Nom De
{ Education { [FB]
Guerre
{ Ribaldry
{ Folklore { [FB]
{ Turn The
{ Gamble { [IB]
Page
{ Leadership { [IB]
{ Resolve { [PB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Simple Ranged

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Article  4
SKILLS & TA L E N T S
S k i l l s de f i n e w h at yo u r c h a r acte r k nows . A Ta l e n t i l lustr ate s a pa rtic ul a r
k nack w i thi n th e Sk i l l, a l low i n g yo u to ta k e a dva n tag e o f yo u r abi l i ti e s .

COMMON & SPECIAL SKILLS


Skills are categorized in two ways: either as Common (marked with * in the table below) require at least
or Special. As stated in Article 1: Basics of Gameplay, one Skill Rank to use. Otherwise, you must flip the
Common Skills can be used by anyone. Special Skills results to fail when using them.

SKILL NAME PRIMARY ATTRIBUTE


SKILL NAME PRIMARY ATTRIBUTE
Intimidate Brawn
Alchemy* Intelligence
Leadership Fellowship
Athletics Brawn
Martial Melee* Combat

SKILLS & TALENTS


Awareness Perception
Martial Ranged* Combat
Bargain Fellowship
Navigation* Intelligence
Charm Fellowship
Pilot* Agility
Coordination Agility
Resolve Willpower
Counterfeit* Intelligence
Ride Agility
Disguise* Fellowship
Rumor Fellowship
Drive Brawn
Scrutinize Perception
Eavesdrop Perception
Simple Melee Combat
Education* Intelligence
Simple Ranged Combat
Folklore Intelligence
Skulduggery Agility
Gamble Intelligence
Stealth Agility
Guile Fellowship
Survival* Perception
Handle Animal Fellowship
Toughness Brawn
Heal Intelligence
Tradecraft Willpower
Incantation* Willpower
Warfare* Intelligence
Interrogation Willpower

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ALCHEMY (INTELLIGENCE) AWARENESS (PERCEPTION)


Alchemy represents your ability to divine the hidden Awareness represents your ability to notice minute details
secrets of transmutation. Its everyday use tends to consist and sounds, watch for ambushes and spot snares designed
of concocting abortifacients, pain relievers, serums and to trap or kill. You’ll also use it to gather information
other medicines. An alchemist’s laboratory tends to be through smell, taste and touch. This Skill doesn’t allow you
a strange amalgam of scientific notes, erudite magical to see through lies or sense motives—refer to Scrutinize
symbols and boiling baubles. and Eavesdrop to listen to hidden conversations.
K (Trivial +30%): Identify an unknown alchemical K (Trivial +30%): Listen for sounds through a thin door
substance
K (Easy +20%): Smell a distinct spice in a dish
K (Easy +20%): Assemble an alchemical laboratory K (Routine +10%): Spot an obvious snare
K (Routine +10%): Create one dose of a poultice or
K (Standard +/-0%): Stand watch at a campfire on a clear
blackpowder
night
K (Standard +/-0%): Create two doses of a poultice or K (Challenging -10%): Find someone obscured by mist
blackpowder
or darkness
K (Challenging -10%): Create three doses of a poultice K (Hard -20%): Estimate the total value of a mountain
or blackpowder
of coins quickly
K (Hard -20%): Brew rare alchemical mixtures
SKILLS & TALENTS

K (Arduous -30%): Spot a trap camouflaged almost


K (Arduous -30%): Brew a true panacea perfectly into the forest

ATHLETICS (BRAWN) BARGAIN (FELLOWSHIP)


Athletics represents your prowess in physical activities. Bargain represents your ability to interpret the
It reflects your ability to scale up surfaces and ropes, underlying factors of a commercial transaction. You also
tread water and swim without tiring, propel vessels while use it to haggle over prices, find common ground with
rowing, overpower others in contests of strength and another group, grease the wheels of commerce through
push heavy objects. It also aids you when lifting heavy the use of bribery, appraise the worth of objets d’art and
objects or in great feats of stamina, such as lifting a tree even procure illegal contraband.
trunk, which has pinned an ally in place, or running
many miles to deliver word of an army’s movement.
K (Trivial +30%): Evaluate the worth of a gem or finery
you procured
K (Trivial +30%): Climb up a tree with many branches K (Easy +20%): Broker a trade deal between two merchants
K (Easy +20%): Swim while wearing summer clothing K (Routine +10%): Interpret the profit and loss of a
K (Routine +10%): Jump over a pit while wearing heavy major financial deal
clothing
K (Standard +/-0%): Procure black market goods from a
K (Standard +/-0%): Row a boat through rapid water fence
K (Challenging -10%): Push an object three times your K (Challenging -10%): Find common ground between
weight two people of different Allegiances
K (Hard -20%): Pull a coach stuck in the mud out with K (Hard -20%): Convince an innkeeper not to report
the aid of a horse criminal mischief on your part
K (Arduous -30%): Climb the sheer face of a cliff K (Arduous -30%): Bribe the local watch to walk away
from the scene of a crime

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CHARM (FELLOWSHIP) COORDINATION (AGILITY)


Charm represents your ability to please others with flattery Coordination represents your ability to be dexterous and
and honeyed words. A soft smile, a pleasant handshake or flexible, maintain your balance and move with grace. You
hug may be used to illustrate your charisma and enchant can use this Skill to perform acrobatic feats, slip out of
others. You can use Charm to persuade others in your bonds, avoid falling debris, manipulate objects with delicacy
favor or cause them to change their opinions about things and avoid oncoming attacks by leaping out of the way. Its
they may not necessarily support. For lies, false accounts most common applications are to evade traps, avoid being
or con games, refer to Guile instead. pushed off your feet and weasel out of bonds and shackles.
K (Trivial +30%): Whistle or sing a popular song in tune K (Trivial +30%): Catch a small object in hand as it falls
K (Easy +20%): Remember and retell a funny joke K (Easy +20%): Walk across a tree log over a river
K (Routine +10%): Recite a famous story before an K (Routine +10%): Juggle otherwise innocuous objects
audience
K (Standard +/-0%): Leap across a campfire
K (Standard +/-0%): Read poetry with a straight face in K (Challenging -10%): Perform an intricate dance
front of a lover
among other cultures
K (Challenging -10%): Seduce someone outside of your K (Hard -20%): Twist your body to fit into a very small space
Allegiance
K (Hard -20%): Pick up an instrument you’ve never
K (Arduous -30%): Contort your wrists to escape bonds

SKILLS & TALENTS


or manacles
played and learn a song
K (Arduous -30%): Seduce someone who does not share COUNTERFEIT (INTELLIGENCE)
your values Counterfeit represents your ability to falsify documents,
making them appear official. This Skill is frequently
used to duplicate signatures and handwriting styles and
author fake records. It’s also related to your ability to
reproduce near-replicas of objets d’art, cobbling together
a facsimile of a painting, statue or item of jewelry. It also
includes the forging of coins and currencies.
K (Trivial +30%): Create a simple reproduction of a ring
or other item of finery
K (Easy +20%): Craft a false estimate of work to collect
pay
K (Routine +10%): Clip coins, producing 1 new one from
the pieces of 9 others
K (Standard +/-0%): Pass off a painted wooden token as
a gold piece
K (Challenging -10%): Forge a signature
K (Hard -20%): Reproduce an intricate artwork without
the skills necessary to do so
K (Arduous -30%): Perfectly reproduce someone else’s
writing

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DISGUISE (FELLOWSHIP) EAVESDROP (PERCEPTION)


Disguise represents your ability to masquerade as Eavesdrop represents your ability to listen in to perceive
someone else, hide your own identity in public or conceal low sounds, usually conversations between two or more
your emotions from others. Theatrics and imitation are people. By listening to them or watching the movement
the foundation of any good disguise. The more you know of their lips, you can make out distinct sounds and
about the people (or person) you’re trying to hide or determine the differences between mumbling and actual
mimic, the more effective your disguise. words. You can also use it to hide from lip reading.
K (Trivial +30%): Convincingly act as another in a cheap K (Trivial +30%): Listen in to a conversation next to you
play
K (Easy +20%): Hide your lips from being read by others
K (Easy +20%): Pretend to be someone of a different
K (Routine +10%): Use hand signals to indicate simple
Allegiance
thoughts
K (Routine +10%): Create a false identity and live behind K (Standard +/-0%): Read a person’s lips from across a
it
well-lit room
K (Standard +/-0%): Impersonate someone from a
foreign land
K (Challenging -10%): Listen to a conversation through
a wooden door
K (Challenging -10%): Convincingly act as another in a K (Hard -20%): Read a person’s lips through fleeting
well-known playhouse
shadows
SKILLS & TALENTS

K (Hard -20%): Impersonate another’s personal


appearance
K (Arduous -30%): Listen to a conversation through a
metal door
K (Arduous -30%): Perfectly impersonate another person
in looks and voice EDUCATION (INTELLIGENCE)
At its most basic, Education represents your ability to
DRIVE (BRAWN) read and write, but it extends far beyond simple literacy.
Drive represents your ability to control standard vehicles, This Skill lends significant insight into the histories and
such as simple carts, overland coaches, dog-drawn sleds and practices of the world you live in. Education covers many
so forth. The Skill is also used to maneuver vehicles around different fields of study, each representing a body of lore,
tight corners, race across the countryside, plow through a possible academic research or ‘rogue scholar’ pursuits.
hedge and roll over others who stand in your way.
K (Trivial +30%): Understand local laws
K (Trivial +30%): Drive a wagon overland during fair
weather
K (Easy +20%): Identify specific constellations in the
night sky
K (Easy +20%): Break through a low barrier or over a K (Routine +10%): Know a specific leader of another
hedge on horseback
province
K (Routine +10%): Trek overland during inclement
K (Standard +/-0%): Understand the relationships
weather
between the gods
K (Standard +/-0%): Race by cart and horse K (Challenging -10%): Identify the flags of rival nations
K (Challenging -10%): Take a vehicle off-road and across K (Hard -20%): Translate ancient writings into your own
country
tongue
K (Hard -20%): Jump a vehicle from one road to another K (Arduous -30%): Understand the difference between a
K (Arduous -30%): Ford a deep river with a vehicle Ghast and a Ghoul

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LITERACY IN FLAMES OF FREEDOM K (Trivial +30%): Play and win a game of cards against
greenhorns
It is assumed that there is a basic level of functional
literacy among people, whether they have a Skill K (Easy +20%): Fix a cockfight in your favor
Rank in Education or not. If a language has a
written form, most people can read and write it
K (Routine +10%): Play and win a standard game of chess
without possessing a Skill Rank in Education. For K (Standard +/-0%): Guess the number of stones in a
characters with the Education skill, the differing large jar
Skill Ranks represent how quickly they can read,
their understanding of what complex terms and
K (Challenging -10%): Fix a fistfight in your favor
phrases mean and their capacity to interpret K (Hard -20%): Play and win a game of dice against a
religious and philosophical ideas. veteran gambler
K (Arduous -30%): Guess the next card to be played
FOLKLORE (INTELLIGENCE)
SIDE GAMES
Folklore represents your secondhand and first-person
Some Historians prefer players to roll dice and
knowledge of the histories, traditions, faiths and
participate in real-world use of cards, checkers
notable figures of a particular region. Drawn from the
and chess to resolve high-stakes gambling. The
stories, oral traditions and rumors you’ve heard from
Historian may call for Gamble Tests during the
family, merchants and travelers, it also confers a deeper
game to change any outcomes.

SKILLS & TALENTS


understanding of various cultures, food, religion and
daily practices.
K (Trivial +30%): Interpret the funerary practices of GUILE (FELLOWSHIP)
locals Guile represents your ability to use underhandedness,
lies and bluster to get what you want. It is also used
K (Easy +20%): Use the proper courtesies of other cultures to subtly manipulate others’ feelings and emotions by
K (Routine +10%): Identify a local landmark and its sowing the seeds of doubt within their mind. You can
importance also play word games or use irony to confuse others and
engage in political machinations.
K (Standard +/-0%): Recall legends from history
K (Trivial +30%): Bluster and blather your way out of
K (Challenging -10%): Know about local flora and fauna responsibility
K (Hard -20%): Identify a famous person from their K (Easy +20%): Use innuendo to imply one thing while
burial marker
saying another
K (Arduous -30%): Forecast the weather based on
historic patterns
K (Routine +10%): Engage in wordplay with another to
appear smarter
GAMBLE (INTELLIGENCE) K (Standard +/-0%): Blend into the crowd to look
Gambling represents your ability to play parlor games of innocuous and harmless
chance, such as cards, darts and dice. Although anyone
can make wagers and play games, some are more skillful
K (Challenging -10%): Bluff your way into a Red Coat
compound
or adept when it comes to spotting common mistakes
and preying upon their opponents’ weaknesses. This Skill K (Hard -20%): Understand Thieves’ Cant in the middle
also allows you to cheat. of hostile repartee
K (Arduous -30%): Appear innocent of a crime you
clearly committed

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HANDLE ANIMAL (FELLOWSHIP) HEAL (INTELLIGENCE)


Handle Animal represents your ability to command, Heal represents your ability to understand the body’s
subdue and train threats classified as Animals. Although humors and how the wounded can be treated by paying
this Skill doesn’t allow those who use it to domesticate heed to these temperaments. It is also used to tend to
animals that are not meant to be domesticated, it does ache and pains, act as a midwife, render abortifacients
allow you to tame them. This Skill also teaches the and treat the injured. It helps you identify Ailments and
proper way to care for and groom an animal, establishing other patterns of sickness (such as being drugged).
a bond of trust and submission.
K (Trivial +30%): Treat Typhoid in a patient
K (Easy +20%): Perform a Trepanation on someone
K (Routine +10%): Treat an Injury to begin its
recuperation
K (Standard +/-0%): Treat an Ailment in a patient
K (Challenging -10%): Treat Heatstroke on an Injured
person
K (Hard -20%): Treat deadly Ailments in a Grievously
Wounded patient
SKILLS & TALENTS

K (Arduous -30%): Use a Kiss of Life on someone who


is at death’s door

INCANTATION (WILLPOWER)
Incantation represents your ability to tap into powers
unknown to cast Spells. It can be used to identify strange
magical symbols, understand occult activities, participate
in rituals, research otherworldly threats, interpret omens
and gain an understanding of superstitions made real.
K (Trivial +30%): Cast a spell in a place regarded as holy
to your faith

K (Trivial +30%): Shoe a horse or groom a domestic


K (Easy +20%): Interpret a person’s future based on their
personality quirks
animal
K (Easy +20%): Teach a simple trick to an animal, like K (Routine +10%): Cast a spell upon an unsuspecting
target while hidden
fetch, lie down or sit
K (Routine +10%): Rustle a flock of sheep without a
K (Standard +/-0%): Cast a spell as foes are Charging
toward you
sheepdog
K (Standard +/-0%): Calm a frightened horse K (Challenging -10%): Hypnotize a willing subject
K (Challenging -10%): Break a young horse for riding K (Hard -20%): Cast a spell when miscasting could harm
your friends
K (Hard -20%): Calm a frightened stampede of wild K (Arduous -30%): Cast a spell in the midst of a riot
cattle
K (Arduous -30%): Break a wild horse for riding

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INTERROGATION (WILLPOWER) K (Trivial +30%): Bully your way to the front of a soup
Interrogation represents your ability to draw answers line
from an unwilling subject using a variety of physical and
K (Easy +20%): Insinuate violence through force of
emotional methods. It allows you to cause duress in your
presence and words
subject, inflicting mental fatigue upon them as you begin
to get at the heart of the truth. Interrogation often relies K (Routine +10%): Cause innocent people to cow before
on physical torture. you in a public place
K (Trivial +30%): Gaslight a friend or loved one K (Standard +/-0%): Shove or push someone out of your
way
K (Easy +20%): Pour hot tar over someone
K (Routine +10%): Strike the head off of the guilty in K (Challenging -10%): Cow foes into giving up
one stroke K (Hard -20%): Make a threatening gesture to force a
guard to abandon their post
K (Standard +/-0%): Force a witness to relive a traumatic
experience K (Arduous -30%): Force an undefeated rival to kiss your
boots
K (Challenging -10%): Convince someone to tell the
truth, after a round of torture LEADERSHIP (FELLOWSHIP)
K (Hard -20%): Torture a friend or an ally Leadership represents your ability to gain the support
of allies, unifying them under your guidance against

SKILLS & TALENTS


K (Arduous -30%): Torture the truly innocent common foes or causes. You can use this Skill to give
tactical orders to forces under your command, much
like a general does on the battlefield, as well as to stir
emotions and foment rebellion.
USES OF INTERROGATION oftentimes
borders on topics that can be triggering for K (Trivial +30%): Lift the spirits of a close friend in the
some gamers. Before using the Skill, be sure to wake of harm
consult with the gaming group before doing so.
Historians are strongly encouraged to dispense
K (Easy +20%): Spread rumors and news among a crowd
of people
Conflict in all cases of torture—both physical and
psychological—despite the reasoning. K (Routine +10%): Use Words As Weapons when you’re
Hurt
K (Standard +/-0%): Convince your flock to change their
principles
INTIMIDATE (BRAWN) K (Challenging -10%): Command a military campaign
Intimidation represents your ability to bully others into to besiege a stronghold
doing something you want. By using both your physical
appearance and verbal commands, you try to cow others
K (Hard -20%): Uplift a congregation which has lost its
faith in God
before you, posturing aggressively like a dog ready to
pounce. You attempt to terrify others with your words K (Arduous -30%): Convince an enemy Allegiance to
and actions, suggesting that you’ll do violence upon fight alongside you
them should they not back down.

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MARTIAL MELEE (COMBAT) NAVIGATION (INTELLIGENCE)


Martial Melee represents your degree of proficiency in the Navigation represents your ability to accurately
melee weapons specific to the American Revolutionary determine direction, distance and routes from one place
War. Besides enabling you to effectively wield weapons to another, orienteering over land. It relies on landmarks
in hand-to-hand combat, it also allows you to maintain and maps to find your way overland, and the movement
the quality of Martial Melee weapons and perform and alignment of the stars and constellations as the
general maintenance to keep them in usable condition. seasons pass to help you find your way across the sea.
K (Trivial +30%): Hit a foe who’s Prone on the ground K (Trivial +30%): Determine true north on a cloudy day
K (Easy +20%): Use a Counterattack against an enemy K (Easy +20%): Discern the constellations to guide your
who’s moving away journey by sea
K (Routine +10%): Flank foes that are outnumbered in a K (Routine +10%): Chart out an overland route lasting
melee engagement several days
K (Standard +/-0%): Fight toe-to-toe with an evenly K (Standard +/-0%): Identify foreign landmarks to make
matched aggressor your way without a map
K (Challenging -10%): Strike someone in fog, mist or K (Challenging -10%): Chart out an overland route
smoke lasting several weeks
K (Hard -20%): Parry a two-handed weapon using a K (Hard -20%): Realign your travels after getting lost for
SKILLS & TALENTS

knife days in the wilderness


K (Arduous -30%): Strike someone in the dark K (Arduous -30%): Determine true north below ground
MARTIAL RANGED (COMBAT) PILOT (AGILITY)
Martial Ranged represents your degree of proficiency Pilot represents your ability to sail or row water-going vessels,
in the ranged weapons specific to the American from simple river rowing boats and barges to dinghies and
Revolutionary War. Besides enabling you to effectively the triple-masted ships of the open seas. It also covers
fire missile weapons in ranged combat, it also allows you general maintenance and upkeep of these boats: scrubbing
to maintain the quality of Martial Ranged weapons and decks, unloading and reloading cargo, repairing broken oars,
perform general maintenance to keep them working. patching holes, attending to torn sails and other repairs.
K (Trivial +30%): Fire a shot at a foe who’s climbing a K (Trivial +30%): Maintain the integrity of any water-
tree going vessel
K (Easy +20%): Fire and land a shot in the outer rings of K (Easy +20%): Pilot a ship in calm conditions by sea
a stationary target
K (Routine +10%): Sail a riverboat through rapids
K (Routine +10%): Fire a shot from higher ground K (Standard +/-0%): Right a boat that’s being spun out of
K (Standard +/-0%): Fire a shot at someone who’s control by a river eddy
unprotected by cover
K (Challenging -10%): Pilot a ship in stormy conditions
K (Challenging -10%): Fire at someone standing in fog, by sea
mist or smoke or on horseback
K (Hard -20%): Assure that cargo arrives unmolested if
K (Hard -20%): Fire a ranged weapon into an Engagement sent across a rough sea
with allies nearby
K (Arduous -30%): Right a boat that’s threatening to be
K (Arduous -30%): Fire at a foe in the dark swallowed by the sea

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RESOLVE (WILLPOWER) RUMOR (FELLOWSHIP)


Resolve represents your ability to keep calm under Rumor represents your ability to gather information
pressure. It allows you to steel your mind, focusing on from social circles, stimulating conversation by being
your inner strength to maintain resolve when thrust into gregarious and talkative. It can be used to interact with
situations that test your mettle. When confronted by the strangers and friends alike, appealing to them with your
supernatural or horrifying situations, you use this Skill personality or just chewing the fat. It is also used to
to let the fear wash over you and through you—for fear appeal to larger groups to gather the latest political or
is the ‘little death.’ social news, dissect the newest gossip and spread rumors.
K (Trivial +30%): Maintain your cool when piloting or K (Trivial +30%): Lubricate local gossipmongers with
driving a vehicle in a tense situation alcohol to learn rumors
K (Easy +20%): Withstand the effects of Stress K (Easy +20%): Hobnob with locals while participating
in tavern games
K (Routine +10%): Ignore the impact of spells which
may cause anxiety K (Routine +10%): Speak in Pig Latin or other odd
languages with friends
K (Standard +/-0%): Withstand the effects of Fear
K (Standard +/-0%): Spread gossip of an impending
K (Challenging -10%): Withstand being intimidated by attack with locals
out-of-touch aristocrats
K (Hard -20%): Withstand the effects of Terror K (Challenging -10%): Speak fluently before a court of

SKILLS & TALENTS


your betters
K (Arduous -30%): Steel yourself before a legendary K (Hard -20%): Befriend foreigners who don’t particularly
beast
care for your kind
RIDE (AGILITY) K (Arduous -30%): Stimulate casual conversation in
Ride represents your ability to mount threats classified foreign tongues
as Animals, such as horses and ponies. This Skill enables
you to gallop and race, leap over hedges and fences, ride SCRUTINIZE (PERCEPTION)
across rugged terrain, or leap atop your mount from a Scrutinize represents your ability to sense motives and
window. underlying intentions in others. It relies on hearing and
vision to assess each participant’s part in a conversation.
K (Trivial +30%): Ride a horse in the water as it swims You can also deduce tone and intent from the written
K (Easy +20%): Break from a gallop into a charge word. Finally, it can be used to recall things from
memory, to describe something you saw or to quickly
K (Routine +10%): Ride a horse from village to village at perform arithmetic or other feats of estimation.
fast speeds
K (Standard +/-0%): Perform simple tricks K (Trivial +30%): Remember what you had to eat the
previous day
K (Challenging -10%): Drop from a window into the
K (Easy +20%): Read body language to understand the
saddle
Allegiance of another
K (Hard -20%): Jump over hedges at a gallop K (Routine +10%): Decode a secret message in your own
K (Arduous -30%): Take control and ride a threat that’s tongue
classified as a Beast
K (Standard +/-0%): Remember an important task you
forgot to attend to

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K (Challenging -10%): Decode a secret message in a SIMPLE RANGED (COMBAT)


foreign tongue Simple Ranged represents your ability to wield standard
weapons to fight with at a distance. Most are easy to use,
K (Hard -20%): Memorize the order of events after a
such as a short bow. The Skill is used by hunters turned
deadly fight
militia or by irregular forces; you likely gained training
K (Arduous -30%): Determine if someone with whom from one of these groups. It also allows you to maintain
you aren’t familiar is telling lies the quality of your weapon.

SIMPLE MELEE (COMBAT) K (Trivial +30%): Fire a shot at a person who’s climbing
a tree
Simple Melee represents your ability to use standard
weapons in hand-to-hand fights and battles. Simple K (Easy +20%): Fire a shot at someone who’s running
Weapons, such as a knife or hatchet, are easy to use, away
require little training and are commonly carried on
K (Routine +10%): Fire a shot at a foe who’s pinned
a belt. This Skill is typically gained by training with
against a wall or in the corner
improvised weapons taken from the battlefield that were
left shattered and abandoned or by being members of a K (Standard +/-0%): Fire a warning shot at someone’s feet
militia.
K (Challenging -10%): Fire a shot at someone on
K (Trivial +30%): Re-wrap leather around the hilt of a horseback
broken saber
K (Hard -20%): Fire into an Engagement, where you may
SKILLS & TALENTS

K (Easy +20%): Strike a foe who is sitting in their chair potentially harm your allies
with their back turned toward you
K (Arduous -30%): Fire at an enemy in darkness
K (Routine +10%): Use your weapon alternatively as a
tool for work SKULDUGGERY (AGILITY)
Skulduggery represents your ability to use larcenous or
K (Standard +/-0%): Grapple the haft of a boarding axe illegal means. It can be used to bypass locked doors and
to bash a door down
chests without a key, disable security contrivances and
K (Challenging -10%): Break a Simple Melee weapon elaborate traps, use simple prestidigitation to palm small
over your knee objects and hide cards and conduct simple robberies,
such as cutting coin purses and snatching bracelets.
K (Hard -20%): Dig a shallow grave using your weapon
K (Arduous -30%): Scavenge a Simple Melee weapon to K (Trivial +30%): Use a simple card trick to distract others
become usable K (Easy +20%): Filch a pie off a windowsill
K (Routine +10%): Disable a wire trap intended to set off
an alarm
K (Standard +/-0%): Pick the pocket of a passerby in a
crowded street
K (Challenging -10%): Pick the lock off a strongbox or
fortified trunk
K (Hard -20%): Pick the pocket of a passerby in a near-
empty street
K (Arduous -30%): Palm an object in front of a merchant’s
stall

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STEALTH (AGILITY) TOUGHNESS (BRAWN)


Stealth represents your ability to use concealment, Toughness represents your ability to exhibit unparalleled
shadows, foliage, people and other distractions to move stamina and endurance. It reflects the ability to
about without being seen or heard. You can also lie in withstand pain and exposure to the elements, withstand
wait to ambush others using this Skill. You can stalk a the powerful effects of spells, endure a forced march, run
mark while moving among crowds, and even attempt to for an extended period of time, resist fatigue and hold
conceal a cache of armaments from enemy spies. your breath underwater.
K (Trivial +30%): Move quietly, so as to not awaken your K (Trivial +30%): Resist the effects of sickness after a bad
enemies meal
K (Easy +20%): Stalk someone through a crowded street K (Easy +20%): Resist the effects of Ailments after
robbing the interred dead
K (Routine +10%): Reconnoiter the rim of a mining
deposit K (Routine +10%): Withstand one dose of Throat
Distemper
K (Standard +/-0%): Set up a good vantage point to
waylay a Red Coat baggage train K (Standard +/-0%): Resist the effects of Morsal
K (Challenging -10%): Shadow an animal through the K (Challenging -10%): Withstand the effects of French
woods Pox
K (Hard -20%): Move quietly, so as to not awaken your K (Hard -20%): Withstand Intoxication after drinking

SKILLS & TALENTS


children for six hours
K (Arduous -30%): Hide in plain sight K (Arduous -30%): Get back on your feet after falling off
a house
SURVIVAL (PERCEPTION)
Survival represents your ability to live out in the
wilderness and live off the land. It can be used to forage
for roots, hunt for food, find suitable shelter, follow trails
left behind by animals or people and locate somewhere
safe to lay your head. In addition, it allows you to prepare
simple meals, construct rudimentary weapons and build
traps to hunt with.
K (Trivial +30%): Go fishing with adequate supplies
K (Easy +20%): Forage for roots and berries in the wild
K (Routine +10%): Build a shelter out of limbs and grass
K (Standard +/-0%): Construct an improvised weapon
K (Challenging -10%): Track a small animal’s prints
K (Hard -20%): Track the passing of a single person
through the wilderness
K (Arduous -30%): Find a source of water in the deep
desert

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TRADECRAFT (WILLPOWER) TALENTS OVERVIEW


Tradecraft represents your ability to craft and the ability Learned from the harsh rigors of experience, practice
to run a business based on it. Anyone with a Skill Rank and training, Talents are abilities like Profession Traits.
in Tradecraft has the potential to practice any trade. It Unlike Professional Traits, Talents are found among the
takes time to learn and master exclusive training. same group of Professions within an Archetype.
K (Trivial +30%): Meltdown or repurpose materials from USING TALENTS
destroyed objects
Talents are innate abilities that act as ‘riders’ to the
K (Easy +20%): Make minor repairs and restore an item actions your character takes during play. Unless
to like-new condition specified otherwise, you can use Talents in combat
freely without having to dedicate Action Points to
K (Routine +10%): Conduct the last repairs to restore an use them.
object from the Ruined! Quality
Finally, you can never gain the same Talent
K (Standard +/-0%): Create an object with minimal more than once.
materials and no stressors
K (Challenging -10%): Mimic someone else’s work to AMBIDEXTERITY
appear as your own We were given two hands: one to receive with and the other
to give with.
K (Hard -20%): Invent a new ware or weapon
Effect: You never suffer penalties when using tools or
SKILLS & TALENTS

K (Arduous -30%): Repair a Kentucky Longrifle that’s weapons in either hand. If you ever suffer an Injury
been busted into tiny, tiny pieces
where you cannot use your primary hand, you do not
WARFARE (INTELLIGENCE) suffer penalties when using your off-hand.
Warfare represents your ability to use war machines ANIMALISTIC
to break down walls, smash doors, crash through an
army’s defenses and wreak havoc upon an enemy’s Vicious and uncouth—that’s what they say behind my back
supply lines. This Skill helps you understand strategies because they’re afraid of what I may do.
utilized in warfare (both mobile and ensconced within a Effect: Whenever you roll Chaos Dice to determine
fortification) as well as how to erect appropriate defenses whether you inflict an Injury, add 1D6 Chaos Die.
and conduct psychological warfare upon the enemy. When you inflict an Injury, you gain 3 Conflict.
K (Trivial +30%): Take account of supplies and provisions ARITHMETIC
for a war campaign
Whether I’m crunching numbers or attempting to explain
K (Easy +20%): Load a war machine with assistance Descartes, I know how to break down the answer.
K (Routine +10%): Determine weaknesses in enemy lines Effect: Record this Talent name by your Skill Ranks—
Arithmetic. Whenever you use a Skill that could be
K (Standard +/-0%): Conduct a massive troop movement paired with Arithmetic, ignore any penalties your
in the midst of battle
character is currently suffering from due to your Peril
K (Challenging -10%): Find soft spots in fortifications Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
K (Hard -20%): Prognosticate the tactics an unknown
enemy is using
K (Arduous -30%): Count the number of troops
remaining on a battlefield

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ARTISTRY BOOKBINDING
I learned how to paint, write poetry, compose music and sing Printmaking, vellum production and sewing the perfect
with a pitch-perfect voice. binding are an art unto themselves.
Effect: Record this Talent name by your Skill Ranks— Effect: Record this Talent name by your Skill Ranks—
Artistry. Whenever you use a Skill that could be paired with Bookbinding. Whenever you use a Skill that could be
Artistry, ignore any penalties your character is currently paired with Bookbinding, ignore any penalties your
suffering from due to your Peril Condition Track. You also character is currently suffering from due to your Peril
gain a +10% Base Chance to use the Skill when paired. Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
ASTRONOMY
Whether you need to know of matters cartographical or the BRAINS OVER BRAWN
movement of the heavenly spheres, I am here. Keep a clear mind and you’ll never suffer the enemy.
Effect: Record this Talent name by your Skill Ranks— Effect: You may alternatively use [WB] in place of [BB]
Astronomy. Whenever you use a Skill that could be when calculating your Damage Threshold.
paired with Astronomy, ignore any penalties your
character is currently suffering from due to your Peril BREAK MY FAST
Condition Track. You also gain a +10% Base Chance to A hearty meal is the source of good nutrition, a healthy spirit
use the Skill when paired. and the best way to start your day.

SKILLS & TALENTS


AT A DISTANCE Effect: Whenever you eat in the morning, move one step
up the Damage Condition Track positively.
Stand where you’re at; I’ll toss you what you need!
Effect: By spending 3 Action Points, you can Inject BURN BRIGHT
Quicksilver, Inject Tincture, Use Laudanum or Use Shadows begone!
Smelling Salts at a Distance of 3+[BB]. This is mostly
Effect: Whenever you are holding a source of light, you
relevant to the action of First Aid, but can also be used
and your allies treat Fleeting Shadows as if they were
outside of combat in other narrative situations.
Perfect Light. If doing so in combat, you must spend 1
BEAR-GARDEN JAW Action Point every Turn to maintain this effect.

You don’t like my vulgar tone, eh? A pox on thee, and thy CAST-IRON STOMACH
mother, too!
I’ve built up a tolerance for bad food and dirty water on the
Effect: When you succeed at a Skill Test meant to road.
ridicule or taunt someone, they suffer 1D10+1 Peril.
Effect: When Resisting the effects of Ailments and
BLACKSMITHING Drugs, you gain a +10% Base Chance to Skill Tests.

The art of turning metals, filing silver and smelting ores into CHARISMATIC
usable objects takes a certain kind of skill.
They say I am affable, engaging and the life of the party.
Effect: Record this Talent name by your Skill Ranks—
Effect: Permanently add +6% to your Fellowship.
Blacksmithing. Whenever you use a Skill that could be
paired with Blacksmithing, ignore any penalties your
character is currently suffering from due to your Peril
Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.

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CHASE THE PAIN CLOSE SHAVE


With . . . every . . . damned . . . wound . . . I . . . only . . . I’ve got some fight left in me . . . now, have at you!
grow . . . stronger! Effect: Whenever you would suffer a Moderate Injury,
Effect: Whenever you are Hurt add +1 to Total Damage. spend one Coin, to ignore it. When suffering a Serious
If Moderately Wounded, add +2. If Seriously Wounded, Injury, spend two Coins, or when suffering a Grievous
add +3, and if Grievously Wounded, add +4 to Total Injury, spend three Coins to ignore it.
Damage. You must be using a melee weapon to take
advantage of this Talent. COMMON SENSE
Thomas Paine says, “The mind once enlightened cannot again
CHEAT SHEET become dark.”
I make words sometimes stand for one thing, and sometimes Effect: Whenever you are faced with instances of Stress,
for another. Fear and Terror you’ve already been Hardened to,
Effect: When counting or cheating, you gain a +10% temporarily add +3 to your Peril Threshold. Hardened is
Base Chance to Skill Tests. covered more thoroughly in Article 8: Healing, Hazards
& Horror.

COSTUMING
From ball gowns to theatrical dress and even military styles,
I’ve made them all.
SKILLS & TALENTS

Effect: Record this Talent name by your Skill Ranks—


Costuming. Whenever you use a Skill that could be
paired with Costuming, ignore any penalties your
character is currently suffering from due to your Peril
Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.

DANGER SENSE
I can feel the hackles rise on the back of my neck when things
are about to go amiss.
Effect: Whenever you are Surprised, you are not
Defenseless. In addition, permanently add +1 to your
Initiative.

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DISTILLING FIELD SURGERY


Beer won’t brew itself, nor will the myriad of spirits and clean I am only doing what is necessary for you to survive.
water we need to survive. Effect: It only takes you one minute (3 Action Points) to
Effect: Record this Talent name by your Skill Ranks— Treat Moderate & Serious Injuries. In addition, it only
Distilling. Whenever you use a Skill that could be paired takes you ten minutes to Perform Surgery.
with Distilling, ignore any penalties your character is
currently suffering from due to your Peril Condition FLEECE THE SHEEP
Track. You also gain a +10% Base Chance to use the My pockets aren’t going to line themselves, so why not fill them
Skill when paired. with others’ riches?

DRESSED TO THE NINES Effect: When picking pockets, you gain a +20% Base
Chance to Skulduggery Tests.
I was taught how to present myself to ensure proper, seamless
interaction with others. FREERUNNING
Effect: When you attempt to persuade those of a With a hop, skip and a jump, we can make our way out of
different Allegiance than your own, you gain a +20% there.
Base Chance to Charm.
Effect: Provided you have a wall as tall as you are nearby,
EBB & FLOW you can double your vertical Jump in combat. In addition,
permanently add +1 to your Movement.
If you only could see the strings of Fate, you’d see how easily

SKILLS & TALENTS


they can be cut. FRIENDLY FIRE
Effect: Whenever a Coin is spent, automatically cancel With steady hands and careful aim, we avoid hurting our
its usage. You can call upon this ability once a game friends . . .
session.
Effect: Provided you can clearly see and hear, you never
FARMING suffer penalties to use ranged weapons when firing at
foes who are Engaged with allies.
Planting, growing and harvesting crops and fish, along with
keeping up the farm, was how I was raised. FULL OF BEANS
Effect: Record this Talent name by your Skill Ranks— Nimble, lithe and quick . . . just like my family before me.
Farming. Whenever you use a Skill that could be paired
Effect: Permanently add +6% to your Agility.
with Farming, ignore any penalties your character is
currently suffering from due to your Peril Condition GUT INSTINCT
Track. You also gain a +10% Base Chance to use the
Skill when paired. I always know there’s something deeper at play—I can feel it
in my gut.
FIELD DRESSING Effect: You may alternatively use [BB] in place of [WB]
Let me lay upon hands, and feel heaven’s grace channel through when calculating your Peril Threshold.
me.
HERCULEAN EFFORT
Effect: It takes you less than one minute (1 Action Point
in combat) to Bind Wounds. In addition, you reduce the Witness such feats of strength!
use of other First Aid-related actions by -1 Action Point Effect: You never suffer Peril due to climbing or lifting.
(to a minimum of 1 Action Point). In addition, permanently add +1 to your Encumbrance.

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HOBNOBBERY LEATHERWORKING
I find it incredibly easy to rub shoulders with a wide spectrum Whether it be skinning animals, cobbling, tanning or making
of people; chalk it up to my people skills! simple accoutrements like belts and boots, I’m your person.
Effect: When gossiping or inquiring about local rumors, Effect: Record this Talent name by your Skill Ranks—
you gain a +20% Base Chance to Rumor Tests. Leatherworking. Whenever you use a Skill that could be
paired with Leatherworking, ignore any penalties your
HOLDOUT character is currently suffering from due to your Peril
What key are you talking about, sirrah—the one that the thief Condition Track. You also gain a +10% Base Chance to
down the road stole? use the Skill when paired.
Effect: You always succeed at Skill Tests to conceal LINEAR TACTICS
objects no larger than a knife in your clothing.
I’ll fire and retreat, and you take my place!
HORSE SENSE Effect: Whenever you deal Damage to a foe with a
My horse and I have established such a bond that we are able ranged weapon, immediately switch places with an
to intuit one another’s feelings. Engaged ally.
Effect: When you attempt to interact with horses, you MANNA OF GOD
gain a +20% Base Chance to Handle Animal.
Look deeper within, my child—it is there you shall find the
light.
SKILLS & TALENTS

HUSBANDRY
I’ve bred, reared and trained animals of all kinds: bison, Effect: Spend one Coin to automatically restore your
chickens, cows, dogs, falcons—you name it. Damage & Peril Condition Tracks by one step positively
once a day.
Effect: Record this Talent name by your Skill Ranks—
Husbandry. Whenever you use a Skill that could be METTLE
paired with Husbandry, ignore any penalties your
character is currently suffering from due to your Peril My mind is an iron fortress, buttressed by an enduring
Condition Track. You also gain a +10% Base Chance to willingness to keep calm.
use the Skill when paired. Effect: Whenever you suffer Peril from mental activities,
reduce your Peril Condition Track by one less step
IRONCLAD negatively.

M endon
I learned to survive through a trial by fire—both literally and
figuratively. su f f e rs 13 Peril, which normally
would move them one step down on the Peril
Effect: Foes must roll two face ‘6’s on Chaos Dice to
Condition Track. However, because they have
Injure you. You also no longer suffer Moderate Injuries.
the Mettle Talent, Mendon doesn’t move any
JADED steps whatsoever.

I’ve learned that you can’t count on anything in this world but
yourself. MILITARISTIC
Effect: When suffering Peril from Stress, Fear or Terror, Training and constant drilling are key for battle-readiness.
reduce it by your [FB].
Effect: Permanently add +6% to your Combat.

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MIMICRY OFF THE BRIDLE


“Whoo, whoo,” is the sound the barn owl makes. “Squee, squee,” Like the Horsemen, we shall ride down those who stand before
is what the pig says. us!
Effect: When imitating the calls of threats classified as Effect: When riding a horse in combat, add +3
Animals and Beasts, you gain a +20% Base Chance to Movement. You can also Get Up in the saddle for 0
Disguise Tests (even when making calls in Languages Action Points.
other than your own).
PERCEPTIVE
NATURAL WRESTLER Yes, young cub, I’ve got eyes in the back of my head.
They say you always want one throat to choke, but I can grab Effect: Permanently add +6% to your Perception.
two with hands like these!
Effect: You only require one hand to use Chokehold. PHARMACOPOEIA
In addition, you only need to spend 1 Action Point to To create potions, medicines and drugs is no trivial matter.
maintain a Chokehold. Finally, you penalize your foe’s
Effect: Record this Talent name by your Skill Ranks—
ability to Resist a Chokehold by a -10% Base Chance.
Pharmacopoeia. Whenever you use a Skill that could be
NIMBLE FINGERS paired with Pharmacopoeia, ignore any penalties your
character is currently suffering from due to your Peril
“When you set your mind to something,” my pa always said, Condition Track. You also gain a +10% Base Chance to
“you can learn to do anything faster than the person who does

SKILLS & TALENTS


use the Skill when paired.
nothing but stares at the stars.”
Effect: Reduce the Load value of all ranged weapons PLANAR ALIGNMENT
with the Blackpowder Quality by -1 Action Point (to a I can see where our material plane and the spirit realm
minimum of 1 Action Point). coincide, and it gives me power.

NOM DE GUERRE Effect: Whenever you Risk Backlash, reduce the number
of Chaos Dice you roll (to a minimum of one die).
I adopted a war identity so that my deeds wouldn’t bring
harm to my loved ones. POKER FACE
Effect: You now have a secret identity. It requires no Skill Love the game’s intuition; play the cards with spades to start.
Tests to live and to interact as that identity among those
Effect: Your Allegiance cannot be discovered unless you
who know you by the secret identity. However, when
tell someone, and you cannot be made the target of the
interacting with strangers who may know you outside
Scrutinize Skill to determine your Allegiance.
your secret identity, you must succeed in a Disguise Test
or else be discovered. POLAR STAR

OCCULT I need only to look at the heavens to understand which direction


to go.
I have seen the dark truth that hides in every man’s soul, and
learned to understand its esoteric meanings. Effect: When you can see the stars, you gain a +20%
Base Chance to Navigation Tests. In addition, you always
Effect: Record this Talent name by your Skill Ranks—
know how to find true north, even during inclement
Occult. Whenever you use a Skill that could be paired
weather.
with Occult, ignore any penalties your character is
currently suffering from due to your Peril Condition
Track. You also gain a +10% Base Chance to use the
Skill when paired.

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POST-HASTE
Get moving as quickly as you can, as if your lives depend upon
it!
Effect: You reduce all Movement Actions by -1 Action
Point (to a minimum of 1).

POT VALIANT
Raise your cups, for tonight we either dine in hell, or we revel
with Bacchus!
Effect: When you are Intoxicated, will you be a merry
drunk or a moody drunk? When you’re merry, gain
a +10% Base Chance to Coordination Tests while
Intoxicated. When you’re moody, gain a +10% Base
Chance to Athletics Tests while Intoxicated. You can
make this choice every time you become Intoxicated.

PUGILISM
There’ll be two hits: me hitting you and you hitting the ground.
SKILLS & TALENTS

Effect: Whenever your Rough & Tumble misses or is


Resisted, immediately Rough & Tumble again for 0
Action Points. You can only take advantage of this once
a Round.

REBEL YELL
If you lift a finger, we will destroy every last one of you!
Effect: When you attempt to incite violence, you gain a
+10% Base Chance to Skill Tests.

RIBALDRY
Have you ever seen a poodle tip the velvet of a dandy lad?
Effect: At your option, you can substitute the Charm
Skill in place of Resolve when withstanding the effects
of Stress, Fear and Terror.

RICOCHET
Well, that was a lucky shot!
Effect: Whenever a foe is Slain! from an attack you’ve
made with a ranged weapon, spend one Coin to inflict
the same amount of Total Damage against a foe who is
within 3 yards of them.

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ROLE REVERSAL SMOOTH TALKER


My lack of ability and sheer pluck will get me out of this Why, yes, I do know so-and-so—we got along famously!
situation. Effect: When you attempt to persuade those of
Effect: Before a foe rolls a Skill Test, spend one Coin Allegiances other than your own, you gain a +20% Base
for them to instead refer to your Primary Attribute and Chance to Charm Tests.
Skill Ranks (or lack thereof ) when determining the
Total Chance for success. STALWART
Strong, rugged and steadfast are my three key strengths.
SAGACITY
Effect: Permanently add +6% to your Brawn.
“Smart, reasoned and experienced” is how I shall be remembered.
Effect: Permanently add +6% to your Intelligence. STEADFAST
No matter the cost, I shall persevere!
SAILING
Effect: Whenever you suffer Peril from physical
Swabbing decks, caulking hulls, repairing sails and piloting activities, reduce your Peril Condition Track by one less
boats are tasks I am well acquainted with. step negatively.
Effect: Record this Talent name by your Skill Ranks—
Sailing. Whenever you use a Skill that could be paired V e r i ty Trow br i d g e su f f e rs 23 Peril,
with Sailing, ignore any penalties your character is which normally would move her two steps

SKILLS & TALENTS


currently suffering from due to your Peril Condition down on the Peril Condition Track negatively.
Track. You also gain a +10% Base Chance to use the However, because she has the Steadfast Talent,
Skill when paired. Verity only moves one step.

SCIENCE
Sacred geometry, mathematics and life sciences are my STONEMASONRY
specialties. I’ve learned to chip away at stone to create beautiful buildings,
Effect: Record this Talent name by your Skill Ranks— monuments and statues.
Science. Whenever you use a Skill that could be paired Effect: Record this Talent name by your Skill Ranks—
with Science, ignore any penalties your character is Stonemasonry. Whenever you use a Skill that could be
currently suffering from due to your Peril Condition paired with Stonemasonry, ignore any penalties your
Track. You also gain a +10% Base Chance to use the character is currently suffering from due to your Peril
Skill when paired. Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
SELF-MEDICATION
Madness can be a medicine in the modern world. TAILORING

Effect: Whenever you are suffering from Stress, Fear or Stitching clothes, hat-making and other sundries I can readily
Terror, add +3 Initiative. take care of.
Effect: Record this Talent name by your Skill Ranks—
SIMON PURE Tailoring. Whenever you use a Skill that could be paired
Rest assured, fair friend, that I am indeed the great George with Tailoring, ignore any penalties your character is
Washington! currently suffering from due to your Peril Condition
Track. You also gain a +10% Base Chance to use the
Effect: When masquerading as someone notably famous
Skill when paired.
(or infamous), you gain a +20% Base Chance to Disguise
Tests.

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TAKE A GANDER THEOLOGY


What do you mean you cannot see them . . . they are standing It is one thing to say you know God, but it is another to say
SKILLS & TALENTS

right in front of us! you understand the multitude of spirits in this world and their
Effect: Ignore the effects of Concealment & Weather true aims.
conditions for purposes of using ranged weapons. Effect: Record this Talent name by your Skill Ranks—
Theology. Whenever you use a Skill that could be paired
TALK LESS, SMILE MORE with Theology, ignore any penalties your character is
Don’t let them know what you’re against or what you’re for. currently suffering from due to your Peril Condition
Track. You also gain a +10% Base Chance to use the
Effect: When you attempt to peacefully negotiate, you
Skill when paired.
gain a +10% Base Chance to Skill Tests.
TRAIN ANIMALS
TENACITY
Sit, lie down, stay and attack are the foremost (and four best)
Dedication and commitment are necessary tools for survival.
tricks you teach your dog.
Effect: Permanently add +6% to your Willpower.
Effect: You can teach threats classified as Animals a
THE THIRD DEGREE number of commands. Suggested ones may include
attack, fetch, go and stay—the limits are up to you
I know precisely where to land my shots to make them count . . . and the Historian to decide. An animal can learn a
and make them hurt. number of commands equal to your [FB], but you may
Effect: When you Injure a foe with a weapon, you inflict train multiple animals different commands. It takes
two Injuries instead of one. a week of training to teach an animal a command. If
using a command in combat, spend 1 Action Point to
command it.

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TRIVIUM WEAVING
The arts of grammar, rhetoric and logic are subtle, and it takes Baskets, textiles and ancestral blankets are what I have
years of failure to become an expert in them. practiced my hand on.
Effect: Record this Talent name by your Skill Ranks— Effect: Record this Talent name by your Skill Ranks—
Trivium. Whenever you use a Skill that could be paired Weaving. Whenever you use a Skill that could be paired
with Trivium (the study of grammar, logic and rhetoric), with Weaving, ignore any penalties your character is
ignore any penalties your character is currently suffering currently suffering from due to your Peril Condition
from due to your Peril Condition Track. You also gain a Track. You also gain a +10% Base Chance to use the
+10% Base Chance to use the Skill when paired. Skill when paired.

TURN THE PAGE WHIP JACKET


Ego sum celeritate lectorem! Look, I’ve been called far worse, but simply trying to survive
Effect: You can read and write a number of pages equal the city’s streets requires a certain je ne sais quoi.
to [IB] a minute. Effect: When you attempt to hide in urban environments,
you gain a +20% Base Chance to Stealth Tests.
TWISTICAL
Have you ever considered that some lies are a necessary means WHITES OF THEIR EYES
to an end? Stay at my side, friends, and remain steadfast!

SKILLS & TALENTS


Effect: When you attempt to deceive someone, you gain Effect: Whenever foes gain the benefit of Low Cover,
a +20% Base Chance to Guile Tests. you ignore it for purposes of hitting and dealing Damage.

UNDER THE GUN WOODWORKING


We have no time to laze about, for there is more work to be Whether it be barrel-making, carpentry or furniture-making,
done! I can do them all with equal finesse.
Effect: You reduce the time to Recuperate from Injuries Effect: Record this Talent name by your Skill Ranks—
by three days. In addition, you never Bleed. Woodworking. Whenever you use a Skill that could be
paired with Woodworking, ignore any penalties your
character is currently suffering from due to your Peril
Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.

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Article  5
WA R E S & WEAPONS
Va r io us for m s o f c u r r e n cy a r e us e d i n th e Thi rte e n C olo ni e s , r a n g i n g f rom

sp e ci e (c oi n s ), ba rte r a n d b o ok c r e di t. To g eth e r, th e s e a r e c ol l e ctiv e ly ca l l e d

‘ c u r r e n cy,’ a n d h av e a va luatio n th at i s ho nor e d ev e ry w h e r e , de spi te w h eth e r

yo u ’ r e i n B o sto n, th e C a r i bb e a n or N ew F r a n c e .

SPECIE EXCHANGE RATES K Helpful: (Trivial +30%) Skill Test


The standard units of currency are the pound (£),
shillings (s) and pence (p). For the sake of simplicity,
K Friendly: (Easy +20%) Skill Test
all values are converted into this system, regardless of K Polite: (Routine +10%) Skill Test
national origin:
K Indifferent: (Standard +/-0%) Skill Test
K 240 pence (p) equals 1 pound (£) K Impolite: (Challenging -10%) Skill Test
K 12 pence (p) equals 1 shilling (s) K Unfriendly: (Hard -20%) Skill Test
K 1 pound (£) equals 20 shillings (s) K Antagonistic: (Arduous -30%) Skill Test
Effect: If successful, the merchant will enter into a book
BARTER credit arrangement, which must be paid back by a number
Generally, brand-new goods and services are exchanged of weeks equal to your [FB]. If haggling, reduce the sale
at a 1:1 ratio, and such an exchange doesn’t require a price by -10% or increase the resale price by +10% for
Skill Test. every 6 points of your [FB]:
K [FB] 1 to 6: 10%
BOOK CREDIT K [FB] 7 to 12: 20%
Book Credit is similar to bartering and, using this
method, a character can quickly outfit themselves with
K [FB] 13+: 30%
needed goods. It is a form of credit a character can enact Critical Success: You multiply your [FB] by 3 instead for
with a legitimate merchant to pay back money owed purposes of negotiating.
within an appointed time. You can make a Negotiate
Critical Failure: The NPC will never negotiate with you
WARES & WEAPONS
Check to determine the amount of money and length of
ever again.
time to pay it back.
Other Considerations: NONE
NEGOTIATE CHECK
Let’s make a deal!
Negotiate Check: When entering into a book credit
DISPOSITIONS ARE HANDLED by the
arrangement, haggling for a lower price or reselling goods
Historian, but you can find more information
to an NPC, make a Bargain or Guile Test. Depending on
about them in Article 6: Narrative Tools.
their Disposition, the Difficulty Rating eases or worsens:

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BUYING & SELLING GOODS ALCHEMICAL, DRUGS & MEDICINE PRICE


While prices for goods follow, assume that it already
Antidote (by dose) 18s
includes the proper local and national tax. However,
creative Historians may increase the tax by anywhere Aqua vitae £3
from +1% to +100% to reflect the British Empire’s taxes Arsenic (by dose) £1
over the Thirteen Colonies. Bandages 5p
RESELLING SCAVENGED Charcoal (by use) 1s
GOODS & WEAPONS Cocoa (by serving) 10s
Scavenged items are resold for 50 percent of their Coffee (by serving) 1s
listed price unless you use a Negotiate Check.
Cyanide (by dose) £1
Goods that you know are stolen must always
be resold with a Negotiate Check using Guile, Ergot (by dose) £1
following the same aforementioned requirements. Hemlock (by dose) £1
Torn, bloody uniforms and other clothing that Laudanum (by dose) £1
has undergone wear from war are worthless. The
Historian will ultimately arbitrate the final trade Opium (by dose) £1
value of goods and services. Portable alchemical laboratory £25
Prosthetic foot 3s
Prosthetic hand 3s
Prosthetic joint 1s
Prosthetic leg 6s
Quicksilver (by dose) £1
Salt (by use) 2s
Saltpeter (by use) 15s
Sulfur (by use) 3s
Smelling salt (by dose) 7s
Snuff (per use) 10s
Surgical kit £18
Talc (by use) 2s
Tea (by serving) 1s
WARES & WEAPONS

Tincture (by dose) £1


Tobacco (per use) 5p
Yupa (per use) 12s

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ANIMALS & TRANSPORT PRICE


Calf 10s
Canoe 3s
Cart £5
Chicken 4p
Coach horse (slow) £5
Cow £2
Donkey (slow) £1
Falcon £3
Field horse (slow) £3
Goose 10p
Hog £1
Homing pigeon 8s
Horse tackle £1
Hunting dog 5s
Lamb 15s
Large but tame rat 1p
Leather saddle £2
Mouser cat 3p
Road horse (fast) £9
Rowboat £1
Saddle gun holster 15s
Saddlebags 6s
Sidesaddle £6
Small but vicious kitten 1p
Turf horse (fast) £12
Wagon £15
ARMOR?
WARES & WEAPONS

Wagon wheel 12s While some refuse to let the past die and wear old
Yoke 7s cuirasses of metal or rawhide, armor is otherwise
seen as a fruitless endeavor, given that bullets can
easily punch through armor. Therefore, there are no
armors or shields in FLAMES OF FREEDOM.
Armor imported from ZWEIHÄNDER is
considered obsolete when struck by weapons of
the Blackpowder Quality, and characters do not
add Determination to their Damage Threshold
while wearing it.

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CLOTHING PRICE CLOTHING PRICE


Bonnet (cotton) £1 Gown (linen) £13
Bonnet (full trim) 7s Gown (silk) £30
Bonnet (linen) 6s Handkerchief (linen) 2s
Bonnet (silk) £2 Handkerchief (silk) 4s
Bonnet (wool) 5s Handkerchief (wool) 1s
Boots (jockey) £2 Hat (beaver) 12s
Boots (leather) 12s Hat (cocked) 13s
Breeches (buckskin) 10s Hat (felt) 1s
Breeches (cotton) £1 Hat (leather) 20s
Buckles (shoes) £1 Hat (tricorn) 12s
Buckles (shoes & knee) £5 Hatpin 2p
Cap (leather) 4s Neckcloth 5s
Cap (linen) 8p Neckerchief (silver buckle) £2
Cap (velvet) 2s Necklace (Average) 9s
Cap (worsted) 4p Necklace (Inferior) 3p
Cloak (broadcloth) 15s Necklace (Superior) £2
Cloak (satin) £3 Parisian fashion clothing £9
Cloak (silk) 15s Petticoat £10
Cloak (winter) 19s Pocket watch £10
Coat (greatcoat) £2 Prosthetic foot 3s
Coat (jacket) 10s Prosthetic hand 3s
Coat (wool) £1 Prosthetic joint 1s
Disguise kit £5 Prosthetic leg 6s
Ear horn 1s Red Coat uniform (Average) £6
Earrings (Average) 24p Red Coat uniform (Inferior) £3
Earrings (Inferior) 10p Red Coat uniform (Superior) £9
WARES & WEAPONS

Earrings (Superior) £1 Ring (Average) £1


Fan (Average) £5 Ring (Inferior) 5s
Fan (Superior) £15 Ring (Superior) £3
Girdle 9p Set of Average clothes £2
Gloves (cotton) 1s Set of dark clothes £2
Gloves (silk) 3s Set of Inferior clothes 6s
Gloves (white) 5s Set of Superior clothes £6
Gold watch £30 Shawl (cotton) 4s

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CLOTHING PRICE

Shawl (linen) 9s
Shawl (silk) £6
Shirt (hunting) 2s
Shirt (linen) 8s
Shoes (calico) 6s
Shoes (deerskin) 8s
Shoes (leather) 3s
Shoes (silk) £3
Stockings (coarse) 1s
Stockings (cotton) £1
Stockings (silk) 7s
Stockings (threaded) 1s
Stockings (worsted) 2s
Trousers 2s
Vest 2s
Waistcoat 3s
Wampum (purple bead) 3p
Wampum (white bead) 2p
Wheelchair £1
Wig (Average) £3
Wig (Inferior) 12s
Wig (Superior) £9

WARES & WEAPONS

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COMMODITIES PRICE COMMODITIES PRICE


Ale by gallon 8p Molasses by gallon 18s
Allspice by pound 2s Mutton by pound 1p
Beef by pound 1p Nutmeg by pound 2s
Bread loaf 1p Pepper by pound 3s
Butter by pound 9p Pork by pound 6p
Cheese by pound 4p Potatoes by bushel 11s
Chocolate by pound 2s Rum by gallon (Colonial) 15s
Cider by barrel £2 Rum by gallon ( Jamaican) 20s
Cider by cask 5s Rum by gallon (New England) 11s
Cider by gallon 4p Rum by gallon (West Indies) 16s
Cinnamon by pound £1 Snuff by pound £2
Coffee by pound £1 Sugar by pound 1p
Mace by ounce 2s Tea by pound (Congo) 6s
Milk by gallon 1p Tea by pound (Hysea) 2s
Tea by pound (Hyson) £1
Tea by pound (Imperial) 15s
Tobacco by pound (cut) 7p
Tobacco by pound (leaf ) 11p
Tobacco by pound (pigtail) 10p
Wheat by bushel 13s
Whiskey by gallon 10s
White ginger by pound 1s
Wine by gallon (Madeira) 16s
Wine by gallon (sweet) 3s
Wine by gallon (white) 4s
WARES & WEAPONS

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FUR TRADE PRICE FUR TRADE PRICE


Alligator hide 10s Large cat pelt 11s
Ant mandible 5p Mammoth hide £3
Badger hide 2s Mink pelt 1s
Bat hide 5p Moose hide £2
Bear hide £3 Mountain lion pelt 11s
Beaver skin 8s Otter skin 8s
Bison hide £1 Owl feathers (by pound) 18p
Black Shuck pelt £1 Pig skin 5s
Bobcat pelt £1 Poisonous snakeskin 6p
Carcajou pelt 1s Raccoon pelt 2s
Coyote pelt 6p Rat pelt 1p
Deer pelt 3s Raven feathers (by pound) 10p WARES & WEAPONS

Dog pelt 6p Sabertooth tiger hide £3


Eagle feathers (by pound) 1s Shark hide £1
Feathers (by pound) 18p Spider carapace 2s
Fox pelt 4s Swarm shells 1p
Giant constrictor snakeskin £1 Walrus hide 8s
Grizzly bear hide £3 Whale skin £3
Horse hide 16s Wolf pelt 1s
Kraken skin £6 Woodchuck skin 4s

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FLEETING TOTAL
LIGHT SOURCES PRICE DURATION PERFECT LIGHT
SHADOWS DARKNESS
Bonfire NONE 3 hours 1 to 30 yards 31 to 59 yards 60 yards+
Campfire NONE 9 hours 1 to 15 yards 16 to 39 yards 40 yards+
Candles (10) 1p 3 hours 1 to 5 yards 6 to 9 yards 10 yards+
Lamp 1s 6 hours 1 to 5 yards 6 to 19 yards 20 yards+
Lantern 3s 6 hours 1 to 15 yards 16 to 39 yards 40 yards+
Match (20) 1s 1 minute 1 yard 2 to 4 yards 5 yards+
Oil pot 5p 3 minutes 1 to 5 yards 6 to 9 yards 10 yards+
Torch 1p 1 hour 1 to 10 yards 11 to 29 yards 30 yards+

LITERARY NEEDS PRICE LITERARY NEEDS PRICE


Book (ancient history) £10+ Magazine 1s
Book (esoteric topics or fiction) £5+ Magnifying glass £1
Book (foreign languages or law) £5 to £8 Map (local) 10s
Book (occult topics) £10+ Map (regional) £1
Book (one topic) £3 Map (world) £10
Book or ledger (blank) £1 Microscope £20
Broadsheet newspaper 5p Pamphlet 8s
Broadside poster 1s Passport £15
Calendar 4p Pigment by pound (any color) £1
Chalkboard 3s Printing press £75
Colonial Gothic book £1776 Reading glasses 10s
Fountain pen 6p Stamped blank letter 7s
Inkpot 1s Weekly journal 3s
Lead pencils £1 Writing kit £1
Ledger 10s ZWEIHÄNDER book £666
Letter case £3
WARES & WEAPONS

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LODGING & FOOD PRICE LODGING & FOOD PRICE


Bottle of sherry 1s Pitcher of cider 1s
Bottle of spirits 10s Pitcher of ‘flip’ (beer, molasses & water) 2p
Bottle of wine (Average) £1 Pitcher of milk FREE
Bottle of wine (Inferior) 3s Pitcher of punch (tea, lemon & rum) 1p
Bottle of wine (Superior) £3 Pitcher of water FREE
Gambling ante (Average) 1s Pot of coffee 5p
Gambling ante (Inferior) 6p Pot of Congo tea 3p
Gambling ante (Superior) 3s Pot of Hysea tea 1p
Game of betting (cockfighting & boxing) 2p Pot of Hyson tea 10p
Game of debate FREE Pot of Imperial tea 7p
Game of ninepin (bowling) 3p Provisions by day 4p
Pitcher of ale 1p Room & board (common area) 10p
Room & board (private room) 3s
Room & board (stables) 2p
Shot of rum 1p
Shot of sherry 1p
Shot of whiskey 2p
Snuff by pinch 1s
Supper & breakfast (Average) 3p
Supper & breakfast (Inferior) 1p
Supper & breakfast (Superior) 9p

PROVISIONS, NOT RATIONS


One day’s provisions will provide one character
beans, bread, a candle, cider, meat, milk, oats, rice,
salted meat and soap. One day’s provisions weigh
1 Encumbrance.
WARES & WEAPONS

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OCCULT PRICE OCCULT PRICE

Amulet £10 Stage magician kit 15s


Broom 2p Symbol of faith 1s
Cauldron 1s Tarot cards 10s
Common Book of Prayers £15 Wax seal 1s
Cross (Average) 10s Wolfsbane paste 5s
Cross (Inferior) 3s
SERVICES PRICE
Cross (Superior) £2
Divining rod 5s Bribe a doorman 4p

Holy book £5 Buy ticket (Average seats) 6s

Holy water vial £1 Buy ticket (Inferior seats) 2p

Oracular device (cards, mirror, etc.) £3 Buy ticket (Superior seats) £1

Prayer beads 1s Charter a ship £1

Runestones 5s Distract beggars 5p

Sacred tool £1 Draft legal contract £1

Spirit board £2 Exchange currency 5% of value

Spirit shield 15s Gain courtesan’s company £1


Gain prostitute’s services 4p
Get a shave & haircut 2p
Get a tattoo 6p
Get fortune told 4p
Give alms 1p
Have ice delivered 2s
Have portrait painted (Average) £10
Have portrait painted (Inferior) £3
Have a portrait painted (Superior) £30
Hire a knocker-up (weekly) 2p
Hire a tout 1p
WARES & WEAPONS

Hire quartermaster (weekly) 10s


Hire Richard A cup of coffee
Hire scout (weekly) 10s
Hire trailblazer (weekly) 10s
Hold a Boston Tea Party 2s
House call from a doctor £1
Pay bridge toll 1p
Pay docking fee 1s

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SERVICES PRICE TOOLS PRICE

Pay for an artistic performance 1s 4-inch nails (1,000) 1s


Pay import tax 1% of the value 9-inch nails (1,000) £1
Pay military captain daily 25p Artist’s tools £5
Pay military cavalry daily 7p Beeswax by pound £1
Pay military officer daily 15p Brush 5p
Pay military private daily 5p Buttons 6p
Retain lawyer’s services (daily) £1 Carpentry tools £2
Send a letter (international) 7s Cauldron £2
Send a letter (local) 1p Chalk 8s
Send a package (international) £5 Chest (large) £1
Send a package (local) 1s Chest (small) 14s
Shoe a horse 2s Coopering tools £2
Smuggle goods 25% of the value Counterfeiting tools £1
Spread disinformation 8p Drafting tools £5
Tithe excess 10% of the value Engraving tools £5
Train a hunting dog or falcon £3 Fabric by yard (broadcloth) 7s
Translate document (per page) 3s Fabric by yard (calamanco) 10p
Unload & load cargo (daily cost) 3p Fabric by yard (Damask) 1s
Use printing press per cheap copy 1s Fabric by yard (Holland) 1s
Visit doctor 1s Fabric by yard (Irish linen) 4s
Fabric by yard (muslin) 17s
Fabric by yard (Persian) 5s
Fabric by yard (satin) 9s
Fabric by yard (silk) 7s
Fringe by yard 2s
General trade tools £1 WARES & WEAPONS

Gun tools £5
Gunsmith’s air pump 15s
Kite & key 1s
Lace by yard £6
Ladder (ten-foot) 3s
Looking glass (mirror) £7
Looking glass (polished metal) £1
Mortar & pestle 2s

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TOOLS PRICE

Puckwhegonnautick drill (for wampum) 1s


‘Quick dig’ wood shovel (Superior) £1
Rope by yard 1p
Scales & weights £3
Scented hair powder by pound 4s
Scrimshaw tools £1
Sealing wax by pound 14s
Sewing silk by pound £1
Signet ring £1
‘Skeleton key’ (lockpicks) 9s
Smithing tools £2
Snuffbox 2s
Soap by pound (cheap) 6p
Soap by pound (Irish) 6s
Soap by pound (regular) 1s
Stone-working tools £2
Surgical kit £19
Surveying tools £3
Tailoring tools £3
Tea kettle (brass) 6s
Tea kettle (copper) £1
Tea kettle (iron) 1s
TOOLS PRICE
Telescope £22
Padlock & key (Arduous -30%) £6
Thread buttons (12) 3p
Padlock & key (Challenging -10%) 11s
Thread by pound (colored) 10s
Padlock & key (Easy +20%) 6p
Thread by pound (cotton) 3s
Padlock & key (Hard -20%) £1
WARES & WEAPONS

Thread by pound (fine) £2


Padlock & key (Routine +10%) 7p
Toothbrush 2p
Padlock & key (Standard +/-0%) 8s
Twine by foot 1p
Padlock & key (Trivial +30%) 3p
Violin £10
Pipe (clay) 4s
Weaving tools £4
Pipe (scrimshaw) £1
Weighted dice & cheat cards £1
Pipe (wood) 8s
Wind-up clock 10s
Playing cards 6p
Wool blanket 1s
Portable alchemy kit £15

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TRAVELING PRICE QUALITIES


Bedroll 14s Every weapon possesses one or more Qualities to
consider for Combat Encounters. Qualities are benefits
Camping kit 3s
and penalties gained while wielding the weapon in hand.
Canteen (tin) 3p If two weapons have the same Quality, they do not stack
Canteen (wood) 8s benefits or penalties.
Cartridge box 2s ACCURATE: This weapon ignores Difficulty Rating
Coffee or teapot & grinder £2 penalties associated with Long and Extreme Distances.
Compass £1 ACID: When dealing Damage, reference [PB] instead
Crampons 2p of [CB]. After you deal Damage, the foe does not suffer
standard Injuries. Roll Chaos Dice as you normally would,
Fishing pole 1s
but if any land on face ‘6,’ they cannot restore their Damage
Hunting bag 1s or Peril Condition Tracks until using Alkali as a part of the
Knapsack £2 healing practice. If you miss hitting a foe, roll 1D6 Chaos
Leather backpack 8s Die. On face ‘1–5,’ it bounces harmlessly elsewhere. On face
‘6,’ it bounces back to hit you.
Match case 1s
BACKSLASH: When attacking with this weapon, you
Mess kit £1
gain an Assist Die.
Provisions by day 4p
BLACKPOWDER: With this weapon, your Fury
Sack 1s
Dice explode to deal additional Damage on a face ‘1’ or
Spyglass £2 face ‘6.’ You cannot attack with a Blackpowder weapon
Tent for 1 person 3s while Engaged unless it has the Pistol Quality, nor can
Tent for 6 people £5 you Load this weapon while mounted, unless it has the
Carbine Quality. Finally, if you roll a Critical Failure with
this weapon, reference both the Critical Failure effect of
the Action In Combat you’re using and the Misfire table
WEAPONS in Article 7: Combat Encounters.
Whether you craft your own bow or you purchase a finely
BOMB: This weapon’s Damage and other effects impact
crafted sword, these weapons will allow your character
multiple combatants in a Burst Template. If you miss
to hunt animals, fight monsters and defend their beliefs
hitting a foe, roll 1D6 Chaos Die. On face ‘1–5,’ it bounces
against the Loyalists.
harmlessly elsewhere. On face ‘6,’ it bounces back to hit you.
RANGED WEAPONS & REALISM BREAK: After dealing Damage, this weapon is destroyed.
WARES & WEAPONS

This game uses medium tactical combat options


CARBINE: You can Load this weapon while mounted.
but recognizes that many game tables do not
This weapon’s Fury Dice does not explode to deal
have massive spreads to accommodate large scale
additional Damage at Long Distances, unless it has the
battlefields using miniatures. Distances in this
Accurate Quality.
game are not realistic. They reflect the needs of
the game for grid-based and theater of the mind COLD IRON: This weapon is considered to be magic.
combat. When you deal Damage against Abyssal foes, they suffer
an equal amount of Peril. Critically Failing to hit with this
weapon destroys the weapon.

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INACCURATE: This weapon cannot take advantage of


Long or Extreme Distances.
INFERIOR: When attacking with this weapon, you
suffer a -5% Base Chance to hit.
PISTOL: You can make a Counterattack using this
weapon, and can make Attack Actions with it while
Engaged. In addition, this weapon’s Fury Dice do not
explode to deal additional Damage at Medium & Long
Distances unless it has the Accurate Quality.
PNEUMATIC: Whenever you Critically Fail to hit with
this weapon, you must reload it outside of combat with a
gunsmith’s air pump.
POWERFUL: After you deal Damage, at your option,
automatically shove a foe away from you 1 yard. Their
movement does not provoke Counterattacks
PUMMELING: This weapon can only inflict Moderate
Injuries, and never causes a foe to Bleed. When dealing
Damage, reference [BB] instead of [CB].
PUNISHING: When dealing Damage with this weapon,
optionally spend 1 AP to roll an additional 1D6 Fury Die.
CUMBERSOME: While carrying this weapon, you REACH: When a foe Charges or Runs to Engage or
cannot Charge, Maneuver or Run. disengage with you, make a Counterattack with this
weapon.
DEFENSIVE: When using this weapon to Defend
against melee weapons, add +10% Base Chance. REPEATING (*): This weapon can be fired a number
of times equal to the value in parenthesis (e.g., 3) before
DEVASTATING: When you inflict Injuries with this
needing to be Loaded again. Spend 2 AP to Load one
weapon, they are always treated as Grievous Injuries.
ammunition.
FAST: Foes suffer a -10% Base Chance to Defend
RUINED: This weapon suffers -3 to Total Damage until
against attacks you make with this weapon. When dealing
repaired. Repair costs 25% of retail value. If this weapon
Damage, reference [AB] instead of [CB].
is already Ruined and is once again Ruined, it is destroyed
WARES & WEAPONS

HOLY: This weapon is considered to be magic. It deals instead.


2D10+2 Damage to threats classified as Abyssal or
SKEWERING: When this weapon is held two-handed
Supernatural. Exceptions may be made by the Historian.
and you successfully hit a foe (but before Damage is
It is otherwise treated as a magical improvised weapon.
dealt), they must Resist using Resolve or be Disarmed.
IMMOLATE: After you deal Damage with this weapon, Whenever they Resist, they must flip the results to fail.
it is extinguished but the foe does not suffer standard
SILENT: Whenever you are Hidden and make an Attack
Injuries. Roll Chaos Dice as you normally would, but if
Action using this weapon, optionally spend 2 AP to make
any land on face ‘6,’ they are On Fire instead (see Article
a Stealth Test to try hiding again as a Reaction.
8: Healing, Hazards & Horror).

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SILVER: This weapon is considered to be magic. When


you deal Damage against Supernatural foes, they suffer an CONE, BURST & EXPLOSION
equal amount of Peril. Critically Failing to hit with this TEMPLATES
weapon destroys the weapon. Some weapons affect multiple targets at once. In
these cases, refer to one of the Template types
SLOW: Foes gain a +10% Base Chance to Defend against
below:
attacks you make with this weapon.
SMOKE: As this weapon lands, it emits smoke in a Burst
K Cone Template: Extends straight in a 16-yard
line from where you stand, 1 yard wide at its
Template, creating Heavy Obscurement. Combatants
starting point and 5 yards wide at its endpoint.
inside cannot take advantage of Medium, Long or
You can aim weapons that reference the Cone
Extreme Distances. Additional modifiers may be put in
Template so that it can be used to hit foes
place if attackers attempt to hit combatants inside the
only. However, you will need to succeed at an
smoke. It does not break the line of sight. The smoke’s
Awareness Test to not harm allies.
effects remain for 1D10+1 minutes unless the Historian
determines heavy wind disperses it after one minute. K Burst Template: Bursts outward in a circle with
a diameter of 6 yards in all directions. Select a
SOCKETED: This weapon is considered an improvised
point of origin within your line of sight and the
weapon unless attached to a two-handed weapon with the
Burst then takes effect. A Burst affects both allies
Blackpowder Quality. It takes 1 AP to plug the weapon
and foes alike. The Historian will determine who
into the barrel and must be removed before the weapon
is affected.
can be fired.
K Explosion Template: Explodes outward in
STRANGLING: After hitting a foe with this weapon
a circle with a diameter of 10 yards in all
(but before Damage is dealt), they must Resist using
directions. Select a point of origin within your
Toughness or be caught in a Chokehold. Whenever they
line of sight and the Explosion then takes effect.
Resist, they must flip the results to fail. If the weapon also
An Explosion affects both allies and foes alike.
has the Sweeping Quality, choose which you want to use
The Historian will determine who is affected.
whenever you hit.
Hard barriers limit areas over which Templates
SUPERIOR: Add +5% Base Chance to hit with this
take effect. However, soft barriers such as bushes,
weapon.
trees and the like will not. The best rule of thumb
SWEEPING: After hitting a foe with this weapon to follow is that if the barrier totally prevents
(but before Damage is dealt), they must Resist using line of sight, it will limit the area of effect for the
Coordination or be knocked Prone. Whenever they Template, reshaping it to meet the constraints of
Resist, they must flip the results to fail. the space available. As an example, a duck-foot
pistol can be fired through a crate of bottles, but
WARES & WEAPONS
THROWING: This weapon cannot take advantage of
not through a wooden palisade.
Medium, Long or Extreme Distances.
VICIOUS: When determining if a foe is Injured with
this weapon, roll an additional 1D6 Chaos Die.
WEAK: This weapon cannot inflict Grievous Injuries.

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WEAPON STATISTICS FORMAT


K Weapon Name: Every weapon possesses a proper K Distance: Melee weapons require you to be
name. Many weapons are known by different standing toe-to-toe (Engaged) with a foe,
names (such as the knife may be called a dirk, or whereas ranged weapons require you to be one
a fowler musket may be called a fusil), but record or more yards away from a foe. Some weapons
its proper name on your character sheet. can be used both while Engaged or at Distance
if thrown. Finally, some weapons reference the
K Skill To Hit: Every weapon requires a specific Cone Template for Distance and affected targets.
Skill to hit with using Attack Actions. Some
weapons can also be thrown, and the related Skill K Damage: Generally references [CB] to deal
is indicated in braces. Damage. If Damage is SPECIAL, refer to
the weapon’s Qualities. Weapons that deal no
K Handling: Weapons are always used in either one Damage are indicated with NONE.
(1H) or two hands (2H).
Qualities: These are the inherent benefits or
K Load: Ranged weapons, which can be used at a K penalties the weapon confers when used for
Distance greater than 1 yard, require you to load
combat purposes.
them with ammunition before firing. Loading
WARES & WEAPONS

a weapon requires a certain number of Action K Encumbrance Value: Encumbrance Values are
Points (abbreviated to AP). If a melee weapon has added up to determine whether or not you’re
a Load value, do not account for it unless used as suffering Overage.
a ranged weapon.
K Price: This is the retail cost of the item, but may
K Ammo Type: Some ranged weapons require be adjusted by the Historian at their discretion.
ammunition to be fired.

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ENCUM-
RANGED SKILL AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS TO HIT TYPE
VALUE
Simple 1+[PB] Acid, Break,
Acid Bomb 1H 1 AP NONE [PB] 1 10s
Ranged yards Throwing
Martial 6+[PB]
Atlatl 1H 1 AP Javelins [CB] Silent, Throwing 2 7p
Ranged yards
Simple Cone Blackpowder,
Blunderbuss 2H 4 AP Bullets [PB] 2 £2
Ranged Template Vicious, Weak
Brown Bess Martial 9+[PB] Accurate,
2H 3 AP Bullets [CB] 3 £4
Musket Ranged yards Blackpowder
Carbine,
Charleville Martial 9+[PB]
2H 3 AP Bullets [CB] Blackpowder, 2 £3
Musket Ranged yards
Weak
Blackpowder,
Double- Simple 1+[PB]
1H SPECIAL Bullets [CB] Pistol, Repeating 1 £2
Barrel Pistol Ranged yards
(2), Weak
Duck-Foot Simple Cone Blackpowder,
1H 3 AP Bullets [PB] 1 £3
Pistol Ranged Template Pistol, Slow, Weak
Accurate,
Dutch Martial 3+[PB]
1H 2 AP Bullets [CB] Blackpowder, 1 £4
Longpistol Ranged yards
Pistol
Ferguson Martial 9+[PB] Blackpowder,
2H 2 AP Bullets [CB] 2 £8
Rifle Ranged yards Carbine
Flintlock Simple 3+[PB] Blackpowder,
1H 2 AP Bullets [CB] 1 £2
Pistol Ranged yards Pistol, Weak
Fowler Simple 9+[PB] Blackpowder,
2H 3 AP Bullets [CB] 2 £2
Musket Ranged yards Inaccurate, Weak
Blackpowder,
Fused Martial 1+[PB]
1H 1 AP NONE [CB] Bomb, Break, 1 5s
Grenade Ranged yards
Throwing
Fused
Martial 6+[PB] Blackpowder,
Grenade 2H 4 AP NONE [CB] 3 £4
Ranged yards Bomb, Throwing
Mortar
Pneumatic,
Girardoni Marital 6+[PB]
WARES & WEAPONS

2H SPECIAL Bullets [CB] Repeating (20), 3 £6


Air Rifle Ranged yards
Silent
Martial 6+[PB] Blackpowder,
Musketoon 2H 2 AP Bullets [CB] 2 £2
Ranged yards Carbine
Simple 1+[PB]
Net 1H 1 AP NONE NONE Sweeping 2 1s
Ranged yards
Overcoat Simple 1+[PB] Blackpowder,
1H 2 AP Bullets [CB] 1 £1
Pistol Ranged yards Pistol, Weak
Accurate,
Pennsylvania Martial 12+[PB]
2H 4 AP Bullets [CB] Blackpowder, 4 £6
Longrifle Ranged yards
Punishing

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ENCUM-
RANGED SKILL AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS TO HIT TYPE
VALUE
Powder Simple 1+[PB] Bomb, Break,
1H 1 AP NONE NONE 1 £1
Bomb Ranged yards Smoke
Accurate,
Martial
Rampart 15+[PB] Blackpowder,
Ranged or 2H 6 AP Bullets [CB] 6 £10
Gun yards Cumbersome,
Warfare
Devastating
Simple 3+[PB] Blackpowder,
Screw Pistol 1H 3 AP Bullets [CB] 1 £2
Ranged yards Pistol, Weak
Martial 9+[PB]
Selfbow 2H 1 AP Arrows [AB] Fast, Silent 2 5s
Ranged yards
Blackpowder,
Turn-Out Simple 1+[PB]
1H 1 AP Bullets [CB] Inaccurate, Pistol, 1 £1
Pistol Ranged yards
Weak

DID YOU KNOW? DUCK-FOOT PISTOL: A pistol with four splayed


barrels, the duck-foot is particularly useful against rowdy
When precision is required, a pistol is rested on the
crowds but impossible to aim precisely. Also, every trigger
forearm or the elbow while the aim is calculated
blast carries a significant amount of kickback.
(unlike the way modern firearms are aimed).
DUTCH LONGPISTOL: These 14-inch barreled
ACID BOMB: This distillation of elements is the pistols are manufactured in the Netherlands and have
foremost tool of alchemists on the battlefield. slowly become available for sale in the Thirteen Colonies.
They are renowned for their deadly accuracy.
ATLATL: A weapon that uses levers to throw a javelin.
The atlatl has a shaft with a cup at one end in which FERGUSON RIFLE: This breech-loading rifle is
the butt of a javelin is placed. It is a favored weapon of exceedingly expensive to carry and quite deadly to those
Indigenous cultures. caught on the wrong end of the barrel.
BLUNDERBUSS: A favored weapon of Mutineers and FLINTLOCK PISTOL: With a 9-inch barrel length,
Privateers, the blunderbuss is loaded with a mixture of the flintlock is the most common type of pistol found
gunpowder and small pellets, and the shot scatters into a in the Colonies. Flintlocks are produced by a variety of
cloud, hitting anything in its path. gunsmiths, both in the Thirteen Colonies and abroad.
BROWN BESS MUSKET: Those who find a Brown FOWLER MUSKET: Sometimes called the Hudson
Bess use a musket leftover from the French and Indian Valley Fowler or New England Fowler, this musket is the
WARES & WEAPONS

War. They’re commonly found in the hands of the British most commonly found musket in the Thirteen Colonies.
Empire and Loyalists. With a 48-inch barrel, it is primarily used for hunting.
CHARLEVILLE MUSKET: Considered to be superior FUSED GRENADE: It is a hollow iron ball packed with
by the French, this particular musket will give the Brown gunpowder, ignited using a string fuse. When detonated,
Bess a run for its money in the heat of battle. the ball shatters, sending iron shards in all directions.
DOUBLE-BARREL PISTOL: Designed for naval FUSED GRENADE MORTAR: This is the ubiquitous
boarding, this pistol is deadly in close fighting but loses grenade lobber. Though it looks like a blunderbuss, it fires
its punch at farther distances. a grenade much farther than it is typically thrown.

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GIRARDONI AIR RIFLE: These curious devices are SCREW PISTOL: Sometimes called a cannon barrel
powered by pneumatics, producing little noise and no pistol, this pistol is designed to be deadly at close range. It
smoke. However, they also have one decisive disadvantage: is readily hidden, as its barrel can be released by unscrewing
empty reservoirs must be refilled using a large air-pump, it from the stock.
which is not portable.
SELFBOW: Carved from a single piece of wood and
MUSKETOON: This is a shorter version of the fowler with a draw range of 2 feet, a selfbow is capable of taking
musket. Its shorter length means even less accuracy but down a buffalo with multiple shots, or a rabbit with one
offers the possibility to reload while on the back of a horse shot.
or in confined spaces.
TURN-OUT PISTOL: This pistol does not require
NET: Nets have been used for centuries to catch fish or loading the conventional way: wadding, powder and shot
fowl, and the more adventurous sometimes use heavy nets and shoved down with a ramrod. Instead, a turn-out
to secure live specimens or legendary creatures. pistol’s barrel is unscrewed, allowing both the powder and
shot to be loaded into the firing chamber.
OVERCOAT PISTOL: This is a small pistol designed
to hide in a jacket pocket or muff, and many wealthy DID YOU KNOW?
merchants and travelers carry it.
As the camp quiets, militia and soldiers melt bullet
PENNSYLVANIA LONGRIFLE: Created by German molds to create their own bullets. With a disk of
gunsmiths living in southern Pennsylvania, these rifles lead, a bucket of water and bullet mold, it takes an
are favored by those moving to the frontier areas. With hour to create 20 bullets.
barrels ranging from 44 to 46 inches, these rifles are feared
for their deadly accuracy.
AMMUNITION PRICE
POWDER BOMB: This bomb is not deadly; instead, it Arrow 2p
produces a cloud of smoke that obscures vision.
Blackpowder w/Bullets (10) 2p
RAMPART GUN: With a 46-inch barrel, these muskets Bullet mold (120 bullets) 1s
are more like mini-cannons than shoulder arms. Used
aboard ships and atop palisades, these guns are a rarity in Cold Iron bullet (Cold Iron Quality) 2p
the Colonies. Javelin (atlatl) 4p
Quiver 1s
Silver bullet (Silver Quality) 2s

WARES & WEAPONS

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ENCUM-
MELEE SKILL TO AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS HIT TYPE
VALUE
Agricultural Simple Engaged or Sweeping, Slow,
2H 0 AP NONE [CB] 2 3s
Tool Melee 1 yard Weak
Simple
Bare-handed Melee or 1H or 2H 0 AP NONE Engaged [BB] Pummeling, Slow NONE NONE
Athletics
Martial Engaged or Socketed,
Bayonet 2H 1 AP NONE [CB] 1 8s
Melee 1 yard Vicious
Simple
Pummeling,
Blackjack Melee or 1H 0 AP NONE Engaged [BB] 1 6p
Silent, Slow
Athletics
Boarding Martial
1H or 2H 0 AP NONE Engaged [AB] Backslash, Fast 1 7s
Axe Melee
Cavalry Martial
1H 0 AP NONE Engaged [CB] Backslash, Slow 1 £5
Sabre Melee
Simple
Silent,
Garrote Melee or 2H 0 AP NONE Engaged NONE 1 1s
Strangling
Athletics
Martial
Melee 0 AP
Gunstock Engaged or Backslash,
(Martial 1H or 2H (1 AP NONE [CB] 2 9s
Club 1+[PB] Throwing
Ranged thrown)
thrown)
Hanger Simple
1H 0 AP NONE Engaged [CB] Weak 1 £1
Sword Melee
Simple
Melee 0 AP Engaged
Fast, Skewering,
Harpoon (Simple 1H or 2H (1 AP NONE or 1+[PB] [AB] 2 3s
Throwing, Weak
Ranged thrown) yards
thrown)
Simple
Hatchet 1H 0 AP NONE Engaged [CB] Slow, Weak 1 10p
Melee
Engaged
Simple SPE- Break, Holy,
Holy Water 1H 1 AP NONE or 1+[PB] 1 £1
Melee CIAL Throwing
WARES & WEAPONS

yards
Simple Engaged or Strangling,
Horsewhip 1H 0 AP NONE NONE 1 £2
Melee 1 yard Sweeping
Simple
Melee 0 AP Engaged Break, Histo-
Improvised (Simple 1H or 2H (1 AP NONE or 1+[PB] [BB] Pummeling, 1 rian’s
Ranged thrown) yards Throwing decision
thrown)

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ENCUM-
MELEE SKILL TO AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS HIT TYPE
VALUE
Infantry Martial
1H 0 AP NONE Engaged [CB] Defensive 1 £3
Sword Melee
Simple
Melee 0 AP
Engaged or Fast, Throwing,
Knife (Simple 1H (1 AP NONE [AB] 1 4s
1+[PB] yard Weak
Ranged thrown)
thrown)
Simple Defensive, Slow,
Loaded Stick 1H 0 AP NONE Engaged [CB] 1 3s
Melee Weak
Simple
Melee 0 AP
3+[PB] Fast, Throwing,
Spear (Simple 1H or 2 H (1 AP NONE [AB] 1 2s
yards Weak
Ranged thrown)
thrown)
Martial Engaged or
Spontoon 2H 0 AP NONE [CB] Reach, Skewering 2 10s
Melee 1 yard
Simple Break, Cold Iron,
Stake 1H 0 AP NONE Engaged [BB] 1 3p
Melee Pummeling
Martial
Melee 0 AP Engaged
Tomahawk (Martial 1H (1 AP NONE or 1+[PB] [CB] Throwing 1 10s
Ranged thrown) yards
thrown)
Simple Break, Immolate,
Torch 1H 0 AP NONE Engaged [BB] 1 1p
Melee Pummeling
Simple
Defensive,
War Shield Melee or 1H 0 AP NONE Engaged [BB] 2 1s
Pummeling, Slow
Athletics
Martial Engaged or
Zweihänder 2H 0 AP NONE [CB] Punishing, Reach 3 £12
Melee 1 yard

AGRICULTURAL TOOL: Ranging from useful tools BAYONET: Slowly coming into use among the British
such as pitchforks, scythes and sledgehammers, these Army, the bayonet is uncommon in 1776. It employs a
WARES & WEAPONS

ubiquitous weapons are used in farming and war. triangular blade that creates lasting wounds. Because they
are plugged into a barrel, they must be removed before the
BARE-HANDED: Underground pugilist clubs
weapon can be fired again.
sponsored by the aristocracy, the tried-and-true pugilist
bouts and sanctioned boxing matches are part and parcel BLACKJACK: A blackjack is a small leather club favored
of life in 1776. Real weapons are far more effective, but a by robbers. This little weapon is used to knock out an
cross to the jaw, roundhouse kick to the kidney or knee to opponent quickly and quietly.
the groin sometimes speaks louder than words alone.
BOARDING AXE: This naval weapon is used to cut
nets, slash rigging and smash through cabin doors. It is an
easy, inexpensive multitool for Privateers.

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CAVALRY SABRE: Mainly used by Cavalry, these KNIFE: As a proper multipurpose tool, knives are carried
swords are designed for chopping at an opponent. Sabres by every person, spanning all cultures. Knives are meant
are easily distinguished because the back of the blade is to be used in close quarters but can be thrown in a pinch.
serrated and used to slash back and forth quickly.
LOADED STICK: Whether called a club, a shillelagh,
GARROTE: Made from cat muscle or steel wire stone-headed club or a walking stick with an iron head,
attached between two spools, this is the quintessential these weapons are often innocuous, carried openly.
assassin’s weapon. Skilled assassins can put people ‘to sleep’
SPEAR: Used for hunting, on horseback and for war, the
permanently, whereas the unskilled will butcher a victim’s
spear remains a versatile weapon.
neck in the process, to the sound of much gurgling and
screaming. SPONTOON: Despite its archaic appearance, this short,
halberd-bladed spear is used by the British Empire. It is
GUNSTOCK CLUB: This unusual weapon is found in
used to defend a regiment’s colors against cavalry attacks
Indigenous warriors’ hands, made in a musket shape and
and held crosswise behind their rank and file to discourage
sporting a sharpened stone or heart-shaped metal blade.
soldiers from breaking.
HANGER SWORD: Shoddy and more for show than
STAKE: Tipped with cold iron, these unusual weapons
any real fighting, hanger swords are used in duels for
are carried by superstitious people.
reputation.
TOMAHAWK: Traditionally made of hickory with a
HARPOON: Used by whalers and found only in
stone or metal blade, the tomahawk is used as a weapon
maritime areas, the harpoon can make an effective
and sometimes a ceremonial tool.
weapon against humans as well. Six feet long overall, it
consists of a massive wooden shaft about five feet long TORCH: Swabbed in oil and cloth, torches are used to
and terminating with an iron tip and cruel barb. light the path and sometimes repurposed as cruel weapons
against the wronged.
HATCHET: Hatchets are small, handheld axes used for
clearing trails, foraging and a variety of other survival skills. FLAMING ARROWS
An excellent multipurpose blade, it allows the lightweight
Using a bandage and a pot of oil, you may impart
hatchet to be readily carried on a belt or into a fight.
the Immolate Quality to 9 arrows. You can also
HOLY WATER: Blessed by all faiths’ clerics, these sacred grant the Immolate Quality to melee weapons
water bottles are harmful to spirits and devils. It otherwise or ranged weapons that possess the Throwing
shatters into shards of glass and harmless water when Quality, but they immediately gain the Ruined
thrown at people of this realm. Quality upon dealing Damage.
HORSEWHIP: Used to drive cattle and horses, these
WAR SHIELD: These Indigenous shields of leather are
makeshift devices can be used by coordinated folk to
painted with stories and used in war.
WARES & WEAPONS

entangle and take down foes.


ZWEIHÄNDER: Sometimes, it is called a bastard sword
IMPROVISED WEAPON: Ale steins, billiards cues,
(mostly because you will be cursing whoever wields it).
broken chair legs, fire pokers and the like are examples of
Other times, it’s called a great sword (partially because it
these types of shoddy weapons.
requires great strength to swing it). It is a surprisingly more
INFANTRY SWORD: Though soldiers are slowly popular alternative than its predecessor, the ubiquitous
adopting the bayonet, the infantry sword is still carried by war hammer.
the rank and file. Unlike the sabre, the infantry sword is a
cutting weapon designed to be used on foot.

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CRAFT ITEM
CANNONS & OTHER
WAR MACHINES? This may take a while . . .
This game is not one of large-scale siege warfare. Craft Item Check: When you intend to make your
Instead, it concentrates on characters’ personal own goods or weapons, make a Survival or Tradecraft
trials. War machines will be more explicitly Test (the Historian will make this determination for
detailed in a future supplement. you). Depending on the Grade you want to make, the
To answer a final question: how much Damage Difficulty Rating eases or worsens:
does a cannon do to a character? Enough to render
them Slain! without a chance to Defend. Or—to
K Inferior Goods: (Easy +20%) Skill Test
put it another way—force the British Empire to K Average Goods: (Standard +/-0%) Skill Test
surrender Boston on March 17, 1776.
K Superior Goods: (Hard -20%) Skill Test
Effect: If successful, you’ve created the item and can add
CRAFTING WARES & WEAPONS any one additional Quality to it if it’s a weapon. If failed,
There will come a time when your character will want to you recover the raw material and can try again, following
gather the raw materials themselves to create their own the time to craft outlined in Other Considerations.
items or weapons. While a generally laborious process,
Critical Success: You can also remove any one Quality
crafting items can save a fortune, depending on the
from the weapon (unless it’s the Break Quality). If the
Grade of the item you intend to craft.
item was intended to be Inferior or Average, it is upgraded
CRAFTING PHARMACOPOEIA? to Superior.
Details regarding drugs, laudanum, smelling salts, Critical Failure: You ruin the raw material and must
tincture and other rare substances is covered in purchase it again.
Article 9: Hexenmeister’s Almanack.
Other Considerations: The time it takes to craft items
varies—for every pound (£) or less the item costs typically,
GRADE it takes one day to craft. Simply divide the object’s cost in
pence (p) to determine if you can craft more than once
All crafted objects have a Grade assigned to them, which
per day. You may bring on help to reduce the time to craft
will reflect the cost of raw materials and the benefits the
by one day per helper (up to 9 helpers). The Historian will
item confers to you:
make the final call on raw materials, resources and time
K Inferior (25% of cost): Increase Encumbrance Value needed to craft an item.
by 1
K Average (50% of cost): No benefits RESELLING NEWLY CRAFTED
WARES & WEAPONS

K Superior (300% of cost): Assign a +5% Base Chance to ITEMS BY GRADE


one Skill it will modify New items of Inferior or Superior grade you’ve crafted
resell for varying retail prices. You’ll make a Negotiate
For example, if you crafted a Superior Red Coat
Check (as indicated earlier in this article):
uniform, you could state that the uniform confers a
+5% Base Chance to Intimidate Tests. This should be a K Inferior: 50% of listed retail cost
decision made between you and the Historian. Note that
you cannot stack the same +5% Base Chance benefit to
K Average: As retail cost
the same Skill by wearing different items together. K Superior: 300% of retail cost

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Article  6
N A R R ATIVE T O O L S
T o e n su r e a ste a dy sta rt a n d e n d o f a FL A MES OF FR EEDOM ga m e s e s sio n,

NARRATIVE TOOLS
th e H i stor i a n a n d pl ay e rs w i l l g o th ro ug h a si mpl e e x e rci s e at th e b e g i n ni n g

a n d e n d o f th e s e s sio n .

PRE-GAME RITUALS K TAKE ACCOUNT OF CONDITION: Players will


As the players and Historian gather to kick off the game review their current Damage & Peril Condition Tracks
session, follow these steps: and look for any lasting effects of Injuries from which
they are in Recuperation. They should also account for
K UPDATE WARES & WEAPONS: Players will
any effects of any Afflictions or other penalties they
review any wares they may have gained in the last
may be suffering from.
game session and make any necessary mechanical
updates for the weapons they have on their character. K DETERMINE COIN POOLS: The players will
If any shopping needs to happen ‘off-camera’ for new each grab one D6 Chaos Die, and roll to determine the
wares & weapons, it should happen now. Player & Historian Pools for the session (as outlined in
Article 1: Basics of Gameplay).
K SPEND REWARD POINTS: Players will update
their character sheet by spending Reward Points (RP) K ROLL INITIATIVE: Players will roll Initiative for
on Professions’ Abilities or Unique Advances. They their character at the start of a game session. This will
need not spend all RP right now but will not have this both help keep the focus on the narrative and ease the
opportunity during the game session. transition into structured time. Each player will roll
1D10+Initiative value from their character sheet. Should
they match, simply have players decide who will go first.
One player who is not the Historian will then record
results on the Initiative Tracker (found in Amendments
at the back of the book), highest to lowest. Initiative is
covered in Article 7: Combat Encounters.
K PRE-GAME RECAP FOR RP: All attending players
will jointly recap what happened during the previous
sessions. Using game notes is encouraged as a part of
this process. Did they make new friends or enemies?
Did something momentous happen that led to new
discoveries or revelations? Did they unearth some deadly
secret or put evil to rest? Did any content come up from
a previous session they want to omit from future ones?
Every player who participates gains 50 RP.

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NARRATIVE TOOLS

POST-GAME RITUALS THREE PILLARS OF GAMEPLAY


There are only a few post-game rituals; however, players may Below you’ll find three of the four major pillars of
repeat any of the pre-game rituals during this time, too: gameplay:
K ROLL FOR CONFLICT: The Historian will roll K Social Interaction
1D10 Conflict Die to determine whether the player’s
character gains a Belief Rank or a Flaw Rank,
K Chase Scenes
following the steps outlined in Article 2: Creating K Overland Travel
Characters. They will also address any new Afflictions
Combat is the fourth pillar, and is covered in Article
a character may have gained.
7: Combat Encounters.
K RESET CONFLICT: Players will mark their
Conflict at 0. Remember, Conflict is a temporary
value and reset at the start of every game session.
A TYPICAL F L A M E S OF FREEDOM
K END OF SESSION RP: Every attending player gains game session uses a free-flowing back-and-forth
25 RP for every real-world hour played. If the session
conversation called narrative time. Interactions
was at least a half-hour, the Historian will round up to
within the campaign world can transpire over
treat it as if it were a full real-world hour played.
hours, days or even months of in-game time.
K POST-GAME DEBRIEF FOR RP: As the game There aren’t any hard and fast rules to handle
session formally wraps up, each player will go around these sorts of interactions. Most of the time that
the table to briefly talk about how the story impacted passes during a game session is in narrative time,
their character. Did their character’s relationships moving in flux with the choices players make.
change? Did they fail in a personal endeavor? Did the
story lead to new understandings or challenge their
Belief & Flaw? Did any content come up during the
game session they want to omit from future ones?
Every player who participates gains 50 RP.

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SOCIAL INTERACTION

P e rs o na l c ombat i s not the only way a character K STEP 5: NPC Disposition & Allegiance
interacts with others in the world. Indeed, violence is a
K STEP 6: Make Social Tactics Check

NARRATIVE TOOLS
last resort rather than the first course of action. Verbal
sparring is more than a pastime for those quick of wit K STEP 7: Determine NPC Attitudes
and silver of tongue—and such individuals are capable
of dealing with more complex situations.
K STEP 8: Role-play Interaction
K STEP 9: Resolution
USING SOCIAL INTERACTIONS
When player characters seek to either convince NPCs
of a significant falsehood, persuade NPCs to capitulate
to demands they’d not otherwise readily agree to or
plant their own agendas into the mind of NPCs with
a profound effect, you will engage in a mechanic called
Social Interaction.

WHENEVER SOCIAL INTERACTIONS


begin, the Historian will secretly maintain the
Social Intrigue Tracker, found in Amendments.

SOCIAL INTERACTION AS
A NARRATIVE TOOL
Social Interaction covers both direct interactions
and complex social dealings. Unlike Combat
Encounters, Social Interaction refers to narrative
time. The time during a Social Interaction is
malleable, with the length set by the Historian,
depending on how they wish to frame the event.

RUNNING A SOCIAL INTERACTION


Below is a guideline to follow when running Social
Interactions:
K STEP 1: Determine Complexity
K STEP 2: Resolve Simplified Interaction
K STEP 3: Establish Social Intrigue Tracker
K STEP 4: Select Social Tactic

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STEP 1: DETERMINE COMPLEXITY STEP 2 : RESOLVE SIMPLIFIED


Initially, the Historian will decide how simple or complex INTERACTION
they want the interaction to be. There are two types of Simplified Interactions generally take no more than five
Social Interaction. minutes in the game world. The Historian will narrate
NARRATIVE TOOLS

what is happening and let the players decide how their


SIMPLIFIED INTERACTION: These require one
characters react or respond.
well-reasoned argument or one Skill Roll between a
V e r i ty
character and an NPC. The results determine success.
Trow br i d g e — a Rebel officer—is at
Examples include haggling over the price of
the door of a public house. Verity’s friends Azar
something, bribing a minor official to ignore trespass,
Willington and Mendon are inside, in disguise.
gathering rumors and so on. This is the most common
They are waiting to meet Henry Jones, an
form of Social Interaction you’ll use. Keeping most
information broker who owes fealty to neither
interactions simple like this is ideal.
side of the rebellion. Verity forgot to remove
her Rebel uniform beforehand, however, and a
Loyalist-aligned doorman bars her entry.
IF YOU ARE using a Simplified Interaction,
move onto Step 2: Resolve Simplified Interaction. NO RISK? DON’T ROLL
If the Historian determines that how the player role-
played their character is enough to convince the NPC
without a Skill Test, the character succeeds in their
COMPLEX INTERACTION: These require
endeavor. From there, the interaction plays out between
continuous engagement, requiring one Skill Test
the NPC and the player characters.
between multiple characters and an NPC. However,
V e r i ty
the results do not necessarily determine success. Role-
Trow br i d g e i s dressed as a Rebel
playing lies at the heart of Complex Interactions.
officer, and the Loyalist doorman sees this.
Examples include convincing a Loyalist to capitulate
Ariana, the player of Verity, tells the Historian
to demands they would typically find unreasonable or
that she intends to bribe them to get in, handing
gain access to a formidable Loyalist fortification through
roughly one week’s wage over to grease his palm.
Social Interaction. Complex Interactions generally
The Historian will generally rely on a Bargain
require more than a simple verbal barb or a bit of flattery
Test to see if this is successful. Still, because the
to convince another. Historians will use this kind of
amount of money was so ridiculously high, the
interaction when characters’ plans involve sowing seeds
Historian dismisses the Skill Test altogether and
of discontent with a major NPC mover and shaker.
tells Ariana that Verity is allowed into the public
house without further questioning.

IF YOU ARE using a Complex Interaction, IF THERE’S RISK, MAKE A TEST


skip Step 2 and move onto Step 3: Establish Social
If the Historian decides that what the player is asking on
Intrigue Tracker.
behalf of their character puts their character’s reputation,
life or something else at risk, a Skill Test is required. If
the Historian decides a Skill Test is required, they will
then determine the NPC Disposition.

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NPC DISPOSITION INTERACT CHECK


When characters interact with a non-player character, I feel you should reconsider your position, friend . . .
the Historian determines how the NPC feels about
Interact Check: Whenever you are interacting with an
a character, using one of the following seven NPC
NPC, make a relevant Skill Test. Depending on their

NARRATIVE TOOLS
Dispositions as a starting point.
NPC Disposition, the Difficulty Rating eases or worsens:
HELPFUL: NPCs will go out of their way to aid the
characters, either out of admiration, duty or notoriety.
K Helpful: (Trivial +30%) Skill Test
They share an almost familial bond, willingly putting their K Friendly: (Easy +20%) Skill Test
fortunes at stake to ensure that the characters come out
on top.
K Polite: (Routine +10%) Skill Test
FRIENDLY: NPCs share a bond of fealty with the
K Indifferent: (Standard +/-0%) Skill Test
characters, one that would be shared between those who K Impolite: (Challenging -10%) Skill Test
have deep loyalties to the party. Although they still need
to be persuaded, it would be quite common for the NPC
K Unfriendly: (Hard -20%) Skill Test
to help the characters to the best of their ability. K Antagonistic: (Arduous -30%) Skill Test
POLITE: NPCs view the characters favorably. While Effect: If successful, the NPC will capitulate to your
they would not go so far as to state that they’re friends, demands, providing that does not put them into harm’s
acquaintanceship may guarantee some sort of benefit. way. If failed, nothing happens. The Historian will be the
They won’t quickly put themselves at risk unless there is ultimate judge of how the NPC reacts.
something to be gained from doing so.
Critical Success: You also change the NPC’s Disposition
INDIFFERENT: NPCs have no particular feelings toward you one step positively when you Interact with
toward the characters, either for good or ill. They can them now and in the future. As an example, this means if
be bargained with, but only if persuaded with favors or the NPC was previously Indifferent, they are now Polite.
compensation. They will likely follow orders out of duty,
Critical Failure: You also change the NPC’s Disposition
but won’t put themselves into harm’s way.
toward you one step negatively when you Interact with
IMPOLITE: NPCs have a general disdain toward them now and in the future. As an example, this means if
the characters. This mistrust may be in relation to the the NPC was previously Indifferent, they are now Impolite.
characters’ misdeeds or general outlook of the NPC
Other Considerations: Whenever you Interact, the
they’re interacting with. They certainly won’t entertain an
Historian will determine which Skill you need to Test.
alliance and are difficult to convince otherwise.
UNFRIENDLY: NPCs do not like the characters. Their
reasoning is grounded in their own misgivings, or maybe
due to their own personal hang-ups. Unfriendly people SKILL TESTS AGAINST CHARACTERS?
can rarely be convinced to work in the characters’ favor Social Interaction mechanics are strictly intended
and entertain conspiracies to take them down. for player characters to interact with NPCs only.
While NPCs can certainly use Skills associated
ANTAGONISTIC: NPCs intend malicious harm to
with Social Interaction, it is up to the player to role-
the characters. They actively participate in efforts to
play reactions as their characters. Historians should
bring them down or destroy their reputations. It would
not use Social Interaction Skills to force players to
take the movement of mountains for them to cede to the
role-play a certain way unless they possess a Trait,
characters’ demands.
Talent or Spell that has a related effect to the Skill.

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STEP 3 : ESTABLISH SOCIAL but this should only be for role-playing purposes and
INTRIGUE TRACKER because it fits their character’s Beliefs & Flaw, rather
At this point, the Historian has determined that a than out of a desire to derail the game. They may also
Complex Interaction is needed rather than a Simplified choose a person on point to lead the discussion, while
NARRATIVE TOOLS

Interaction. The players will discuss objectives out the other characters wait in the wings.
of character to discuss three things that will affect a Once the players have agreed upon their objectives,
Complex Interaction. it will give them a solid theme to adhere to during Social
Interaction.
WHO WILL PARTICIPATE?
The players must decide which characters will participate H e n ry J o n e s g iv e s the characters the
in Social Interaction. The more players who participate, promise of information. They decide they need to
the better chance they have of producing a desirable learn three critical things during the interaction:
result, based on the results of their dice rolls. It’s also finding the secret entrance to the Freemason
important to remember that players don’t have to be the vault, what local stevedore gang the Freemasons
best role-players to participate in Social Interaction. Both have paid to guard it and how many people the
first- and third-person role-playing are perfectly valid gang has protecting the vault. They mutually
ways to engage in a tense session of Social Interaction. agree upon the objectives, and the Historian asks
The Historian will place the character’s names them what may be at stake should they proceed
at the top of the Social Intrigue Tracker. It is secretly onward.
maintained by the Historian.

A f te r g et ti n g pa st the doorman, Verity WHAT IS AT STAKE?


Trowbridge meets up with Mendon and Azar When characters enter into a Social Interaction, they
Willington in the public house. With the Rebels always have something at stake, whether it be esteem,
assembled, they prepare for their negotiation Allegiance or even their lives. Players should announce
with Henry Jones. Stepping into a back room, and agree upon what will be at stake when entering
they meet with the information broker. Social Interaction. The Historian and players should
Azar’s player seems ill-equipped to deal with keep these stakes in mind for later when it’s time to role-
Skill Tests related to Social Interactions, and play, as potential pressure points during negotiations. As
his player Elijah defers to the others to lead the before, discussing stakes should be done out of character.
interaction. This leaves both Verity and Mendon’s
players to participate in the exchange. D ealing w i th H e n ry Jones carries its
own risk: by seeking information from him,
Henry may later sell information about them in
WHAT IS TO BE GAINED? turn. Mixing themselves up with an infamous
All players—no matter whether their characters intend information broker may arouse suspicions should
to participate in Social Interaction—will discuss the anyone find out. The players go on to discuss
broad strokes of their objectives. Likely, there will be other things at stake, settling upon them as the
several agendas in play. For instance, one player may wish Historian then looks at the NPC’s Allegiance.
to ferret out secrets from the person their characters are
interacting with, whereas another may want to establish
a firmer relationship or patronage.
These objectives do not have to be shared in character
between the players, but everyone should be made aware
of what the other players are after. Some players may
wish to hide their character’s agenda from the others,

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STEP 4 : SELECT SOCIAL TACTIC STEP 5 : NPC DISPOSITION


Social Interaction requires honeyed words, deals struck, & ALLEGIANCE
pledges given, lines drawn and veiled threats of violence As detailed in Step 2: Resolve Simplified Interaction, the
to force NPCs to acquiesce to demands they’d not Historian will secretly record the NPC’s Disposition.

NARRATIVE TOOLS
normally say yes to.
Before role-playing commences in a Complex
K Helpful
Interaction, each player will select a Social Tactic. This K Friendly
tactic should be related to what the characters are trying
to achieve (as What Is To Be Gained?). Using a Skill Test,
K Polite
it will generate Attitudes the Historian will refer to K Indifferent
whenever they role-play with the characters as the NPC.
Only the following Skills can be selected by players for
K Impolite
a Social Tactic: K Unfriendly
K Bargain (Fellowship) K Antagonistic
T he
K Charm (Fellowship) i n for m atio n brok e r Henry Jones is
K Guile (Fellowship) upset that the characters are not there on time.
The Historian decides he is Impolite for this
K Interrogation (Willpower) Complex Interaction.
K Intimidate (Brawn)
K Leadership (Fellowship) NPC ALLEGIANCE
K Rumor (Fellowship) Unlike during a Simplified Interaction, however, an
NPC’s Disposition alone does not determine the
Once each player has selected their Social Tactic, the
Difficulty Rating. Allegiance is worn (often literally
Historian will write it down beside the character’s name
among soldiers) on its people’s sleeve, be they Loyalist,
on the Social Intrigue Tracker. They’ll secretly refer to
a Rebel or one of the Secret Societies the Historian
this later during the interaction.
may bring into the story. Certain mannerisms, political
A s o nly M e n d o n and Verity Trowbridge
leanings and ways of talking are all a part of one’s
Allegiance, and difficult to hide.
chose to participate in the Social Interaction
In a Complex Interaction, Allegiances are foremost
event, the players discuss which Social Tactics
in the minds of NPCs. They will tend to side with and
may prove useful to get the information out of
understand those with whom they share an Allegiance.
this Henry Jones.Verity feels that the exchange of
Characters may attempt to masquerade as other
information may be helpful to solicit intelligence
Allegiances if they have reason to, but such decisions are
out of the information broker. Her player selects
likely already made before entering a Social Interaction.
Bargain. Meanwhile, Mendon wants to lean
The Historian will secretly record the Allegiance of
on his expertise as a former guerilla. Trained
the NPC on the Social Intrigue Tracker.
in the ways of extracting information using
psychological techniques, his player chooses to
use Interrogation.

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NARRATIVE TOOLS

STEP 6 : MAKE SOCIAL K Unfriendly: (Standard +/-0%) Skill Test


TACTICS CHECK
Taking into consideration all steps as laid out above,
K Antagonistic: (Challenging -10%) Skill Test
players are now ready to make a Social Tactics Check.
NPC HAS DIFFERENT ALLEGIANCE
Attitudes are drawn out by Social Tactics, revealing an
NPC’s nature and how they generally react. They are K Helpful: (Routine +10%) Skill Test
like personality traits but are more interchangeable,
depending on how players approach the NPC during
K Friendly: (Standard +/-0%) Skill Test
Social Interaction. The results will generate a set of K Polite: (Challenging -10%) Skill Test
Attitudes the Historian will refer to whenever it’s time
to role-play the interaction.
K Indifferent: (Hard -20%) Skill Test
K Impolite: (Hard -20%) Skill Test
SOCIAL TACTICS CHECK
K Unfriendly: (Arduous -30%) Skill Test
Here’s how it’s going to play out . . .
Social Tactics Check: Whenever in a Complex
K Antagonistic: (Arduous -30%) Skill Test
Interaction, make a relevant Skill Test. Depending on Effect: Regardless of success or failure, the Historian will
their Disposition and Allegiance with the character, the secretly record the NPC’s attitudes.
Difficulty Rating eases or worsens.
Critical Success: The Historian will secretly record the
Attitude as if the NPC was of the Helpful Disposition
NPC HAS SAME ALLEGIANCE
and move 1 Coin from the Historian Pool into the Player
K Helpful: (Trivial +30%) Skill Test Pool.
K Friendly: (Trivial +30%) Skill Test Critical Failure: The Historian will secretly record
the Attitude as if the NPC was of the Antagonistic
K Polite: (Easy +20%) Skill Test Disposition and characters suffer 2D20+2 Peril.
K Indifferent: (Easy +20%) Skill Test Other Considerations: NONE
K Impolite: (Routine +10%) Skill Test

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STEP 7: DETERMINE NPC ATTITUDES


As each Skill Test is resolved, the Historian will compare many different applications, but will primarily fuel how
the results to the Attitudes table below and write them the Historian will role-play the NPC the characters are
down on the Social Intrigue Tracker. Attitudes have interacting with.

NARRATIVE TOOLS
SUCCESSFUL NPC ATTITUDES

SKILL HELPFUL FRIENDLY POLITE INDIFFERENT IMPOLITE UNFRIENDLY ANTAGONISTIC

Bargain Charitable Gracious Willing Generous Considerate Flexible Civil


Charm Loving Affectionate Supportive Helpful Favorable Sympathetic Cordial
Guile Gullible Impressionable Trusting Positive Assured Motivated Hopeful
Interrogation Broken Subdued Demoralized Worried Disheartened Nervous Judgmental
Intimidate Tormented Demoralized Shocked Menaced Alarmed Startled Unnerved
Leadership Ardent Impassioned Loyal Cooperative Agreeable Pensive Contemplative
Rumor Gossipy Trusting Confiding Familiar Conciliatory Genial Idle

FAILED NPC ATTITUDES

SKILL HELPFUL FRIENDLY POLITE INDIFFERENT IMPOLITE UNFRIENDLY ANTAGONISTIC

Bargain Uncharitable Ungracious Unwilling Selfish Inconsiderate Inflexible Rude


Charm Offended Unfeeling Discouraging Unhelpful Unfavorable Unfeeling Disgusted
Guile Cynical Skeptical Untrusting Negative Uncertain Unmoved Doubtful
Interrogation Annoyed Stoic Pensive Unconcerned Unmotivated Flustered Angry
Intimidate Distressed Irritated Frustrated Inflamed Infuriated Vexed Enraged
Leadership Disappointed Half-Hearted Disloyal Uncooperative Disagreeable Defiant Mutinous
Rumor Withdrawn Distrustful Cautious Dubious Mistrustful Upset Suspicious

It time for players to roll their characters’


i s now Mendon is masquerading as a Loyalist. Their
Social Tactics Check. However, the Historian must player chooses to use Interrogation. Referring to
first consider Henry Jones’s profile to help set the the Difficulty Ratings for NPC HAS SAME
Difficulty Rating. Henry is Loyalist-aligned, with an ALLEGIANCE, the Interrogation Test will be
Impolite Disposition. (Routine +10%). Rolling all the dice, Mendon’s
Verity Trowbridge is a Rebel—a different player fails. Spending one Coin to re-roll, Mendon
Allegiance than Henry Jones. Her player chose to Critically Fails! His Critically Failed Interrogation
use Bargain. Referring to the Difficulty Ratings for Test would typically determine the Disheartened
NPC HAS DIFFERENT ALLEGIANCE, the Attitude, but because it was a Critical Failure, it
Bargain Test will be (Hard -20%). Verity’s player determines the Judgmental Attitude instead.
succeeds! Her successful Bargain Test determines the
Considerate Attitude.

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STEP 8 : ROLE-PLAY INTERACTION


HISTORIAN TIP:
Unlike a Simplified Interaction, failure and success IMPARTIALITY
don’t necessarily mean that the characters are going to
There is no right or wrong way to role-play these
get what they want. Once the Historian has written
reactions. The Historian must remain as impartial
NARRATIVE TOOLS

down the Attitudes, the role-playing portion of Social


as possible, letting both the personality of the NPC
Interaction commences. This is entirely free-form, but
bubble up along with their Attitudes and any sort
the Historian will consider the Attitudes to drive how
of prior relationship the characters may have with
the NPC interacts with the player characters. Even if the
them to influence how they respond. It may even
Social Tactics check was successful, the role-playing will
be helpful to simply time the interaction using a
likely turn into conniving, debate and negotiation against
watch or other time-telling device, breaking and
one another. We’ve provided some tips to consider.
fast-forwarding the interaction at moments that
make sense.

When players want to understand these things, the


PLAYERS PORTRAYING THEIR character
Historian should have them make these related Skill
during Social Interaction can use ‘active’ or
Tests during the Complex Interaction as a Secret Test,
‘descriptive’ role-playing perspectives—either is
referring to the same Difficulty Rating chart they’d used
acceptable. Active role-playing means a player
for Social Tactics Check. As stated in Article 1: Basics
declaring things as if they were their character,
of Gameplay, the Historian won’t reveal the Difficulty
such as when they narrate in character, “I demand
Rating, success or failure of a Secret Test unless it is a
you tell us what we need to know or else you’ll
Critical Success or Critical Failure. One of the many
live to regret that decision!” Descriptive role-
tools a Historian can use is to obfuscate the truth
playing means a player describes the actions their
through narration, leaving players to wonder whether
character is engaging in, like, “My Character
what their Characters are experiencing—seeing and
demands the governor gives up what we want,
hearing—is real or not.
using her force of personal strength.”

STEP 9 : RESOLUTION
As the Complex Interaction plays out, there will come
UNDERSTANDING NPC MOTIVATIONS a time when the role-playing must end: when all
objectives have been stated, risks addressed and points
There are times when players will be suspicious of
of negotiation finalized. This is the moment where the
NPCs. For instance, perhaps they smell deception, in
Historian will wrap up the Complex Interaction and
that someone is masquerading as the person they were
determine the outcome.
supposed to meet. An Awareness Test may determine
that the military garb that the person wears is put on CONCLUDING A SOCIAL INTERACTION
incorrectly or the medals are displayed in the wrong order.
As a reward for the characters engaging in a Complex
An Eavesdrop Test may give a notion of a conversation
Interaction, the Historian will remove any remaining
this same false count is having behind a whispered hand
Coins from the Historian Pool and place them into the
with a confidante. Similarly, a Scrutinize Test may help
Player Pool.
players understand that the imposter’s demeanor is
nervous, betraying their ruse.

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CHASE SCENES

A qu ick da s h th ro ug h the streets of Lexington,


a daylong pursuit of a Boo Hag through the Great

NARRATIVE TOOLS
Dismal Swamp or a weeklong march in search of a rogue
Rebel military unit that betrayed General Washington
are ways in which characters give pursuit. Chases can
take place during Overland Travel in an attempt to flee
an angry grizzly bear, or at the end of a Social Intrigue
event, as an assassin fails in their endeavors to kill a well-
landed aristocrat of Rebel leanings.

USING CHASE SCENES


When foes run away from combat, Chase Scenes are an
exciting way to continue dice rolling. Chase Scenes also
make for a fun pacing mechanic Historians can use to
break up narrative interactions to liven up the mood.

WHENEVER A CHASE Scene begins, the


Historian will secretly maintain the Chase Scene
Tracker, found in Amendments.

CHASE SCENES AS A
NARRATIVE TOOL
Unlike Combat Encounters, Chase Scenes refer to
narrative time. The time during a chase is malleable,
with the length set by the Historian, depending on
how they wish to frame the escape.

RUNNING A CHASE SCENE


Below is a guideline to follow when running Chase Scenes:
K STEP 1: Set The Scene
K STEP 2: Establish Chase Scene Tracker
K STEP 3: Set Escape Condition
K STEP 4: Begin Pursuit
K STEP 5: Catch Your Breath
K STEP 6: New Rounds

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STEP 1: SET THE SCENE STEP 3 : SET ESCAPE CONDITION


As this is a narrative approach to structuring chases, The Historian will announce the Escape Condition:
neither a battle map nor figures are necessary to depict a the distinct number of Rounds it will take before the
chase. Characters, NPCs and creatures are always broken Escapee completely eludes the Pursuer.
NARRATIVE TOOLS

down between two types: either they are Pursuers or


Escapees. As a Chase Scene begins, the Historian will SHORT CHASE—THREE ROUNDS
highlight four major elements: This is a good way to handle Chase Scenes for groups of
five players or more at the game table. This allows every
LOCATION character to contribute while not extending the time to
The Historian will narratively describe where the Chase run a Chase Scene beyond fifteen minutes of real-world
Scene will play out. While this doesn’t necessarily have any time.
game mechanic elements tied to it, it will be essential to frame
each player’s perspective as to where their characters are, as LONG CHASE—SIX ROUNDS
this will inform their mindset as the Chase Scene begins. This is ideal for a group of four players, introducing more
opportunities for random elements to occur during the
DISTANCES chase. This also mirrors the average length of combat
A Chase Scene doesn’t necessarily play out in local between equally powerful opponents.
movement as it would for combat. Whenever you begin
a Chase Scene, the Historian will tell you the Distance EXTENDED CHASE—NINE ROUNDS
measurement unit that the Chase Scene will use This is ideal for when three or fewer players are involved.
narratively: yards, miles or leagues. Extended Chases allow for multiple opportunities for
smaller groups to make waves, despite their party’s size.
ESCAPEE & PURSUERS
A character who is attempting to escape is the Escapee. A F r e em a s o n ag e n t h a s assassinated an
A character chasing after them is called the Pursuer. aide-de-camp to George Washington. The aide
was carrying battle plans intended to be given to
ROUNDS Henry Knox, detailing the cannonade’s recovery
A Chase Scene uses Rounds. A Round reflects the time at Fort Ticonderoga. With the battle plans in
it takes for Escapees and Pursuers involved to complete hand, the assassin flees the camp. Rebel spies
their Turn. During a Round, assume every character will later report that a Freemason agent was spotted
get a Turn unless there are extenuating circumstances. in Lexington, most probably the woman who
Unlike Combat Encounters, a Round is an indeterminate stole the plans and killed the aide-de-camp.
amount of time. Unlike combat, a Round can be equal Donning disguises, the heroes Azar
to minutes, hours or days—the Historian will provide Willington, Mendon and Verity Trowbridge
clarity in the Escape Condition. manage to track her down to Buckman Tavern.
They spy the Freemason agent across the room.
The agent smells danger and flees from the pub.
STEP 2 : ESTABLISH CHASE The characters then give chase.
SCENE TRACKER There are three players (Pursuers), and
The Escapee’s name is written at the top of the Chase the relative Distance between them and the
Scene Tracker. It is similar to the Initiative Tracker, Freemason agent (Escapee) is relatively close. As
displayed out in the open for all to see. If there are multiple they race through Lexington to track her down,
Escapees, they’ll be put in any order on the Chase Scene the Historian sets the Escape Condition as an
Tracker. The Historian will also put in each Pursuer’s Extended Chase (nine Rounds).
name in any order. The Chase Scene Tracker can be found
in the Amendments at the back of the book.

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STEP 4 : BEGIN PURSUIT DETERMINE ESCAPE VALUE


It’s time to begin the chase! The players and Historian At the beginning of each Round, the Escapee will take
should narrate together what happens during a Chase flight by generating an Escape Value. It represents the
Scene. relative Distance they’re ahead of the Pursuer for that

NARRATIVE TOOLS
Round. Record the Escape Value beside the Escapee’s
HEAD START name.
The Historian will determine whether an Escapee or Determine the Escape Value by adding the Escapee’s
Pursuer has a Head Start. If so, they’ll add +3 to their Head Start+Movement+1D10 Chase Die. Calculate
Movement, but only on the first Round. all results together to determine total Escape Value,
recording it on the Chase Scene Tracker.
ALTERNATIVE FORMS Player characters who are Escapees determine
OF MOVEMENT individual Escape Values. However, NPCs will typically
Most Chase Scenes take place on foot, so you’ll roll a single Escape Value if the player characters are
refer to a character’s Movement value. However, Pursuers (unless the Historian rules otherwise).
some take place on horseback, by canoe,
scrambling down a cliff or by ship. These forms of T h e F r e em a s o n ag e n t is on the run. She has
movement will affect the calculation of Movement a Head Start of 3 and adds it to her Movement
for both Escapees and Pursuers. The Historian of 4. Rolling a 1D10 Chase Die, it lands on face
will determine if and how these other modes of ‘8.’ The Escape Value for the first Round is set at
movement apply: 15 (3+4+8).
K Balancing: [AB]+0
K Climbing down: [BB]+0
K Climbing up: [BB]-6
K Crawling: [BB]-3
K Driving a fast vehicle: [BB]+9
K Driving a slow vehicle: [BB]+3
K Flying: [AB]+12
K Riding a fast animal: [AB]+12
K Riding a slow animal: [AB]+6
K Rowing downriver: [BB]+9
K Rowing upriver: [BB]+3
K Sneaking: [AB]-1
K Swimming above water: [BB]+0
K Swimming below water: [BB]-6

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DETERMINE PURSUIT VALUE CAPTURE


After the Escape Value is set, the Pursuer will begin I’ve got you now, you pox-stained cur!
chasing after the Escapee by determining their Pursuit
Capture: Whenever Pursuit Value is equal to or exceeds
Value. Determine the Pursuit Value by adding their
the Escape Value, a Pursuer will make an Athletics or
NARRATIVE TOOLS

Head Start+Movement+1D10 Chase Die. Calculate


Coordination Test. Depending on what Round it is, the
all results together to determine total Pursuit Value,
Difficulty Rating eases or worsens:
recording it on the Chase Scene Tracker.
Player characters who are Pursuers should always K Round 1: (Trivial +30%) Skill Test
determine their Pursuit Value. However, NPCs will
typically roll a single Pursuit Value if the player characters
K Round 2: (Easy +20%) Skill Test
are Escapees (unless the Historian rules otherwise). K Round 3: (Routine +10%) Skill Test
PURSUIT VALUE IS EQUAL TO OR BELOW K Round 4: (Standard +/-0%) Skill Test
ESCAPE VALUE: If Pursuit Value is below the Escape
Value, the Pursuer doesn’t catch up to the Escapee.
K Round 5: (Challenging -10%) Skill Test
K Round 6: (Hard -20%) Skill Test
A za r Wi l l i n g to n i s on foot and has
a 17 Pursuit Value. Mendon hops onto a fast
K Round 7 and up: (Arduous -30%) Skill Test
horse, using an alternative form of movement. Effect: After successfully rolling, the Escapee will attempt
However, it does them no good, as Mendon’s to Resist using Athletics or Coordination. Depending on
player has a 9 Pursuit Value. The chase continues, what Round it is, the Difficulty Rating eases or worsens (as
as Verity Trowbridge is up next to roll her Pursuit demonstrated in the bullet points above).
Value . . . If the Pursuer fails or the Escapee successfully Resists,
the Escapee gains a Head Start in the next Round of the
PURSUIT VALUE EXCEEDS ESCAPE VALUE: chase. If the Escapee fails to Resist, they are knocked Prone,
Whenever Pursuit Value is equal to or exceeds the Escape suffer 2D10+2 Peril and are captured.
Value, a Pursuer can attempt to Capture the Escapee.
Critical Success: If a Pursuer Critically Succeeds, the Escapee

V e r i ty
is Incapacitated! and captured. If an Escapee Critically
Trow br i d g e tu r n s up a 19 for
Succeeds, the Pursuer suffers 3D10+3 Peril.
her Pursuit Value, catching up to the Freemason
agent’s Escape Value of 18! She prepares to Critical Failure: If a Pursuer Critically Fails, you can no longer
capture her quarry (guaranteeing she can make participate in the Chase Scene due to narrative complications
her next roll) . . . the Historian will create. If an Escapee Critically Fails, they
are knocked Prone, Incapacitated! and captured.
Other Considerations: NONE

V e r i ty Trow br i d g e rol l s a Coordination


Test and succeeds. However, the Freemason agent
succeeds in her Coordination Test, thereby escaping
and gaining a Head Start in the next Round.

ATTACKING ESCAPEES?
Chase Scenes are focused on momentum. If a character wants
to attack with a weapon at any point, it is better to switch
from a Chase Scene into a Combat Encounter immediately.

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STEP 5 : CATCH YOUR BREATH


During a Chase Scene, characters on both sides will
grow tired and run the risk of stumbling into trouble or
worse.

NARRATIVE TOOLS
CATCH YOUR BREATH
I’m . . . not . . . done . . . with . . . you . . . yet!
Catch Your Breath: If a Capture fails or the Pursuer
fails to catch up, both Escapee and Pursuer must make a
Toughness Test at the end of the Round. Depending on
what Round it is, the Difficulty Rating eases or worsens:
K Round 1: (Trivial +30%) Toughness
K Round 2: (Easy +20%) Toughness
K Round 3: (Routine +10%) Toughness
K Round 4: (Standard +/-0%) Toughness
K Round 5: (Challenging -10%) Toughness
K Round 6: (Hard -20%) Toughness
K Round 7 and up: (Arduous -30%) Toughness
Effect: If Catch Your Breath succeeds, nothing happens.
When Catch Your Breath fails, the character temporarily
reduces their Movement by -1, until the Chase Scene ends.
Critical Success: You gain a Head Start at the beginning
of your next Round.
Critical Failure: You temporarily reduce your Movement STEP 6 : NEW ROUNDS
by -3 until the Chase Scene ends. Once a Capture fails or the Pursuer fails to catch up to
the Escapee, start a new Round by beginning at the top
Other Considerations: NONE
of the Chase Scene Tracker in Step 4: Begin Pursuit. Do
A za r
this for subsequent Rounds until one of the situations
Wi l l i n g to n u n fortu nate ly
is met:
fails his Toughness Test, suffering 2D10+2 Peril.
Mendon succeeds at his Skill Test, suffering K Escapee is Captured
no Peril. Verity Trowbridge, however, Critically
Fails her Toughness Test, thereby reducing her
K Escape Condition is met
Movement by -3. Hopefully, they’ll be able to K Escapee or all Pursuers give up
catch the Freemason agent before she gets away!
CONCLUDING A CHASE SCENE
As a reward for the characters engaging in a Chase
Scene, the Historian will remove any remaining Coins
from the Historian Pool and place them into the Player
Pool.

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OVERLAND TRAVEL

T he pl ay e r c h a r acte rs ’ story will take them far


beyond the cities. Traveling invites several questions for
NARRATIVE TOOLS

players to answer: How will they get there and by what WHENEVER OVERLAND TRAVEL begins,
means? Will they go by horse or on foot? Perhaps they the Historian will secretly maintain the Overland
ride in the back of a procurer’s wagon? Will it be a safe, Travel Tracker, found in Amendments.
quick travel sequence, or will it be filled with hardship
and adversity?

USING OVERLAND TRAVEL


When player characters seek to travel for longer than a OVERLAND TRAVEL AS A
day, Overland Travel is used. Without direct reference NARRATIVE TOOL
to either Primary Attributes or Movement, it allows Precise distances are not a consideration of
the Historian to track how fast the party reaches their FLAMES OF FREEDOM, which relies on
destination, examine the hardships they face and set the narrative approaches to framing a Journey in an
pace of danger assigned to each leg of the trip. intriguing way, punctuated by exciting moments
that may lead to exploration, break out into Chase
Scenes, erupt into fierce Combat Encounters or
tense Social Interactions.

RUNNING OVERLAND TRAVEL


Below is a guideline to follow when running Overland
Travel:
K STEP 1: Determine Approach & Terrain
K STEP 2: Resolve Fast Travel
K STEP 3: Chart The Route
K STEP 4: Establish Overland Travel Tracker
K STEP 5: Terrain & Threat Level
K STEP 6: Select Roles
K STEP 7: Make Role & Endure Checks
K STEP 8: Roll For Random Encounter
K STEP 9: Making Camp
K STEP 10: New Stretches

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STEP 1: DETERMINE K ARDUOUS TERRAIN (Arduous -30%):


APPROACH & TERRAIN Consists of rough seas, river rapids, blighted areas,
Initially, the Historian will decide how quickly they impenetrable forests, mountains and open deserts.
want the Journey to be resolved. There are two types of
K HARD TERRAIN (Hard -20%): Consists of

NARRATIVE TOOLS
Overland Travel.
hills, deep cave systems, badlands, tundra-like
FAST TRAVEL: Historians can simply summarize conditions and barren taiga.
Overland Travel using Fast Travel, telling the players,
“You take horses from Trenton to Boston, arriving at the
K CHALLENGING TERRAIN (Challenging
-10%): Consists of overgrown forests, caverns, fast-
besieged city several days later,” and that’s fine. If characters
flowing rivers, open seas, wastelands and foothills.
are not actively leading the travel sequence (for example,
if they chartered a coach to Boston), the Historian should K STANDARD TERRAIN (Standard +/-0%):
use Fast Travel. Consists of paths around large lakes, slow-moving
rivers, marshes and forests with little undergrowth.
JOURNEY: Unlike Fast Travel, a Journey is a feature-
length travel sequence. Each character takes on a different K ROUTINE TERRAIN (Routine +10%):
responsibility, from charting the route, supporting one Consists of rolling hills, discernible trails through
another on the road, keeping the provisions and avoiding the wilderness, upriver travel and open badlands.
danger. Much like a Combat Encounter, a Journey takes
roughly an hour of real-world time but may span several
K EASY TERRAIN (Easy +20%): Consists of well-
worn paths over open ground, easy hunting tracks,
days, weeks or months of in-game time.
walking across open plains and meadows and
REGIONAL BENEFITS travel downriver or on an easily navigable river.
FOR CHARACTERS K TRIVIAL TERRAIN (Trivial +30%): Consists
Some characters may hail from or be intimately of well-paved roads, graveled paths and other
familiar with the region the party is traveling in. roadways marked or demarcated by signs and
In these situations, the Historian will grant an patrolled.
Assist Die for that character’s Arrive Checks, Role
Checks, Endure Checks and for Hunt & Forage PROVISIONING
Checks.
Provisioning is a necessary preparation to make before
traveling. Unlike rations in other games, one provision
TERRAIN provides a character a day’s worth of beans, bread, a
candle, cider, milk, oats, rice, salted meat and soap. A
The type of Terrain will have an impact both on Fast
day’s provision weighs 1 Encumbrance.
Travel and a Journey, as it sets the Difficulty Rating for
Characters can either buy provisions, or they can
character’s Skill Tests. The Historian determines the
hunt and fish along the path. Should they bring their
Terrain type using one of the following seven types as a
own provisions, characters gain an Assist Die to Arrive
starting point:
& Endure Checks during Overland Travel. If they hunt
instead, they do not gain these benefits.

IF FAST TRAVELING, move onto Step 2:


Resolve Fast Travel. If using a Journey, skip Step 2
and move on to Step 3: Chart The Route.

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STEP 2 : RESOLVE FAST TRAVEL STEP 3 : CHART THE ROUTE


Assuming there is no danger on the road, the Historian The characters will have their final destination in
will quickly narrate what happens as the characters mind, influenced by the adventure or larger story arc.
undertake Fast Travel. The players need only to mark Announcing their final destination, they will chart each
NARRATIVE TOOLS

off provisions they’ve consumed day over day; then the leg of their Journey.
Historian will ask characters to make an Arrive Check
at their destination. HOW DO WE GET THERE?
Characters will have some general knowledge of how to
ARRIVE CHECK get where they need to go. The players have access to the
Hi ho, hi ho, it’s off to Boston we go . . . FLAMES OF FREEDOM world map and other maps
from supporting products as reference material to chart
Arrive Check: Assuming characters have enough
their Journey. Should traveling go off the beaten path,
provisions and arrive at their destination, make a Survival
characters will have to inquire with local folk, buy maps,
or Toughness Test. Depending on the type of Terrain,
consult a library or do other kinds of research to chart
the Difficulty Rating eases or worsens:
their Journey properly.
K Trivial Terrain: (Trivial +30%) Skill Test
V e r i ty Trow br i d g e , M e n d o n and Azar
K Easy Terrain: (Easy +20%) Skill Test Willington are in Trenton, situated inside the
K Routine Terrain: (Routine +10%) Skill Test New Jersey Colony. Having wrapped up their
grim business with the Quaker Livingstone
K Standard Terrain: (Standard +/-0%) Skill Test Hobb, they need to head to the besieged city
K Challenging Terrain: (Challenging -10%) Skill Test of Boston to meet their contact Henry Jones.
Unfurling Azar’s map, they chart out that they
K Hard Terrain: (Hard -20%) Skill Test are headed to the Massachusetts Bay Colony,
K Arduous Terrain: (Arduous -30%) Skill Test where Boston is located. Their first major
stopover will be in Dedham, then to Brookline’s
Effect: If successful, each character eats a day’s worth of
sleepy village, and they’ll take the road up to
provisions for each day of the trip and is Imperiled as they
Cambridge. Knowing that the Loyalists are
arrive. If failed, a character eats a day’s worth of provisions
occupying the bay outside of Boston, they have
for each day of the trip and is at Ignore 1 Skill Rank
to cross the Mystic River to reach Charlestown
instead as they arrive.
and remain there until they can be smuggled
Critical Success: As succeeded, but the character is into Boston.
Unhindered instead.
Critical Failure: As failed, but the character is at Ignore 2
Skill Ranks upon arrival.
Other Considerations: NONE

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STEP 4 : ESTABLISH OVERLAND K SHORT STRETCH: This is the distance


TRAVEL TRACKER between settlements and villages, from a town to
Every Journey is broken up into manageable legs called a roadside trading post or hunter’s lodge a day or
Stretches. It outlines an itinerary for the Journey, so from civilization. Anywhere from a day to one

NARRATIVE TOOLS
allowing the Historian to pace Overland Travel week’s travel is a good measure of the time needed
narratively and allowing players to plan. However, the to complete a Short Stretch. If using the overland
length of a Stretch is not measured in specific miles but map, a Short Stretch is 1 to 7 hexes.
abstracted using days.
Along each Stretch, players will make Skill Tests
K MEDIUM STRETCH: This is the distance across
a vast forest, over foothills leading to a mountain
to ensure that they get through the Stretch safely and
or along the coast of an uncharted island. One or
check against the Threat Level for encounters. This also
two weeks’ travel generally describes the distance
grants characters opportunities to investigate geographic
of a Medium Stretch. If using the overland map, a
points they encounter on their Journey, resupply and
Medium Stretch is between 8 to 14 hexes.
interact with others.
K LONG STRETCH: This is the distance required
HISTORIAN TIP: to pass through a mountain range into an adjacent
EVERY STRETCH IS UNIQUE country, explore the frigid north’s coast or journey
Some Journeys may begin on foot but continue in across a great, unsettled plain. Travel over three
the back of a coach, by canoe and end on stolen weeks and beyond constitutes a Long Stretch.
horses. Adjust the Difficulty Rating and make any If using the overland map, a Long Stretch is
necessary adjustments to make the Journey feel between 15 to 21 hexes.
more perilous or easier, working in the narrative to
tell the tale of the journey.
Taking ac c o u n t o f how the players want
Each Stretch is secretly maintained by the Historian to travel, the Historian establishes the Overland
on the Overland Travel Tracker. Travel Tracker:

DETERMINING STRETCH TYPE Trenton to Dedham: Medium Stretch


Dedham to Brookline: Short Stretch
Dividing the charted route into Stretches is the province
of the Historian. It is unnecessary to disclose the exact The Historian decides that Brookline to
mileage unless the players feel it adds to the story. Keeping Cambridge and to Charlestown is close enough to
the distance abstract can help the Historian introduce one another, so they instead establish the following:
rumors, new people, minor events or smaller plot points
Brookline to Charlestown: Short Stretch
to characters, reinforcing a living, breathing world without
having to worry about tracking fiddly numbers. The Historian also decides that Charlestown
The Historian will disclose to the players the length to Boston poses a different kind of challenge: the
of the Stretch between each location they’ve plotted out players will have to evade the Loyalist ships. The
in three distinct ways. Historian decides to say that the Journey ends at
Charlestown so that the players can figure out
how to make their way into Boston.

HEXED-BASED MOVEMENT
Whenever using hex-based maps in FLAMES OF
FREEDOM, simply assume that each hex takes one day
to travel through.

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STEP 5 : TERRAIN & THREAT LEVEL THREAT LEVEL


Once the route has been charted into Stretches, the A Threat Level represents the possibility that an external
Historian will assign the Terrain and Threat Level. The situation—whether it’s an encounter with a creature, people
Historian generally won’t disclose to players the Terrain or roadside hazard—influences the character’s Journey
NARRATIVE TOOLS

or Threat Level for each Stretch. during a Stretch. Random chance plays a huge role here.
The events derived from the randomized results can help
TERRAIN flesh out the tale, removing some of the pre-planning it
As detailed in Step 1: Determine Approach & Terrain, the takes for the Historian to craft a memorable adventure.
Historian will secretly determine the Terrain by Stretch: The Historian will use the following guideline to
assign an appropriate Threat Level for each Stretch.
K Trivial Terrain: (Trivial +30%) Skill Test Following each Threat Level are a number of D6 Chaos
K Easy Terrain: (Easy +20%) Skill Test Dice. These are the dice players will roll along each
Stretch. Only record the appropriate number of D6 on
K Routine Terrain: (Routine +10%) Skill Test the Overland Travel Tracker:
K Standard Terrain: (Standard +/-0%) Skill Test
K NO DANGER (0D6): No danger means just
K Challenging Terrain: (Challenging -10%) Skill Test that; nothing will impose any sort of challenge
K Hard Terrain: (Hard -20%) Skill Test whatsoever on the characters.
K Arduous Terrain: (Arduous -30%) Skill Test K MILDLY DANGEROUS (1D6): Some hazard
or hindrance exists, especially for those who go
As before, you need not disclose this to the players.
looking for it. Washed-out roads, forested paths
Let it act as a story aid as you describe the wilderness.
or less well-traveled areas pose a danger.
Narrate what they see during their travels: describe the
sounds heard, what sort of plants grow, the coolness of K MODERATELY DANGEROUS (2D6): This
the river, the fetid stench of a bog, the fragrant smell of is oftentimes true wilderness areas. Animals and
a heavily forested vale, the intense heat of the desert. beasts of all types may hunt these areas, and easy
We cannot provide rules to follow in these cases, as they routes across them are rare.
go beyond this book. But approach the narration in the
K HIGHLY DANGEROUS (3D6): High
same way that your favorite storyteller or novelist writes
mountain passes prone to rockslides, overgrown
it. Feel free to crib their descriptions, jotting them down
forests where ancient creatures stir, wartime
as you read other books, or make up your own along
encampments and angry locals qualify.
the way. We encourage Historians to steal, reuse and
appropriate when needed!

THE WEATHER MAY be a factor for


consideration of Terrain Type. When the
Historian feels this would impact a Journey (such
as extremities like summer heat, brutal winters
and the like), they will change the Terrain Type.

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T he
ASSISTED ROLES
H i stor i a n h a s already made the
While each Role must be filled, each Role may be
determination that the Threat Level from
filled by more than one character. Players will choose
Trenton to Dedham will be Mildly Dangerous,
a point person, and they will gain an Assist Die if two
due to Loyalist patrols. From Dedham to

NARRATIVE TOOLS
characters are filling the Role. If a character is Assisting
Brookline, there is No Danger. With Loyalist
another character in a Role, they cannot take on a Role
activities near Charlestown and Boston, the
themselves.
Historian rates the final Stretch from Brookline
to Charlestown as Highly Dangerous. The EVOLVING ROLES
Historian then assigns the Threat Level for each
Once a character selects a Role, it does not mean that it
Stretch of the Journey:
is their Role for the duration of the Journey. Characters
Trenton to Dedham: Mildly Dangerous (1D6) can change Roles at the end of a Stretch or after Making
Camp.
Dedham to Brookline: No Danger (0D6)
Brookline to Charlestown: Highly Dangerous (3D6) TAKING ON TWO ROLES OR MORE
A single character can also take on more than one Role,
but it makes their Difficulty Rating for Role Checks and
Endure Checks worse by one step negatively for each
STEP 6 : SELECT ROLES additional Role.
There are three Roles that the characters declare they
take on at the start of a Stretch, each with its own set T he pl ay e rs de l i b e r ate amongst
of responsibilities. Every Role has a Skill Test they’ll themselves to find the best Character to fill the
make as the characters embark over each Stretch. Players Trailblazer and Quartermaster Role. Although
should choose among themselves the best-qualified none of their characters has a Skill Rank in
character to fill each role: Folklore or Navigation, Verity Trowbridge has
a high Intelligence and Willpower. After some
K THE TRAILBLAZER (Folklore or deliberation, they decide that Verity will fill
Navigation): They are the guide of the Journey. both Roles, while Azar Willington will take on
They use the position of stars, maps and telltale the Scout Role, and Mendon will Assist Azar.
signs of other travelers to lead the way. Because Verity has taken on one additional
Role, her Difficulty Rating will be adjusted by
K THE QUARTERMASTER (Heal or Survival): the Historian when the time comes to make her
They are vigilant and watchful. They manage
Travel & Endure Checks (Standard +/-0%).
foodstuffs, track wildlife if the party ever needs
to make camp, build a fire and attend to other
Once all of these considerations have been taken
duties that increase the party’s comfort.
into account, it is time for the characters to embark upon
K THE SCOUT (Awareness or Stealth): They the first Stretch of their Journey.
oftentimes trek ahead of the party, looking for
immediate signs of danger. They set the watch
cycle, determine the safety perimeter and ensure
that other hazards are avoided.

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STEP 7: MAKE ROLE & K SHORT STRETCH: Make one Endure Check
ENDURE CHECKS after the Trailblazer makes a Role Check
When the Journey begins, one Character within each
K MEDIUM STRETCH: Make one Endure
Role must make a Role Check in the order given below.
Check after the Trailblazer makes a Role Check
NARRATIVE TOOLS

Only one Role Check is required, regardless of the


and a final one after the Scout.
length of the Stretch. The Historian will consider the
Terrain to determine the related Difficulty Rating and K LONG STRETCH: Make one Endure Check
adjust it if a character has taken on two or more Roles. after the Trailblazer makes a Role Check, one after
Player characters will also make Endure Checks the Quartermaster and a final one after the Scout.
between Role Checks, ensuring they can withstand
the road’s rigors. The number of Endure Checks is As Role & Endure Checks are made, the Historian
determined by the length of the Stretch and has the will begin to narrate what happens over the Stretch of
same Difficulty Rating as Role Checks: their Journey.

THE TRAILBLAZER
If we take this path, I believe we’ll get there faster. Follow me,
I’ve got the map.
Role Check: As the Journey begins, make a Folklore or
Navigation Test. Depending on the type of terrain, the
Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test
K Easy Terrain: (Easy +20%) Skill Test
K Routine Terrain: (Routine +10%) Skill Test
K Standard Terrain: (Standard +/-0%) Skill Test
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test
Effect: If successful, the Terrain eases by one step positively
for this Stretch. This means if it was Hard Terrain, it is
now Challenging Terrain. If failed, the Terrain worsens by
one step negatively for this Stretch. This means if it was
Challenging Terrain, it is now Hard Terrain.
Critical Success: The Terrain eases by two steps positively
for this Stretch.
Critical Failure: The Terrain worsens by two steps
negatively for this Stretch.
Other Considerations: If the Trailblazer is Incapacitated!
during this Stretch, the party must Make Camp.
Furthermore, if Arduous Terrain is made worse by one or
more steps on this Stretch, the party must Make Camp.

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ENDURE CHECK Effect: If successful, each character eats a day’s worth of


Keep moving your legs, keep your eyes open and push . . . provisions for each day of the trip. If failed, each character
eats two days’ worth of provisions for each day of the trip.
Endure Check: If a Short, Medium or Long Stretch,
all player characters make a Survival or Toughness Test. Critical Success: As succeeded, and the party may ignore

NARRATIVE TOOLS
Depending on the type of Terrain, the Difficulty Rating one Endure Check on this Stretch.
eases or worsens:
Critical Failure: As failed, but the party must add one
K Trivial Terrain: (Trivial +30%) Skill Test additional Endure Check on this Stretch.
K Easy Terrain: (Easy +20%) Skill Test Other Considerations: If the Quartermaster is
Incapacitated! during this Stretch, the party must Make
K Routine Terrain: (Routine +10%) Skill Test Camp. Furthermore, if the party runs out of provisions
K Standard Terrain: (Standard +/-0%) Skill Test during this Stretch, they must Make Camp.
K Challenging Terrain: (Challenging -10%) Skill Test ENDURE CHECK
K Hard Terrain: (Hard -20%) Skill Test We have to keep pushing; it’s not far now . . .
K Arduous Terrain: (Arduous -30%) Skill Test Endure Check: If a Medium or Long Stretch, all
player characters make a Survival or Toughness Test.
Effect: If successful, the character suffers no Peril. If failed,
Depending on the type of Terrain, the Difficulty Rating
the character suffers 2D10+2 Peril.
eases or worsens:
Critical Success: As succeeded, and you share your
comfort with another character who failed their check.
K Trivial Terrain: (Trivial +30%) Skill Test
One other character may automatically succeed. K Easy Terrain: (Easy +20%) Skill Test
Critical Failure: The character suffers 3D10+3 Peril instead. K Routine Terrain: (Routine +10%) Skill Test
Other Considerations: If they are Incapacitated! in K Standard Terrain: (Standard +/-0%) Skill Test
extreme cold or hot climates, they suffer Frostbite or
Heatstroke, respectively.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
THE QUARTERMASTER
K Arduous Terrain: (Arduous -30%) Skill Test
I’ll keep the foodstuffs and ensure we are well-rested along our
path. Should it come to it, we’ll make camp and do some hunting. Effect: If successful, the character suffers no Peril. If failed,
the character suffers 2D10+2 Peril.
Role Check: In the middle of the Journey, make a Heal
or Survival Test. Depending on the type of terrain, the Critical Success: As succeeded, and you share your
Difficulty Rating eases or worsens: comfort with another character who failed their check.
One other character may automatically succeed.
K Trivial Terrain: (Trivial +30%) Skill Test
Critical Failure: The character suffers 3D10+3 Peril
K Easy Terrain: (Easy +20%) Skill Test instead.
K Routine Terrain: (Routine +10%) Skill Test Other Considerations: If they are Incapacitated! in
K Standard Terrain: (Standard +/-0%) Skill Test extreme cold or hot climates, they suffer Frostbite or
Heatstroke, respectively.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test

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THE SCOUT K Hard Terrain: (Hard -20%) Skill Test


I’ll trek along the roads ahead and set the watch. Don’t tarry
K Arduous Terrain: (Arduous -30%) Skill Test
too long here—we’ve got a lot of ground to cover before dusk.
Effect: If successful, the character suffers no Peril. If failed,
Role Check: Near the end of the Journey, make an
NARRATIVE TOOLS

the character suffers 2D10+2 Peril.


Awareness or Stealth Test. Depending on the type of
terrain, the Difficulty Rating eases or worsens: Critical Success: As succeeded, and you share your
comfort with another character who failed their check.
K Trivial Terrain: (Trivial +30%) Skill Test One other character may automatically succeed.
K Easy Terrain: (Easy +20%) Skill Test Critical Failure: The character suffers 3D10+3 Peril instead.
K Routine Terrain: (Routine +10%) Skill Test Other Considerations: If they are Incapacitated! in
K Standard Terrain: (Standard +/-0%) Skill Test extreme cold or hot climates, they suffer Frostbite or
Heatstroke, respectively.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
STEP 8 : ROLL FOR RANDOM
K Arduous Terrain: (Arduous -30%) Skill Test ENCOUNTER
Effect: If successful, the party watches effectively on the After all Role & Endure Checks are made for the current
Stretch and reduces the Threat Level by 1D6 Chaos Die. Stretch, the Scout will roll an appropriate number of
If failed, the party watches marginally well on the Stretch D6 Chaos Dice equivalent to the Threat Level. The
but increases the Threat Level by 1D6 Chaos Die. number of Chaos Dice is determined by Threat Level.
If it is Mildly Dangerous, roll a 1D6 Chaos Die. If it
Critical Success: As succeeded, and if the party encounters
is Moderately Dangerous, roll 2D6 Chaos Dice instead.
any danger, they gain Surprise on their first Turn against
But if it is Highly Dangerous, roll 3D6 Chaos Dice.
foes.
Additional Chaos Dice may fall upon the party if they
Critical Failure: As failed, and if the party encounters any previously failed their Role Checks.
danger, foes gain Surprise on their first Turn. If the Scout generates one face ‘6,’ an encounter is
sprung upon the party as they break camp early in the
Other Considerations: If the Scout is Incapacitated!
morning. If they generate two face ‘6s,’ an encounter is
during this Stretch or characters need to recover their
sprung upon the party in the afternoon. If they generate
Damage Condition Tracks due to an encounter, the party
three face ‘6s’ or more, an encounter is sprung upon the
must Make Camp.
party as they are asleep.
ENDURE CHECK Following these results, the Historian will craft
their own scenario or randomly roll against the Random
It’s not that much farther . . . just over yonder hill! Encounters table in Amendments.
Endure Check: If a Long Stretch, all player characters
make a Survival or Toughness Test. Depending on the HISTORIAN TIP:
type of Terrain, the Difficulty Rating eases or worsens: FRIENDLY ENCOUNTERS
The Random Encounters tables are a mixture of
K Trivial Terrain: (Trivial +30%) Skill Test friendly and hostile encounters, without any sort of
K Easy Terrain: (Easy +20%) Skill Test game mechanic for their effect and resolution. This
gives players the opportunity to gain news, rumors
K Routine Terrain: (Routine +10%) Skill Test or to trade with other travelers. Savvy Historians
K Standard Terrain: (Standard +/-0%) Skill Test can chart out their own unique encounter tables
beforehand.
K Challenging Terrain: (Challenging -10%) Skill Test

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STEP 9 : MAKING CAMP Critical Success: If successful, a character sources enough


During regular gameplay, characters can simply Sleep days of food for themselves equal to 3+[PB] within 1D6
to restore Peril with natural recovery, Bind Wounds hours. Expend ammunition equal to the number of days
with the Heal Skill and use other medicines to recover. of food acquired.

NARRATIVE TOOLS
However, once a party has struck out in Overland Travel,
Critical Failure: If failed, a character sources no food, and
they cannot restore their Damage & Peril Condition
wastes 2D6 hours.
Tracks or account for Recuperation from Injuries unless
they Make Camp, or unless their Journey is interrupted Other Considerations: If they are Incapacitated! in
by an encounter. extreme cold or hot climates, they suffer Frostbite or
Sometimes, a party may have no choice but to Make Heatstroke, respectively.
Camp for a day or more. During this time, they can take
on any number of activities, such as changing Roles,
healing, hunting, recuperating from Injuries, reorienting,
resting or committing to other tasks that require an CHARACTERS ALWAYS MAKE Camp for
extended amount of time and effort. One example of no less than twenty-four hours. Account for any
activity players may use is below, but Historians should spent supplies during this time. When awakening
devise their own rules for other activities that fits the from Making Camp, characters recover their Peril
needs of their group. Condition Track to Imperiled. After breaking
camp, characters can continue on their Journey
HUNT & FORAGE CHECK where they left off without additional penalty.
Let’s head out to find something to eat . . .
Hunt & Forage Check: One character makes a Survival
Test. Depending on the type of Terrain, the Difficulty
Rating eases or worsens:
STEP 10 : NEW STRETCHES
K Trivial Terrain: (Trivial +30%) Skill Test Once the players reach the end of a Stretch, it’s time to
K Easy Terrain: (Easy +20%) Skill Test celebrate! You should likely Make Camp to prepare for
the next Stretch. Afterward, you’ll simply start a new
K Routine Terrain: (Routine +10%) Skill Test Stretch by beginning once again at Step 6: Select Roles.
K Standard Terrain: (Standard +/-0%) Skill Test Do this for subsequent Stretches until your Journey
comes to its end.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test CONCLUDING OVERLAND TRAVEL
As a reward for the characters engaging in a Journey,
K Arduous Terrain: (Arduous -30%) Skill Test the Historian will remove any remaining Coins from
Effect: If successful, a character sources enough days of the Historian Pool and place them into the Player Pool.
food for themselves equal to 1+[PB] within 1D6 hours.
If failed, a character sources no food and wastes 1D6
hours. Expend ammunition equal to the number of days
of food acquired.

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Article  7
C OM B AT E N C O UN TE R S
W hen yo u r c h a r acte r g et s h u rt in FLAMES OF FREEDOM, nap s d o n’ t

h e a l stab wo u n d s ; mu n da n e m ag ic w hic h i n sta n tly h e a l s a s ev e r e d h a n d a n d

r e su r r e ctio n sp e l l s d oe s n ’ t e x i st. Victory i n ev i tab ly c om e s at a ph ysica l c o st

a n d a p syc ho lo g ica l to l l .

ROUNDS
Unlike ZWEIHÄNDER, this game uses Rounds. A
WHENEVER A COMBAT Encounter begins, Round reflects the time it takes for combatants involved
one player who is not the Historian will maintain to complete their Turn. During a Round, every combatant
the Initiative Tracker, found in Amendments. will get a Turn, unless there are extenuating circumstances.
Unlike other trackers, players will help maintain A Round is equal to one minute in the game world, no
it, available for public viewing. Characters matter the number of combatants or actions they’ve taken.
can assume that they understand the Combat

COMBAT ENCOUNTERS
Conditions, Damage & Peril Conditions and TURNS & ACTION POINTS
Injuries that their foes suffer (unless there is a A Turn reflects when a combatant takes a set number
compelling reason the Historian wants to keep of actions dictated by their reserve of Action Points (AP
it secret). This should be a unanimous decision hereafter). A combatant begins their Turn with 3 AP.
amongst the gaming group. Although Initiative determines Turn order around the
game table, they take place simultaneously in the game
world. The length of time that passes during a Turn is
variable. It could be six seconds, ten seconds or even a
full minute, but however long, its passage of time does
COMBAT TERMINOLOGY not need to be tracked.
In this article, combatant refers to player characters,
non-player characters (NPCs) and other creatures from DIFFICULTY RATINGS &
Article 14: Threats. Sometimes, this will be broken HISTORIAN FIAT
down further between attacker and defender in the A variety of dynamic circumstances can rapidly
descriptions, and even as an ally or foe as needed. You change the battlefield, presenting all-new
are always considered your own ally. challenges. You can use them to your advantage,
such as leaping behind cover and using it to
impede foe’s attacks against you. At other times,
these conditions can impose incredible difficulty
TO CONTROL THE chaos that happens in upon combatants and obscurement, rendering
combat, the Historian will impose structured ranged weapons nearly useless at longer distances.
time. Once structured time is introduced, these Ask the Historian about the environment
terms become relevant: you’re fighting in for opportunities that may pose
benefits or penalties during battle. Be open, and
remain alert for narrative clues the Historian
may present. Remember: the Historian sets all
Difficulty Ratings based on the situation.

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RUNNING COMBAT ENCOUNTERS STEP 1: SET THE SCENE


Below is a guideline to follow when running Combat As combat readies to unfold, the Historian will
Encounters: narratively explain what the battlefield is like. They will
also disclose the position of foes who are not hidden. In
K STEP 1: Set The Scene addition, they will outline two important elements that
K STEP 2: Refer To Initiative Tracker are found in the battlefield. These elements should be
recorded on the Initiative Tracker.
K STEP 3: First Round
K STEP 4: New Rounds LIGHTING
K Perfect Light (no ambient penalties): daytime, in
DESCRIPTIVE COMBAT a direct source of light
Although Turns introduce a uniform way to handle
Actions In Combat, it should never hinder role-
K Fleeting Shadows (must flip the results to fail
vision-related Skill Tests; cannot give or gain
playing. Using personal descriptions to represent
the benefits of Assist Dice): dawn, dusk or clear
daring stunts in the middle of adrenaline-packed
night skies
action scenes is enjoyable for everyone at the game
table. Just remember not to hog the spotlight and K Total Darkness (cannot be targeted unless
try to limit your descriptions to ten seconds or less! Engaged; line of sight is broken): blinding light,
moonless night, pitch-black
COMBAT ENCOUNTERS

OBSCUREMENT
K Light Obscurement (cannot use Extreme
Distances): mist, light rain or light snow

K Medium Obscurement (cannot use Extreme or


Long Distances): fog, heavy rain or heavy snow

K Heavy Obscurement (cannot use Extreme, Long


or Medium Distances): sleet, smoke or blizzard

If combatants are using light sources, you can


determine the Distances their light gives in Article 5:
Wares & Weapons.

STEP 2 : REFER TO
INITIATIVE TRACKER
Following the Pre-Game Rituals from Article 6: Narrative
Tools, players should have already rolled Initiative.

HISTORIAN ROLLS THEIR INITIATIVE


The Historian will determine Initiative for threats,
NPCs and other creatures they may be controlling.
Historians should group similar enemies together when
rolling Initiative unless they are special, a ‘named’ foe or
are different types or classifications of threats. They’ll

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roll 1D10+Initiative from their threat listing. One player REFRESHING & BANKING AP
who is not the Historian will then record combatants on AP refreshes at the start of your Turn, not the beginning
the Initiative Tracker, highest to lowest. of the Round. This is important to remember when it
Should two or more combatants generate the same comes to the Initiative Tracker, as defenders with lower
Initiative result, the combatants can either decide who Initiative values generally don’t have the AP to use
goes first or each roll 1D10, until one of them generates Reactions that have an AP cost associated with them
a higher value and is declared the winner. (unless they have banked AP from a previous Round or
from a Talent, Trait or other ability).
INSTIGATING COMBAT Combatants are not required to spend all of their
OUTSIDE THE TRACKER AP on their Turn and can hold on to them—banking
Sometimes a character will instigate combat on their AP—to perform Reactions outside of their Turn. A
own, falling outside the normal flow of Initiative. In combatant cannot carry AP over into their next Turn.
these cases, simply have that combatant go first at the When a combatant’s new Turn begins, all of their banked
top of the Initiative Tracker and refer to their normal AP are lost and it refreshes with the usual allotment of 3
Initiative result on the next Round. AP (unless a condition stipulates otherwise).

T he I ni ti ativ e Tr ack e r was previously


determined at the start of a game session. Mendon
has an Initiative of 12, the Red Coat an 11, Verity UNLESS SPECIFICALLY INDICATED in its

COMBAT ENCOUNTERS
Trowbridge a 9 and Azar Willington a 3. Verity description, the use of Traits & Talents cost 0 AP
pulls her pistol on a Red Coat, instigating combat. and can be triggered either before, during or even
The Historian allows Verity to go first, with after your Skill Test (with Historian approval).
Mendon (12), the Red Coat (11) and Azar (3)
to follow. On the second and subsequent Rounds,
the players and Historian stick with the Initiative
Tracker, with Mendon (12) going first, the Red GAINING SURPRISE
Coat (11), Verity (9) and finally Azar (3). Unlike ZWEIHÄNDER, there is not a Surprise Turn in
FLAMES OF FREEDOM. Instead, when the Historian
feels it’s appropriate, an attacker can gain the benefits
SECRET EVENTS of Surprise on their Turn, regardless of whether this is
The environment also plays a role in combat. Examples the first Round of combat or a later one. The benefits of
include a blazing fire, lightning strike or a keg of Surprise rarely last more than one Turn.
blackpowder exploding. The Historian will roll 2D10+2
to determine the event’s placement on the Initiative BENEFITS OF SURPRISE
Tracker. Attackers who gain the benefits of Surprise treat
their Actions In Combat as (Easy +20%) and add
a 1D6 Fury Die to Total Damage. In addition, the
STEP 3 : FIRST ROUND combatant you hit with your next Attack Action
Whichever combatant has the highest Initiative value or Rough & Tumble is Defenseless to it.
starts the first Round by taking their Turn. Once they
declare the end of their Turn, the combatant with the
next highest value takes a Turn and so o n, until all
combatants have taken their Turn. Remember, when a
combatant starts their Turn, they immediately ‘refresh’ 3
AP to spend on Actions In Combat.

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STEP 4 : NEW ROUNDS CONCLUDING A COMBAT ENCOUNTER


Once the first Round of combat ends, begin again at As a reward for the characters engaging in a combat
the top of the Initiative Tracker for the next Round. encounter, the Historian will remove any remaining
Do this for subsequent Rounds until the players and Coins from the Historian Pool and place them into the
Historian both agree that combat should end. The Player Pool.
players and Historian will then narrate together how
it ends.

COMBAT CONDITIONS
K Bleeding: You Bleed every minute at the K Incapacitated!: You cannot succeed at any Skill
beginning of your Turn. If you Bleed for a number Tests.
of minutes in excess of your [BB], you are Slain!.
K Inspired: Add +1 to Damage Threshold & Peril
K Choked: Cannot use any Action In Combat, Threshold until the end of combat.
unless you have successfully Resisted escaping
using Athletics.
K Intimidated: Suffer -1 to Damage Threshold &
Peril Threshold until the end of combat.
K Defenseless: Cannot use any Reactions
whatsoever.
K Low Cover: Add +3 to Damage Threshold against
Damage from ranged weapons.
COMBAT ENCOUNTERS

K Disarmed: Any weapon in your primary hand is K Medium Cover: Add +6 to Damage Threshold
knocked or thrown from your grasp and lands
against Damage from ranged weapons.
3 yards away; cannot use primary hand or two-
handed weapons until next Turn. K Prone: You are on the ground and suffer an
additional 1D6 Fury Die to Total Damage. The
K Disoriented: Must spend 1 additional AP for only Movement Actions you can use while Prone
Reactions until the end of combat.
are Get Up, Hustle and Maneuver.
K Engaged: Two or more combatants stand toe-to- K Shaken: Must spend 1 additional AP to Load a
toe, less than 1 yard away. If using miniatures and
weapon until the end of combat.
a map grid, Engaged is whenever combatants are
standing in an adjacent square or hex. K Strained: Must spend 1 additional AP for Attack
Actions until the end of combat.
K Gutted: Must spend 1 additional AP for
Movement Actions until the end of combat. K Surrounded: When three or more foes stand
Engaged with a single defender, they add 1D6
K Hastened: Add +1 to Initiative and Movement Fury Die to Total Damage. The Historian may
until the end of combat.
make exceptions to this rule (such as facing foes
K Hidden: Your foe is surprised when you take your which are significantly bigger than the attackers).
Turn.
K Unconscious: Asleep for 1 hour and can be Slain!
K High Cover: Add +9 to Damage Threshold with any attack.
against Damage from ranged weapons.

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COMBAT ENCOUNTERS
STACKING EFFECTS FURY DICE
Keep in mind that using multiple Actions In Combat You’ll see mention of a 1D6 Fury Die to generate
confer the same sort of bonuses, and conditions against Damage with melee and ranged weapons. Anytime a
a single foe do not stack. This means you could not take combatant rolls for Damage and it lands on face ‘6,’ the
advantage of Charging multiple times to generate a die ‘explodes,’ generating an additional 1D6 Fury Dice.
handful of Fury Dice for Total Damage against one foe, There is no upper limit to the number of Fury Dice that
and combatants can’t continuously Disorient a foe until can explode when calculating Damage. Tally the results
they no longer have any AP. Always consider a condition from each 1D6 Fury Die together to determine Total
or bonus but once. Damage.
As a rule, Fury Dice are used with weapons only.
Magick Spells don’t gain the benefits of exploding Fury
Dice (unless the Spell’s entry indicates otherwise in
ALTHOUGH COMBAT CONDITIONS Article 9: Hexenmeister’s Almanack). Where reference
generally persist until the end of combat, your is made to D10, of any number, they never explode as
Historian may allow you to spend one Coin to Fury Dice do.
‘edit’ the situation to escape its effects.

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MOVEMENT ACTIONS AP COST DESCRIPTION

Charge 2 AP Charge at 2x Movement and add 1D6 Fury Die to Damage from a melee weapon.
Get Up 2 AP Stand up from Prone, mount a horse or embark in a vehicle.
Hustle 1 AP Hustle at 1x Movement. Invokes Counterattack if moving out of an Engagement.
Maneuver 2 AP Maneuver 3 yards out of an Engagement, avoiding all Counterattacks.
Run at 3x Movement, gain Low Cover. Invokes Counterattack if moving out of an
Run 3 AP
Engagement.
Gain +3, +6 or +9 Damage Threshold, depending on the cover type. Invokes
Take Cover 1 AP
Counterattack if moving out of an Engagement.

ATTACK ACTIONS AP COST DESCRIPTION

Cast Spell Varies Make an Incantation Test to use a Spell.


Ignore Low Cover for 2 AP, Medium Cover for 3 AP or High Cover for 4 AP.
Fire Through Cover Varies
Then make a Combat-based Test. The foe must Defend or suffer Damage.
Melee Attack 1 AP Make a Combat-based Test. The foe must Defend or suffer Damage.
Ranged Attack 1 AP Make a Combat-based Test. The foe must Defend or suffer Damage.
COMBAT ENCOUNTERS

Declare to hit either arm, body, head or leg. The foe must Defend, or suffer Damage
Targeted Attack 2 AP
and one of four Combat Conditions.

ROUGH & TUMBLE AP COST DESCRIPTION


Make an Athletics or Guile Test. The foe must Resist Toughness or be Gutted.
Below The Belt 1 AP When Gutted, your foe must spend 1 additional AP for Movement Actions until
the end of combat.
Make an Athletics Test or Toughness Test. The foe must Resist Athletics or
Chokehold 1 AP be Choked. Suffer 1D10+[BB] Peril immediately and on your Turns when
maintained, until Resisted.
Make a Guile or Intimidate Test. The foe must Resist Awareness or be
Eye Gouge 1 AP Disoriented. While Disoriented, your foe must spend 1 additional AP for
Reactions until the end of combat.
Make an Athletics or Coordination Test. The foe must Resist Coordination or be
knocked Prone. While Prone, a foe drops to the ground until they Get Up. If they
Knockdown 1 AP
are Defenseless, they are also Unconscious. While Unconscious, they are asleep for
one hour and can be Slain! with any attack.

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SPECIAL ACTIONS AP COST DESCRIPTION


When Engaged with an ally, perform one of the following Healing Practices:
First Aid Varies Apply Tourniquet, Bind Wounds, Kiss of Life, Inject Quicksilver, Inject Tincture,
Use Laudanum or Use Smelling Salts.
Load Varies Load a ranged weapon.
Load a ranged weapon, but can only take advantage of Short Distance and remain
Quickload 0 AP
Defenseless until the beginning of your next Turn.
1 or Spend 1 AP to gain +10% Base Chance or spend 2 AP to gain +20% Base Chance
Take Aim
2 AP to your next Attack Action or Rough & Tumble. Cannot Take Aim for Cast Spell.
Wait 0 AP Wait until later to spend your APs.
Declare to use either Hastened, Inspired or Intimidated; then make a relevant Skill
Words As Weapons 1 AP Test. Combatants cannot Resist and gain one of three Combat Conditions until
the end of combat.

REACTIONS AP COST DESCRIPTION

Assist Varies You can attempt to Assist an ally’s Skill Test.


Make a Combat-based Skill Test in specific situations, and one foe is Defenseless
Counterattack 0 AP
to this attack.

COMBAT ENCOUNTERS
Defend 1 AP Make a Combat-based or Coordination Test to avoid Damage from attacks.
Resist 0 AP Resist the effects of Actions In Combat.
Before or after a Difficulty Rating is called out, modify the Difficulty Rating by
Risk Backlash 1 AP
one, two or three positive steps, but suffer Conflict.

ACTIONS IN COMBAT FORMAT


K Effect: An Effect describes what happens after K Critical Failure: The Action In Combat fails
an expenditure of AP or a Skill Test has been and incurs additional penalties indicated in the
successfully made. description. Not every Action has a Critical
Failure component.
K Critical Success: The Action In Combat works
and gains additional bonuses indicated in this K Other Considerations: Before and after an Action
description. Not every Action has a Critical In Combat has been used, some conditions need to
Success component. be observed. These factors are mostly immutable
unless the Historian approves of substitution of
alternative situations where they’re not required.

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MOVEMENT ACTIONS RUN (3 AP)


Actions In Combat for Movement Actions follow: Move, Move, MOVE!

CHARGE (2 AP) Effect: Run up to 3x your Movement, and gain the benefits
of Low Cover until the beginning of your next Turn.
Tally-ho, let’s run them down!
Other Considerations: Running provokes a Counter-
Effect: Charge up to 2x your Movement. If you Charge
attack if you move away from being Engaged with foes.
at least 3 yards and successfully make a Melee Attack or
Targeted Attack on the same Turn, add a 1D6 Fury Die CASES OF SEE AND HEAR CLEARLY
to Total Damage.
While a Historian will impose Difficulty Ratings
Other Considerations: Charging provokes a based on visibility conditions, Total Cover and
Counterattack if you move away from being Engaged Total Darkness both break line of sight, and
with foes. combatants cannot be targeted by Actions In
Combat, unless the Historian rules otherwise.
JUMP & LEAP
On the same Turn after Charging or Running,
you may jump horizontally two yards for every 3 TAKE COVER (1 AP)
points of [BB] or leap vertically one yard for every Stay in the shadows of the tree and look for our enemies!
6 points of [BB].
COMBAT ENCOUNTERS

Effect: Move up to 1 yard and Take Cover by crouching


down behind a solid barrier, gaining the benefits of Low
GET UP (2 AP) Cover, Medium Cover, High Cover or Total Cover until
the beginning of your next Turn.
Once I get up off the ground, you’re in for a world of hurt!
Other Considerations: If you make an Attack Action or
Effect: Get Up from the ground Prone, mount a horse
Rough & Tumble after Taking Cover, you no longer gain its
or embark into a vehicle. If you have at least one Skill
benefits (until you Take Cover once again). Taking Cover
Rank in Coordination, Get Up for 1 AP instead.
provokes a Counterattack if you move away from being
Other Considerations: Get Up does not provoke Engaged with foes. Finally, Taking Cover never completely
Counterattacks. You can Get Up while Prone. breaks the line of sight unless behind Total Cover.

HUSTLE (1 AP) BEING HIT WHILE IN COVER


Pick up the pace—we’ve got them cornered! Any time a defender is Taking Cover and an
attacker successfully deals Damage to the defender,
Effect: Hustle up to 1x your Movement.
that specific cover no longer affords any benefit to
Other Considerations: Hustling provokes a Counterattack the defender. They must Take Cover elsewhere.
if you move away from being Engaged with foes. You can
Hustle while Prone.
K Low Cover: behind a cart, low stone wall or tree
stump
MANEUVER (2 AP) K Medium Cover: behind a wagon, boulder or
Ha, try again, you fiend—your weapon shall not find short tree
purchase here!
K High Cover: behind a pillar, tall tree or plinth
Effect: Maneuver 3 yards to get out of Engaged without of rock
provoking Counterattacks.
K Total Cover: behind a building or totally hidden
Other Considerations: You can Maneuver while Prone.

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MOVEMENT ADDENDUM ATTACK ACTIONS


Actions In Combat for Attack Actions follow:

BATTLEFIELD CLUTTER CAST SPELL (VARIES)


The battlefield will be fraught with boulders, crates, You shall rue the day you crossed me, disbeliever!
crowds of harmless people, dead bodies, fallen
Effect: When Engaged or at a Distance with a foe, select a
trees, low fences, low-running rivers, tree roots and
Spell and make an Incantation Test. The AP cost is dictated
the like. In order to move over and through them,
by the Spell. Further details are covered by the Spell’s entry.
it costs 2 yards of movement instead of 1 yard.
Critical Success: Positive benefits are covered in the
CARRYING A PERSON
Spell’s entry.
When in a situation where you need to carry
someone else, reduce your Movement by -3 yards Critical Failure: Negative outcomes are covered in the
(to a minimum of 1 yard). Spell’s entry.
MOVEMENT SUBTYPES Other Considerations: A full reference for Spells is found
There are other subtypes of Movement, such as in Article 9: Hexenmeister’s Almanack.
balancing, climbing and sneaking. They act as
‘riders,’ pairing with other Movement Actions and FOUR CARDINAL RULES
increase the AP cost by 1. For instance, if you intend FOR CASTING SPELLS

COMBAT ENCOUNTERS
to Charge while riding, it costs 3 AP instead of 2 AP. K You must be able to see.
Movement cannot be reduced to less than 1 yard.
You generally don’t need to make a successful
K You must be able to speak.
Skill Test to use a Movement subtype, unless the K You must have one hand free.
Historian says otherwise. Replace your Movement
with the values below, but be sure to consider the
K You must have all reagents handy.
impact of Overage. If the Historian requires a Skill
Test, refer to the related Skill in brackets: FIRE THROUGH COVER (VARIES)
I’ve got them in my sights—FIRE!
K Balancing (Coordination): [AB]+0
K Climbing down (Athletics): [BB]+0 Effect: When at Distance from a foe, ignore the effects of
Low Cover for 2 AP, Medium Cover for 3 AP or High
K Climbing up (Athletics): [BB]-6 Cover for 4 AP for your next Attack Action. Then, make a
K Crawling (Toughness): [BB]-6 relevant Combat-based Skill Test. After successfully rolling
K Driving a fast vehicle (Drive): [BB]+9 (and the foe cannot or fails to Defend using Coordination),
K Driving a slow vehicle (Drive): [BB]+3 they suffer 1D6+[CB] Fury Die to Total Damage.
K Flying (Awareness): [AB]+12 Critical Success: Your foe cannot Defend, and you add a
K Riding a fast animal (Ride): [AB]+12 1D6 Fury Die to Total Damage.
K Riding a slow animal (Ride): [AB]+6 Critical Failure: If an ally is nearby, you hit them instead.
K Rowing downriver (Athletics): [BB]+9 The ally cannot Defend, and you add a 1D6 Fury Die to
K Rowing upriver (Athletics): [BB]+3 Total Damage.
K Sneaking (Stealth): [AB]-1 Other Considerations: You must be using a weapon with
K Swimming above water (Athletics): [BB]+0 Blackpowder Quality unless you are using a weapon with
K Swimming below water (Athletics): [BB]-6 the Pistol Quality.

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MELEE ATTACK (1 AP)


Draw your blade, and we shall settle this now as our
ancestors did!
Effect: When Engaged with a foe, make a relevant Combat-
based Skill Test. After successfully rolling (and the foe cannot
or fails to Defend using a relevant Combat-based Skill Test),
they suffer 1D6+[CB] Fury Die to Total Damage.
Critical Success: Your foe cannot Defend, and you add a
1D6 Fury Die to Total Damage.
Critical Failure: You are Disarmed.
Other Considerations: If you are Engaged with foes, you
cannot make a Melee Attack against another opponent
unless you are using a weapon with a Distance of Engaged
or 1 yard.

MOUNTED COMBAT
You can attack while mounted using a Melee
COMBAT ENCOUNTERS

Attack, but with these changes:


K When Engaged with a foe, make a Ride Test to
attack with your horse or a relevant Combat-
based Skill Test if using a melee weapon.
K After successfully rolling (and the foe cannot
or fails to Defend using Coordination), they
suffer 1D6+[AB] Fury Die to Total Damage if
attacking with your horse. If using your melee
weapon, they suffer 1D6+[CB] Fury Die to
Total Damage. If striking foes who are on foot
or Prone, add a 1D6 Fury Die to Total Damage.
K If you Critically Succeed, reference the normal
benefits.
K If you Critically Fail, you are thrown from the
horse, suffer 1D10+1 Damage from falling and
are knocked Prone.
SPARING HUMAN ENEMIES
If riding and your horse begins to Bleed or
Whenever you deal enough Damage to kill a
suffers an Injury, make a Handle Animal Test. After
combatant classified as Humanoid (including
successfully rolling, you keep control of your horse
player cultures), the Historian will ask whether you
for the rest of the combat. If failed, the horse remains
wish to let them live or kill them. If you let them
Prone until the end of combat. If Critically Failed,
live, they are Grievously Wounded, Incapacitated!
you are thrown from the horse, suffer 1D10+1
and Unconscious for an hour. If you kill them, you
Damage from falling and are knocked Prone.
gain 3 Conflict as they are Slain!.

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RANGED ATTACK (1 AP) K Arm: Disarmed


I am not throwing away my shot!
K Body: Gutted
Effect: When at a Distance from a foe, make a relevant
Combat-based Skill Test. After successfully rolling (and
K Head: Disoriented
the foe cannot or fails to Defend using Coordination), K Leg: Prone
they suffer 1D6+[CB] Fury Die to Total Damage.
Critical Success: Your foe cannot Defend, and you add a
Critical Success: Your foe cannot Defend, and you add a 1D6 Fury Die to Total Damage.
1D6 Fury Die to Total Damage.
Critical Failure: Your weapon malfunctions until repaired
Critical Failure: If an ally is nearby, you hit them instead. outside of combat.
The ally cannot Defend, and you add a 1D6 Fury Die to
Other Considerations: You cannot make a Targeted
Total Damage.
Attack with a melee weapon when not Engaged with
Other Considerations: If you are Engaged with foes, you foes. You cannot make a Targeted Attack with a ranged
cannot make a Ranged Attack against another opponent weapon while Engaged with foes unless using a weapon
unless you are using a weapon with the Pistol Quality. with the Pistol Quality.

MISFIRES ATTACK ADDENDUM


Whenever you roll a Critical Failure with a weapon

COMBAT ENCOUNTERS
of the Blackpowder Quality, roll D100 to see what
else occurs: ATTACKING LARGER & SMALLER FOES
Some attacks may suffer additional bonuses
D100 MISFIRE EFFECT and penalties to attack or wrangle foes larger or
smaller than an attacker. In these situations, the
You must spend 3 AP to fix the firing
1 to 40 mechanism before attacking with this Historian will change the Difficulty Rating based
weapon again. on factors that may influence the outcome.
The weapon is inoperable until you can FLYING FOES
41 to 70
clear the barrel after combat ends. Unless you are at the same altitude as a foe in
The weapon was primed with too much flight (e.g., being on its back/having climbed
71 to 90 blackpowder and fires with a loud bang, onto it), the foe cannot be targeted with melee
knocking you Prone. weapons or Rough & Tumble.
The weapon is destroyed, and you suffer Any time that a flying foe is made to Bleed or
91 to 100
2D10+2 Damage from fire. suffers an Injury, they must immediately succeed
a Toughness Test or be forced to the ground and
knocked Prone, suffering falling Damage (as
TARGETED ATTACK (2 AP) indicated in Article 8: Healing, Hazards & Horror).
Aim small, miss small! If you are on a flying foe and want to bring it down
to the ground using your strength or riding skills,
Effect: When Engaged or at Distance with a foe, declare
make an Opposed Test using Athletics or Ride,
that you want to hit the arm, body, head or leg of a foe,
with the Target Number being 3x that of the flying
then make a relevant Combat-based Skill Test. After
threat’s [BB]. For instance, if a threat has a [BB]
successfully rolling (and the foe cannot or fails to Defend
of 7, the Target Number to reach is 21 (7x3). The
using Coordination if avoiding a ranged weapon, or
loser of the Opposed Test suffers falling Damage;
relevant Combat-based Skill Test if avoiding a melee
the other remains unscathed.
weapon), they suffer 1D6+[CB] Fury Die to Total
Damage, and suffer the following Combat Condition:

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CHOKEHOLD (1 AP)
HELPLESS FOES Say hello to Morpheus when you see the gates of horn and
Any time a combatant is Unconscious, asleep, ivory!
pinned beneath a heavy object, shackled or
Effect: When Engaged with a foe, make an Athletics
otherwise unable to escape on their own accord,
or Toughness Test. After successfully rolling (and the
they are Defenseless and can be automatically
foe cannot or fails to Resist using Athletics), they are
Slain! by any attack.
Choked. While Choked, your foe immediately suffers
MULTIPLE ATTACKS 1D10+[BB] Peril and again at the start of each of your
Rolling to hit and dealing Damage has been Turns if you maintain the Chokehold. It costs 3 AP to
carefully balanced and designed to be swift and maintain a Chokehold, requiring no additional Skill
merciless. Consequently, the system has not been Tests to maintain. If the foe drops to Incapacitated!,
designed with making multiple attack rolls on the they are Unconscious. Your Choked foe cannot use any
same Turn in mind. Actions In Combat, except to Resist your Chokehold.
SWAPPING WEAPONS Critical Success: Your foe cannot Resist your Chokehold
At the beginning of your Turn, you may either (but can try while you maintain), and is Strained.
draw any weapon from your own body, pick up a
Critical Failure: You are Choked.
weapon you dropped at your feet, swap weapons
at your side or give a weapon to an ally for 0 AP. Other Considerations: Both hands must be free to use
COMBAT ENCOUNTERS

Swapping multiple weapons around requires the and maintain a Chokehold. You can only use Movement
expenditure of 1 AP. Actions, Special Actions and Reactions while maintaining
a Chokehold. If your Damage or Peril Condition Track
drops one or more steps negatively while maintaining a
Chokehold, you immediately release your hold. You may
release a Chokehold at any time.
ROUGH & TUMBLE
Actions In Combat for Rough & Tumble follow: EYE GOUGE (1 AP)
We knew going in that striking the eyes was considered to be
BELOW THE BELT (1 AP) fighting fair!
Do not expect manners when it comes to a fight. Effect: When Engaged with a foe, make a Guile or
Effect: When Engaged with a foe, make an Athletics or Intimidate Test. After successfully rolling (and the foe
Guile Test. After successfully rolling (and the foe cannot cannot or fails to Resist using Awareness), they are
or fails to Resist using Toughness), they are Gutted. Disoriented. While Disoriented, your foe must spend 1
When Gutted, your foe must spend 1 additional AP for additional AP for Reactions until the end of combat.
Movement Actions until the end of combat.
Critical Success: Your foe cannot Resist and suffers
Critical Success: Your foe cannot Resist and is knocked 2D10+2 Peril.
Prone.
Critical Failure: You are Disoriented.
Critical Failure: You are Gutted.
Other Considerations: One hand must be free to use an
Other Considerations: One hand must be free to Eye Gouge.
use Below The Belt. A foe remains Gutted until they
successfully Resist at the beginning of their Turn.

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KNOCKDOWN (1 AP) LOAD (VARIES)


Stay down for your own good! Prime, load, aim, then FIRE!
Effect: When Engaged with a foe, make an Athletics Effect: Spend a number of AP listed under a ranged
or Coordination Test. After successfully rolling (and weapon’s listing to Load.
the foe cannot or fails to Resist using Coordination),
Other Considerations: You may Load weapons over two
they are knocked Prone. While Prone, a foe drops to
or more Turns as needed. However, you cannot Load a
the ground until they Get Up. If they are Defenseless,
weapon while Engaged with foes.
they are also Unconscious. While Unconscious, they are
V e r i ty Trow br i d g e b e g i n s the first Round
asleep for one hour and can be Slain! with any attack.
Critical Success: Your foe cannot Resist and must spend on her Turn by making a Ranged Attack (1 AP).
3 AP to Get Up. Her ranged weapon requires 3 AP to reload,
however. Verity spends her remaining 2 AP on
Critical Failure: You are knocked Prone.
this Turn to begin Loading, and when her Turn
Other Considerations: You must be standing to use a comes up during the second Round, completes
Knockdown. the Load sequence for 1 AP.

ROUGH & TUMBLE ADDENDUM


QUICKLOAD (0 AP)

COMBAT ENCOUNTERS
Reload as if Old Scratch was nipping at your heels!
WEAPONS WHICH TRIGGER ROUGH
Effect: On your Turn, Quickload a ranged weapon for
& TUMBLE ACTIONS
0 AP.
Some Talents, Traits and weapon Qualities allow
you to trigger Rough & Tumble in unique ways— Other Considerations: You can only take advantage of
in these cases, foes must Resist its effect prior your weapon’s Short Distance and are Defenseless until
to accounting for Damage. If the foe Defends the beginning of your next Turn.
successfully, no Resist is required.
TAKE AIM (1 OR 2 AP)
If . . . they’d . . . only . . . hold . . . still . . . this wouldn’t be so
damned hard!

SPECIAL ACTIONS Effect: Spend 1 AP to gain a +10% Base Chance to your


next Attack Action or Rough & Tumble on this Turn. If
Actions In Combat for Special Actions follow:
you spend 2 APs, you gain a +20% Base Chance instead.
FIRST AID (VARIES) Other Considerations: You cannot Take Aim to Cast
Hold still, damn it—we need to bind the bloody wound! Spell.
Effect: When Engaged with an ally, perform one of
the following Healing Practices: Apply Tourniquet
(3 AP), Bind Wounds (3 AP), Kiss of Life (3 AP),
Inject Quicksilver (1 AP), Inject Tincture (1 AP), Use
Laudanum (1 AP) or Use Smelling Salts (1 AP). Most
of these practices are listed later in this article.
Other Considerations: Refer to the Healing Practice’s
other considerations.

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WAIT (0 AP) Other Considerations: Foes cannot Resist Words As


Give me a moment; I want to watch the action unfold and Weapons. Both you and combatants must be able to
wait for the opportune time! clearly see and hear one another. Combatants can only
be made subject to each Combat Condition once during
Effect: You opt not to act, holding all APs in reserve to
combat. You cannot use Words As Weapons if you are
act later. You must act before your next Turn begins, as
under the effects of Stress, Fear or Terror.
you cannot take two Turns back-to-back.
Other Considerations: You cannot use an Action In SPECIAL ACTIONS ADDENDUM
Combat, then elect to Wait on the same Turn. Your
Initiative doesn’t change due to Waiting. Finally, you must
spend one Coin to interrupt a foe’s Turn on the Initiative HIDING FROM FOES
Tracker. Characters may want to try hiding in combat.
Providing you’ve broken line of sight, spend 2 AP
V e r i ty Trow br i d g e’ s pl ay e r has a 14 on to attempt a Stealth Test to hide. Once Hidden,
the Initiative Tracker. She decided to Wait on you gain the benefits of Surprise against a foe.
her Turn, hoping for an opportune moment to After attacking afterward (regardless of success
act. When a Red Coat with an Initiative value of or failure), your position is revealed, as you are no
9 is about to use their Turn, Verity spends a Coin longer Hidden. The exception to this is if you are
to go before the Red Coat. using a weapon with the Silent Quality.
COMBAT ENCOUNTERS

WORDS AS WEAPONS (1 AP)


I should expect no less from an unlicked cub such as yourself! REACTIONS
Effect: When Engaged or at Distance with combatants, Actions In Combat for Reactions follow:
declare that you want to use Hastened, Inspired or
Intimidated on combatants, then make a relevant Skill ASSIST (VARIES)
Test explained below. After successfully rolling, select a I’ve got your back!
number of combatants equal to your [FB] to gain one
Effect: Whenever an ally is about to use an Action In
of the following Combat Conditions until the end of
Combat that requires a Skill Test, you help them succeed.
combat:
The Historian takes into consideration the situation you
K Test Warfare for Hastened: Add +1 to Initiative and and your ally are in, the Distance between you and the
Movement. ally, and finally assigns the appropriate number of AP
required for you to Assist.
K Test Leadership for Inspired: Add +1 to Damage
Threshold & Peril Threshold. Other Considerations: An Assist never requires a Skill
Test from the Assisting character. You are otherwise
K Test Intimidate for Intimidated: Suffer -1 to Damage bound to the same rules for Assisted Skill Tests in Article
Threshold & Peril Threshold.
1: Basics of Gameplay.
Critical Success: You inflict one of the Combat Conditions
above to combatants, and bank 1 AP for free. COUNTERATTACK (0 AP)

Critical Failure: You suffer one of the Combat Conditions Only a gollumpus would think they could get the jump on me!
of the Historian’s choice. Effect: In specific situations and while Engaged,
interrupt an Action In Combat by making a Melee
Attack or Ranged Attack for 0 AP. A foe cannot Defend
against a Counterattack.

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Critical Success: As Attack Action Type Critical Success: Bank 1 AP for free.
Critical Failure: As Attack Action Type Critical Failure: You are Defenseless until the beginning
of your next Turn.
Other Considerations: You cannot make a Counterattack
when left Defenseless, on the ground Prone, Taking Other Considerations: In cases where your Turn starts
Cover or while Concentrating on Spells. You can also and you are currently suffering from multiple Combat
make a Counterattack using ranged weapons with the Conditions, you can attempt to Resist as your Turn begins,
Pistol Quality. rolling once for all effects. If successful, you recover from
the negative effects. If unsuccessful, you may attempt to
Resist again at the start of your next Turn. Regardless of
success or failure, you then refresh AP (as indicated earlier
THERE WILL BE situations where foes will in this article). You cannot Resist when left Defenseless.
use Actions In Combat which will provoke
Counterattacks. When this occurs, not every RISK BACKLASH (1 AP)
combatant can initiate a Counterattack. Instead, Must . . . dig . . . deeper . . . aaargh!
the combatant with the highest Combat value is
Effect: Either before or after the Difficulty Rating is
allowed to make a Counterattack. This will help
called out by the Historian, you may positively modify
control the flow of dice rolls.
your Difficulty Rating using one of these three options:

COMBAT ENCOUNTERS
K Increase the Difficulty Rating by one positive step and
gain 1 Conflict. Roll 1D6 Chaos Die after your Spell is
DEFEND (1 AP) cast to determine if you suffer 1D10+1 Peril.
Whew, that was a close one!
K Increase the Difficulty Rating by two positive steps
Effect: If struck by a ranged weapon, but before Damage and gain 2 Conflict. Roll 2D6 Chaos Dice after your
is determined, make a Coordination Test. If struck by a Spell is cast to determine if you suffer 2D10+2 Peril.
melee weapon, but before Damage is determined, make
a relevant Combat-based Skill Test. After successfully
K Increase the Difficulty Rating by three positive steps
and gain 3 Conflict. Roll 3D6 Chaos Dice after your
Defending, avoid all Damage.
Spell is cast to determine if you suffer 3D10+3 Peril.
Critical Success: Bank 1 AP for free, and make a
Other Considerations: You must have the proper Trait
Counterattack against the foe.
to Risk Backlash. You suffer Peril if any Chaos Dice
Critical Failure: You suffer 2D10+2 Peril. land on face ‘6,’ regardless of whether Cast Spell was
successful or not.
Other Considerations: You cannot Defend when

V e r i ty
Defenseless. Note that if you are not already armed with a
Trow br i d g e i s using Cast Spell.
weapon, you cannot draw one in order to Defend against
The Historian announces the Difficulty Rating
an Attack Action.
is (Hard -20%). Considering that Verity’s player
RESIST (0 AP) wants the Spell to work, she decides to Risk
Backlash for two positive steps. This means the
Ugh, that one . . . stung a bit. Difficulty Rating is now (Standard +/-0%).
Effect: When you are the victim of Rough & Tumble,
Spells or other Talents and Traits that require you to
Resist a Combat Condition, Spell or Trait’s effects, make
a relevant Skill Test, referring to the Skill indicated
necessary to withstand it. After successfully Resisting,
you shake off all their effects.

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GUIDE TO ATTACKING
W h e n ev e r armed with a melee or ranged
yo u a r e RANGED WEAPONS AT DISTANCE
weapon, the ability to hit and the Damage dealt is With a ranged weapon, you will make either a Simple
determined the same way. Follow this guideline: Ranged or Martial Ranged Test, varying by the kind
of weapon they’re wielding. Distance is generally
K STEP 1: Choose Weapon measured by your character’s [PB], modified by the
K STEP 2: Make The Attack ranged weapon you’re using. It represents the number
of yards you can accurately target a foe:
K STEP 3: Foe Defends
K STEP 4: Roll Damage K Short Distance is the minimum range you can stand
away from a defender without suffering an additional
K STEP 5: Record Damage Condition penalty to your attack. This means that there must
be a bare minimum of 1 yard between you and the
K STEP 6: Roll For Injury defender. While at Short Distance, you do not suffer
K STEP 7: Sacrifice Determination any additional penalties to your Skill Test due to
Distance, unless the Historian dictates otherwise.
K STEP 8: Suffering Peril
K Medium Distance is 2x Short Distance. This means
you can stand even farther away from a defender
COMBAT ENCOUNTERS

STEP 1: CHOOSE WEAPON to fire effectively. While at Medium Distance, the


Whenever you wish to hit, decide what kind of weapon Difficulty Rating becomes worse by one step on
to use. the Difficulty Rating Chart, determined by the
Historian.
MELEE WEAPONS WHILE ENGAGED
With a melee weapon, you make either a Simple Melee
K Long Distance is 3x Short Distance. At this range,
firing a ranged weapon and hitting a defender can be
or Martial Melee Test, depending on the type of melee
considerably difficult. While at Long Distance, the
weapon your character is armed with. Generally, you
Difficulty Rating becomes worse by two steps on the
must be Engaged, otherwise standing next to the foe, to
Difficulty Rating Chart, determined by the Historian.
hit. Fighting with hands, headbutts, feet, fist and knees
are considered to be bare-handed weapons. K Extreme Distance is 4x Short Distance. While at
Extreme Distance, the Difficulty Rating becomes
worse by three steps on the Difficulty Rating Chart,
determined by the Historian. At such ranges, a
YOU CAN WIELD any two one-handed ranged weapon must subtract 1D6 Fury Die to
weapons in combat. When striking with a weapon Total Damage.
held in your off-hand, follow the standard rules
for Attack Actions, but you must flip the results
K Some ranged weapons possess the Throwing
Quality and do not have Medium, Long or Extreme
to fail. Using two weapons to roll to hit twice on
Distances.
your Turn is generally not an option in FLAMES
OF FREEDOM.
STEP 2 : MAKE THE ATTACK
Actions In Combat generally have a fixed Difficulty
Rating of (Standard +/-0%). The Historian may reward
you with more favorable Difficulty Ratings, based on
how you describe the actions your character is taking.

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Difficulty Rating of (Routine +10%), the defender’s


V e r i ty Trow br i d g e i s ready to attack a Difficulty Rating to Defend is (Challenging -10%). If
Red Coat with her musket. Unfortunately, the successful, the defender avoids all Damage.
target is standing among Verity’s allies. This
will make it incredibly challenging to get a shot V e r i tyTrow br i d g e i s hit by a Red Coat’s
in, requiring extreme precision. Knowing this, ranged weapon and seeks to Defend herself.
Verity describes precisely how she’s going to line Fortunately, because the Red Coat’s Difficulty
up her shot, waiting for the right moment to Rating to attack was (Hard -20%), her Difficulty
launch a Ranged Attack and not hit her friends. Rating to Defend is (Easy +20%).
The Historian thinks for a moment, at first
suggesting an (Arduous -30%) to hit. However,
after consideration, the Historian decides to DEFEND VS. MELEE WEAPONS
move it to (Challenging -10%) instead. A defender can attempt a Combat-based Test (referring
to the weapon they’re wielding) to avoid melee weapon
Damage. The Test’s Difficulty Rating is based on the
ROLL TO HIT Difficulty Rating of your Attack Action and always
Once you know what weapon you’re using and the Total translates into its opposite as a bonus or penalty. This
Chance, roll D100. Should the result meet the Total means that if your Attack Action had a Difficulty
Chance for success or result below it, the attack hits. Rating of (Easy +20%), the defender’s Difficulty Rating

COMBAT ENCOUNTERS
Should the result exceed the Total Chance for success, to Defend is (Hard -20%). If successful, the defender
the attack misses. avoids all Damage.
Always announce your character’s Total Chance for
success before rolling a D100. Conversely, the Historian V e r i tyTrow br i d g e i s struck by the Red
likely won’t reveal the Total Chance for success for NPCs Coat’s knife, and she tries to Defend. However,
and threats, so as to keep players guessing about the foe’s because the Red Coat’s Difficulty Rating was
true capabilities. (Challenging -10%), Verity’s Difficulty Rating
to Defend with her own knife is (Routine +10%).
A ddi n g up all the modifiers, Verity The Red Coat’s knife strikes Verity Trowbridge
Trowbridge’s Total Chance for success is 25%
or below. Rolling the dice, she comes up with The size of a weapon and foe should be considered
a 24—barely succeeding—but still hits the Red when Defending and will change the Difficulty Rating.
Coat. If Verity’s player had rolled a 26% or above, For example, Defending against your knife while the
she would have failed. defender is unarmed may be considerably more difficult.
The Historian will make this call.

RESISTING COMBAT CONDITIONS


STEP 3 : FOE DEFENDS Before moving on, look at your weapon’s Qualities.
Providing they are not Defenseless or Unconscious, a Does it force a defender to Resist a specific Combat
defender has two options: Condition (such as the Entangling Quality)? If so,
the defender must now successfully Resist or else
DEFEND VS. RANGED WEAPONS suffer the Combat Condition.
A defender can attempt a Coordination Test to avoid
ranged weapon Damage. The Test’s Difficulty Rating is
based on the Difficulty Rating of your Attack Action
and always translates into its opposite as a bonus or
penalty. This means that if your Attack Action had a

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STEP 4 : ROLL DAMAGE EXCEEDS DAMAGE THRESHOLD


After you successfully hit and the foe cannot or fails to When Total Damage exceeds one or more Damage
Defend, you’ll roll Damage. Generally, this is 1D6+[CB] Thresholds, consider how many steps a defender moves
Fury Die for the weapon. Some Actions In Combat or down the Damage Condition Track negatively:
other special situations, Talents or Traits may change the
way Total Damage is calculated.
K If Total Damage exceeds the base Damage Threshold,
the defender moves one step down the Damage
V e r i ty
Condition Track negatively.
Trow br i d g e suc c e s s f ul ly hits
with her melee weapon. Verity’s [CB] is 3 and K If Total Damage exceeds 6+Damage Threshold,
she rolled a 1D6 Fury Die, resulting in face the defender moves two steps down the Damage
‘6.’ She now adds 1D6 Fury Die, generating Condition Track negatively.
another face ‘6.’ Verity rolls yet another Fury Die,
resulting in face ‘3.’ Therefore, Verity inflicts 18
K If Total Damage exceeds 12+Damage Threshold,
the defender moves three steps down the Damage
Total Damage (3+6+6+3).
Condition Track negatively.

SUDDEN DEATH
BIGGER FOES DEAL MORE DAMAGE
If Total Damage suffered in one attack exceeds 18+
Your size will modify how many Fury Dice to
Damage Threshold (four steps or more), the defender is
roll when calculating Total Damage. All cultures
COMBAT ENCOUNTERS

instantly Slain!
(including player characters) reference Normal
Size, as do the Actions In Combat in this chapter.
Threat sizes are explained further in Article 14:
Threats, but here’s the standard table to refer to in
EACH LEVEL OF Damage Threshold is noted
other cases:
on the threat profile or character sheet as base
K Small Size: No Fury Dice Damage Threshold (Damage Threshold+6/
Damage Threshold+12/Damage Threshold+18).
K Normal Size: 1D6 Fury Die (already factored
For example, if Damage Threshold is 10, it is
into Attack Actions)
recorded as such: 10 (16/22/28).
K Large Size: 2D6 Fury Dice
K Huge Size: 3D6 Fury Dice

CONSIDER DAMAGE THRESHOLD T he R e d C oat ’ s Damage Threshold is


After you tally Total Damage, a defender must now 7 (13/19/25). Verity Trowbridge inflicted 24
compare it to their Damage Threshold: Damage, thus the Red Coat is moved three steps
down the Damage Condition Track negatively.
EQUAL TO OR BELOW DAMAGE THRESHOLD
If Total Damage is equal to or below the Damage
Threshold, nothing happens.
STEP 5 : RECORD DAMAGE CONDITION
Any time a defender suffers Damage that exceeds
their Damage Threshold, the player or Historian must
announce to the game table where they are on the Damage
Condition Track: Unharmed, Hurt, Moderately Wounded,
Seriously Wounded, Grievously Wounded or Slain!.

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V e r i ty
STEP 6 : ROLL FOR INJURY
Trow br i d g e i s struck by the Red
When a defender’s Damage Condition Track drops
Coat’s knife, moving to Hurt. There is no risk of
to Moderately Wounded, Seriously Wounded or
Injury. In the next Round, Verity is struck again,
Grievously Wounded, they are at risk of suffering an
suffering enough Damage to go from Hurt to
Injury. In some cases, particular Talents or Traits may
Grievously Wounded. After her player records
make said Injuries more (or less) severe. However,
Verity’s new position on her Damage Condition
combatants are never at risk of suffering Injuries if they
Track, she then rolls 3D6 Chaos Die to determine
move up the Damage Condition Track, only when they
whether she suffers a Grievous Injury. Rolling a
move down the Damage Condition Track:
face ‘5,’ ‘1’ and ‘6,’ she has to roll on the Grievous
K Unharmed: NONE Injury table to see what fate has in store for her.
K Hurt: NONE Injuries vary by three types: Moderate, Serious and
K Moderately Wounded: Roll 1D6 Chaos Die. If it Grievous Injuries. When determining an Injury, roll a
lands on face ‘6,’ suffer a Moderate Injury. D100, referring to the relevant table below. In addition,
player characters gain 3 Conflict for Moderate Injuries, 6
K Seriously Wounded: Roll 2D6 Chaos Dice. If any
Conflict for Serious Injuries and 9 Conflict for Grievous
lands on face ‘6,’ suffer a Serious Injury.
Injuries. Finally, combatants cannot heal their Damage &
K Grievously Wounded: Roll 3D6 Chaos Dice. If any Peril Condition Tracks until Injuries are in Recuperation.

COMBAT ENCOUNTERS
lands on face ‘6,’ suffer a Grievous Injury.
PERMANENT INJURIES
K Slain!: Dead, but player characters can spend
Grievous Injuries must undergo a successful
Determination to live.
Perform Surgery within twent-four hours of
suffering it, or else a combatant gains its related
Permanent Injury. Healing treatments and
Permanent Injuries are covered in Article 8:
Healing, Hazards & Horror.

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D100 MODERATE INJURY DESCRIPTION

1 to 4 Narrow Escape! You don’t suffer an Injury.


You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
5 to 8 Ankle Graze
Encumbrance Limit by -3.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
9 to 12 Blurred Vision
Damage Threshold & Peril Threshold by -1.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
13 to 16 Boxed Ear
the results to fail Skill Tests which rely on hearing.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must
17 to 20 Broken Fingers
succeed at a Coordination Test to Load & Quickload ranged weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
21 to 24 Bruised Eye Socket
the results to fail Skill Tests which rely on vision.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce
25 to 28 Chest Wound
Distances with ranged weapons by -3.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
29 to 32 Cracked Wrist
add Skill Ranks when wielding weapons in combat.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, start your
33 to 36 Dislocated Shoulder
COMBAT ENCOUNTERS

Turn with 1 fewer AP.


You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must
37 to 40 Grazed Shoulder
succeed at a Toughness Test to use ranged weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer
41 to 44 Gut Buster
1D10+1 Peril after eating.
You are Bleeding. Until fully Recuperated, you must flip the results to fail all Actions
45 to 48 Hyperextended Elbow
In Combat that rely on ranged weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
49 to 52 Jammed Finger
the results to fail all melee weapon attacks with your primary hand.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must
53 to 56 Jammed Toes
spend 1 additional AP to Maneuver and Take Cover.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
57 to 60 Neck Spasm take advantage of weapons or Spells that have Burst, Cone and Explosion Template
effects.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer
61 to 64 Pierced Throat
1D10+1 Peril after speaking.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
65 to 68 Pulled Muscle
the results to fail all Brawn-based Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
69 to 72 Rattled Brain
Initiative by -3.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
73 to 76 Scrapped Buttock
sleep soundly, awakening to Imperiled.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
77 to 80 Sprained Wrist
hold anything in your primary hand or wield two-handed weapons.

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D100 MODERATE INJURY DESCRIPTION


You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you remain
81 to 84 Strained Groin
Strained.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer
85 to 88 Swollen Eyelid
1D10+1 Peril after reading and writing.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
89 to 92 Twisted Ankle
Movement by -3.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, all failed
93 to 96 Vicious Haircut
Fellowship-based Skill Tests are treated as Critically Failed instead.
97 to
It Gets Worse . . . Roll on the Serious Injury table instead!
100

D100 SERIOUS INJURY DESCRIPTION

1 to 4 Narrow Escape! You don’t suffer an Injury.


You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
5 to 8 Bashed Skull
use Special Actions in combat.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you wake up
9 to 12 Bleeding Groin
every morning having suffered 2D10+2 Peril.

COMBAT ENCOUNTERS
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you begin
13 to 16 Bloody Hamstring
Bleeding at the end of your Turn if you use a Movement Action.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, any time you
17 to 20 Busted Kneecap
fail a Skill Test that relies on Agility or Brawn, you suffer 2D10+2 Peril.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you are
21 to 24 Chest Wound
Shaken.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
25 to 28 Cleft Skull
give or gain the benefits of Assisted Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
29 to 32 Cracked Collarbone
use Rough & Tumble.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
33 to 36 Devastated Foot
Movement by -6.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
37 to 40 Elbow Crushed
use two-handed weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer
41 to 44 Grazed Brow
2D10+2 Peril whenever you fail Intelligence-based and Willpower-based Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must add
45 to 48 Hacked Calf
an additional 1 AP to Charge, Maneuver and Run.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you start your
49 to 52 Lacerated Shoulder
Turn with 2 less AP.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
53 to 56 Minor Concussion
add Skill Ranks to your Skill Test.

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D100 SERIOUS INJURY DESCRIPTION


You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
57 to 60 Punctured Armpit
Encumbrance Limit by -6.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
61 to 64 Rib Wound
add Skill Ranks to Agility or Brawn-based based Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
65 to 68 Ruptured Tendon
stand on your own.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
69 to 72 Shell Shocked
add any Fury Dice to Damage.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
73 to 76 Shin Crushed
the results to fail all Reactions.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must
77 to 80 Shredded Muscle roll 1D6 Chaos Die at the end of your combat Turns. If it lands on face ‘6,’ you are
knocked Prone.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce all
81 to 84 Skull Fracture
Primary Attribute Bonuses by -1.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must
85 to 88 Slashed Larynx
succeed at a Toughness Test to speak.
COMBAT ENCOUNTERS

You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
89 to 92 Smashed Mouth
the results to fail all Skill Tests that rely on using your voice.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
93 to 96 Stab Wound
Defend.
97 to
It Gets Worse . . . Roll on the Grievous Injury table instead!
100

D100 GRIEVOUS INJURY EFFECT

1 to 4 Narrow Escape! You don’t suffer an Injury.


You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Sanguine Temperament Permanent Injury. If you already have
5 to 8 Bashed Head
this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Phlegmatic Temperament Permanent Injury. If you already have
9 to 12 Battered Face
this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Brawn.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
13 to 16 Brain Abscess pass, you gain the Planet-Struck Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Willpower.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
17 to 20 Butchered Shank pass, you gain a Prosthetic Leg Permanent Injury. If you already have this Permanent Injury,
you are Slain! instead. Until fully Recuperated, you suffer -9% Agility.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
21 to 24 Cerebral Contusion pass, you gain the Headmould-Shot Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Intelligence.

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D100 GRIEVOUS INJURY EFFECT


You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Choleric Temperament Permanent Injury. If you already have
25 to 28 Cracked Skull
this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Intelligence.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
29 to 32 Crushed Toes pass, you gain a Prosthetic Foot Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
33 to 36 Cut Artery pass, you gain the Bleeder Permanent Injury. If you already have this Permanent Injury,
you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
37 to 40 Destroyed Digits pass, you gain a Prosthetic Hand Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
41 to 44 Hacked Calf pass, you gain the Falling Sickness Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
45 to 48 Mangled Organ pass, you gain the End of Line Permanent Injury. If you already have this Permanent

COMBAT ENCOUNTERS
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Fellowship.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Ruptured Eardrum Permanent Injury. If you already have
49 to 52 Mauled Lughole
this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
53 to 56 Mutilated Palm pass, you gain the Butterfingers Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
57 to 60 Penetrated Gut pass, you gain the Sour Stomach Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
61 to 64 Pierced Sternum pass, you gain the Failing Heart Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Combat.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
24 hours pass, you gain the Weak Lungs Permanent Injury. If you already have this
65 to 68 Punctured Chest
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Willpower.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Melancholic Temperament Permanent Injury. If you already
69 to 72 Rattled Brain
have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer
-9% Willpower.

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D100 GRIEVOUS INJURY EFFECT


You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain a Prosthetic Joint Permanent Injury. If you already have this
73 to 76 Ripped Elbow
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Combat.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
77 to 80 Ruptured Disk 24 hours pass, you gain the Hemiplegy Permanent Injury. If you already have this
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
24 hours pass, you gain the Tendonitis Permanent Injury. If you already have this
81 to 84 Severed Tendon
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Combat.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
24 hours pass, you gain the Missing Eye Permanent Injury. If you already have this
85 to 88 Shattered Orbit
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
89 to 92 Slashed Nose hours pass, you gain the Split Face Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Fellowship.
COMBAT ENCOUNTERS

You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
24 hours pass, you gain the Disfluency Permanent Injury. If you already have this
93 to 96 Smashed Jaw
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Fellowship.
97 to
Headshot! Leather, steel, blood & bone marks your doom. You are Slain!.
100

STEP 7: SACRIFICE DETERMINATION STEP 8 : SUFFERING PERIL


A player character can sacrifice Determination A combatant may suffer Peril from Rough & Tumble,
permanently from their character sheet to avoid suffering or in other situations in and outside of combat. You will
an Injury, avoid being Slain! or becoming Incapacitated!. track Peril suffered on the Peril Condition Track.
Another way Determination can be used would be to
undo the effects of Spells. Players can also use it to save CONSIDER PERIL THRESHOLD
someone else from death or to instantly slay a foe when When Peril is tallied, the defender must now compare it
it feels appropriate to the story. As mentioned in Article to their Peril Threshold:
2: Creating Characters, the Historian will declare when
your narrative control ends, and enact repercussions that EQUAL TO OR BELOW PERIL THRESHOLD
feel tense and exciting for the story. If Peril is equal to or below the Peril Threshold, nothing
happens.

EXCEEDS PERIL THRESHOLD


When Peril exceeds one or more Peril Thresholds,
consider how many steps a defender moves down the
Peril Condition Track negatively:
K If Peril exceeds base Peril Threshold, the defender moves
one step down the Peril Condition Track negatively.

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COMBAT ENCOUNTERS
V e r i ty
K If Peril exceeds 6+Peril Threshold, the defender moves Trow br i d g e’ s P e r i l Threshold
two steps down the Peril Condition Track negatively.
is 5 (11/17/23). Verity Trowbridge suffered 22
K If Peril exceeds 12+Peril Threshold, the defender moves Peril, thus she will move three steps down the
three steps down the Peril Condition Track negatively. Peril Condition Track negatively.

SUDDEN INCAPACITATION When a defender’s Peril Condition Track drops,


If Peril suffered in one instance exceeds 18+Peril they are at risk of suffering penalties to their Skill Tests
Threshold (four steps or more), the combatant is until healed:
instantly Incapacitated!.
K Unhindered: Not hurt.
K Imperiled: No penalties, yet . . .
EACH LEVEL OF Peril Threshold is noted on
K Ignore 1 Skill Rank: Ignore one Skill Rank.
the threat listing or character sheet as base Peril K Ignore 2 Skill Ranks: Ignore two Skill Ranks.
Threshold (Peril Threshold+6/Peril Threshold+12/
Peril Threshold+18). For example, if Peril Threshold
K Ignore 3 Skill Ranks: Ignore three Skill Ranks.
is 10, it is recorded as such: 10 (16/22/28). K Incapacitated!: You cannot succeed at any Skill Tests
and suffer 6 Conflict.
Healing Peril and Damage is covered in the next article.

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Article  8
HEALING, HAZARDS
& H O R RO R

M a n y si tuatio n s w i l l pl ac e a c h a r acte r’s b ody, m i n d a n d s o ul at r i sk. Whi l e


de ep k nowl e d g e o f e ac h i s n ’ t r e qu i r e d to pl ay FL A MES OF FR EEDOM, a

ba sic u n de rsta n di n g o f th e s e su b s e ctio n s w i l l h e lp si tuate ev e ryo n e i n to th e

grim & p e r i lo us wor l d o f 1776.


HEALING PRACTICES

HEAL PERIL: SLEEP HEAL PERIL: USE SMELLING SALT


Off to never-never land . . . It’s made from the spirit of hartshorn and ammonia. Here,
Sleep: Sleep for six hours. try it . . .
Use Smelling Salt: You must have a smelling salt and
Effect: Recover your Peril Condition Track to Unhindered
spend one minute (1 AP if in combat) to Use Smelling
in a safe place, or recover to Imperiled in an unsafe place.
Salt.
Other Considerations: When you Sleep, the Historian
Effect: You move one step up the Peril Condition Track
will determine whether you are in a safe or unsafe place.
positively, but gain 1 Conflict.
You can break up the six hours of Sleep over nine hours
to recover. Sleeping never allows the character to recover Other Considerations: You can only Use Smelling Salt
from Damage unless a Trait dictates otherwise. Finally, once every twenty-four hours. Finally, you cannot recover
you cannot recover from Peril until your Injuries are in your Peril Condition Track until your Injuries are in
Recuperation. Recuperation.

IN RECUPERATION HEAL DAMAGE: USE LAUDANUM


You’ll see this term pop up in this section often. Pop the cork and down the hatch! You may feel a funny

HEALING, HAZARDS & HORROR


Being ‘in Recuperation’ means that your Moderate sensation, but don’t worry . . .
or Serious Injuries have undergone treatment.
Use Laudanum: You must have laudanum and spend one
You’ll learn more about this later in the article.
minute (1 AP if in combat) to Use Laudanum.
Effect: You move one step up the Damage Condition
Track positively, but gain 1 Conflict.
Other Considerations: You can only Use Laudanum
once every twenty-four hours. Finally, you cannot recover
your Damage Condition Track until your Injuries are in
Recuperation.

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HEAL DAMAGE: BIND WOUNDS K Hurt: Automatically succeed


If you’d just sit still, I could patch you up . . .
K Moderately Wounded: (Routine +10%) Heal
Bind Wounds: A caregiver must have a bandage and
spend one minute (3 AP) to Bind Wounds. Depending
K Seriously Wounded: (Standard +/-0%) Heal
on where you’re at on the Damage Condition Track, the K Grievously Wounded: (Challenging -10%) Heal
Difficulty Rating eases or worsens:
Effect: If successful, you are no longer suffering from
K Hurt: Automatically succeed Sepsis. If failed, you continue suffering from Sepsis.
K Moderately Wounded: (Routine +10%) Heal Critical Success: Move one step up the Damage & Peril
Condition Tracks positively.
K Seriously Wounded: (Standard +/-0%) Heal
Critical Failure: You continue suffering from Sepsis and
K Grievously Wounded: (Challenging -10%) Heal contract the Ailment of Morsal.
Effect: If successful, you move a number of steps up the
Other Considerations: You can only have Bloodletting
Damage Condition Track positively for every 6 points of
performed once every twenty-four hours. However, you
the caregiver’s [IB]. If failed, nothing happens:
must undergo Bloodletting within twenty-four hours
K [IB] 1 to 6: one step up positively of suffering Sepsis or else permanently lose 3% Brawn
every day until healed. Finally, you cannot recover your
K [IB] 7 to 12: two steps up positively Damage & Peril Condition Tracks until your Injuries are
K [IB] 13+: three steps up positively in Recuperation.
Critical Success: You move three steps up the Damage HEAL BLEEDING: APPLY TOURNIQUET
Condition Track positively.
Whither the tourniquet or fire poker, that is the question . . .
Critical Failure: You suffer from Sepsis.
Apply Tourniquet: A caregiver must have a bandage
DIRTY BANDAGES and spend one minute (3 AP if in combat) to Apply
Tourniquet.
In a pinch, a character can strip a piece of cloth
from their own clothes. After the healing practice Effect: You stop Bleeding.
is completed, however, roll a 1D6 Chaos Die. If
Other Considerations: If a caregiver doesn’t have a
it lands on face ‘6,’ the character who was healed
bandage, they can cauterize the Bleeding instead.
contracts Sepsis.
However, you suffer 3D10+3 Peril and are Unconscious
once cauterized. You cannot recover your Damage & Peril
HEALING, HAZARDS & HORROR

HEAL SEPSIS: BLOODLETTING Condition Tracks until your Bleeding has undergone
Apply Tourniquet. Finally, if you Bleed for a number of
Gangrene, sepsis, tetanus—these are all words for what ails minutes in excess of your [BB], you are Slain!.
you. Let’s see if we can ooze the sanguinity with this hollow
needle to restore your equilibrium . . . PHYSICIAN, HEAL THYSELF
Bloodletting: A caregiver must have a surgical kit, a Some healing practices require Skill Tests. You
bandage and spend one hour for Bloodletting. Depending must treat the listed Difficulty Rating worse by
on where you’re at on the Damage Condition Track, the one step any time you use one of these methods
Difficulty Rating eases or worsens: on yourself. This means if your chances were
(Challenging -10%), they would be (Hard -20%)
instead.

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SUPPRESS INJURY: INJECT TINCTURE Other Considerations: Every Injury must undergo its own
Yes, madam doctor, my leg feels better, but I feel like I am Treat Injury. You can only have Treat Injury performed
floating  . . . on you once every twenty-four hours. Finally, you cannot
recover your Damage & Peril Condition Tracks until your
Inject Tincture: You must have a tincture and spend one
Injuries are in Recuperation.
minute (1 AP if in combat) to Use Tincture.
Effect: You ignore the temporary effects of an Injury for FULLY RECUPERATED
twenty-four hours, but gain 1 Conflict. This means that the time to Recuperate has
completely passed, and you are no longer suffering
Other Considerations: A character can only Use Tincture
from the Injury’s effects.
once every twenty-four hours. Using Tincture does not
allow you to ignore the impact of a Permanent Injury.
HEAL GRIEVOUS INJURY:
HEAL INJURY: TREAT INJURY
PERFORM SURGERY
Take a load off, a deep breath and bite down on this stick . . .
The wound appears fatal; pray hard that this works . . .
Treat Injury: A caregiver must have a bandage, a tincture
Perform Surgery: A caregiver must have a surgical kit,
and spend ten minutes to Treat Injury. The more Injuries
a bandage, a tincture and spend one hour to Perform
you’re suffering from, the more the Difficultly Rating
Surgery. The more Injuries you’re suffering from, the
eases or worsens:
Difficulty Rating eases or worsens:
K One Injury: (Routine +10%) Heal K One Injury: (Routine +10%) Heal
K Two Injuries: (Standard +/-0%) Heal K Two Injuries: (Standard +/-0%) Heal
K Three Injuries or more: (Challenging -10%) Heal K Three Injuries or more: (Challenging -10%) Heal
Effect: If successful, one Injury is in Recuperation, but
If successful, you are Unconscious for twenty-
you still suffer from the Injury’s effects until you are fully
four hours and do not suffer the permanent effects of
Recuperated. The length of time to fully Recuperate is
the Grievous Injury. If failed, you are Unconscious for
based on the Injury type:
seventy-two hours and gain its related Permanent Injury.
K Moderate Injury: 1D10+1 days to fully Recuperate Critical Success: Reduce the time you are Unconscious by
K Serious Injury: 2D10+2 days to fully Recuperate twenty-four hours.
If failed, your Injury must undergo treatment again Critical Failure: You suffer from Sepsis, gain its related

HEALING, HAZARDS & HORROR


twenty-four hours later, but you suffer from Sepsis and Permanent Injury and permanently lose 6% Brawn.
still suffer from the Injury’s effects until you are fully
Other Considerations: Every Grievous Injury must
Recuperated.
undergo its own Perform Surgery. You cannot Perform
Critical Success: Reduce Recuperation by three days. Surgery upon yourself. However, you must undergo
Perform Surgery within twenty-four hours of suffering a
Critical Failure: You suffer from Sepsis and permanently
Grievous Injury or else gain its related Permanent Injury.
lose 3% Brawn.
It can also be used to instantly cure Morsal. Finally, you
cannot recover your Damage & Peril Condition Tracks
until your Grievous Injury has undergone surgery.

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PERMANENT INJURIES BLEEDER


Grievous Injuries must undergo a successful Perform Some folks inherit this disease. As for me, something just never
Surgery within twenty-four hours of suffering it, or else sat right after I got looked after by a Barber. I tend to sputter
a character gains its related Permanent Injury. blood when things go amiss.
RELATED Effect: Whenever you are treated with the Heal Skill, a
PERMANENT INJURY
GRIEVOUS INJURY caregiver suffers an additional -20% Base Chance unless
Bleeder Cut Artery they expend an additional bandage during treatment.
Butterfingers Mutilated Palm BUTTERFINGERS
Choleric Temperament Cracked Skull Look at this scar, right down the middle of my palm! It’s nasty,
isn’t it? Ever since I suffered it, I’ve become a bit of a Nervous
Disfluency Smashed Jaw
Nellie.
End Of Line Mangled Organ Effect: Whenever you suffer from Stress, Fear or Terror,
Failing Heart Pierced Sternum you immediately drop whatever you are holding. In
addition, when you suffer from Bleeding or an Injury,
Falling Sickness Hacked Calf you must succeed a Toughness Test or else drop what
Headmould-Shot Cerebral Contusion you’re holding.

Hemiplegy Ruptured Disk CHOLERIC TEMPERAMENT


Melancholic Look—I know what’s best for us. I’ve taken us to the limit and
Rattled Brain
Temperament know where my pain threshold starts and stops. If you don’t
Missing Eye Shattered Orbit
come along with me, you’ll have hell to pay!
Effect: Whenever you deal Damage and don’t inflict an
Phlegmatic Temperament Battered Face
Injury upon your foe, you gain 1 Conflict.
Planet-Struck Brain Abscess
DISFLUENCY
Prosthetic Foot Crushed Toes
“When the chips are down,” as they say, I tend to get a little
Prosthetic Hand Destroyed Digits more than agitated. If not only because I have difficulty
forming words, but because no one can seem to understand me
Prosthetic Joint Ripped Elbow when I am being perfectly clear!
Prosthetic Leg Butchered Shank Effect: You must flip the results to fail all Skill Tests that
HEALING, HAZARDS & HORROR

Ruptured Eardrum Mauled Lughole rely on your ability to barter, bargain or strike monetary
deals in your favor.
Sanguine Temperament Bashed Head
END OF LINE
Sour Stomach Penetrated Gut
I’ve taken a terrible blow to the very center of my bloodline;
Split Face Slashed Nose thus, it has ended. I may or may not care about passing on my
Tendonitis Severed Tendon lineage, but the sting still pains me to this day.
Effect: You are unable to have children.
Weak Lungs Punctured Chest

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FAILING HEART MELANCHOLIC TEMPERAMENT


My blood stirs slowly, and I have to be cautious about Admittedly, it’s hard to really care about anything. If it weren’t
everything I do. Should I push too much, I am afraid I’ll die in for all this constant pain in my back, I’d likely spend my days
the worst of ways. in bed.
Effect: Whenever you fail to Resist against Stress, Fear Effect: Whenever you Use Laudanum, you must use
or Terror, you gain 3 additional Conflict. two instead of one. Using additional laudanum in this
instance has no negative effects.
FALLING SICKNESS
You know that feeling you get when you’re sweet on someone? MISSING EYE
Well, I get that. A lot. I get jittery and have to take a breath to Don’t be afraid, it’s just an eye, after all. “You mess with the
calm myself. bull,” as they say, “you get the horns.” But I got my payback—
Effect: Whenever you fail to Resist Stress, Fear or Terror, they won’t be coming back for revenge, rest assured.
you temporarily reduce your Initiative and Movement Effect: You must flip the results to fail all Perception-
by -3. This lasts until you get a good night’s rest. based Skill Tests.

HEADMOULD-SHOT PHLEGMATIC TEMPERAMENT


I used to be a soldier like you until I took a wallop to the head. You see that thing over there? There’s no chance I’m going near
The migraines never seem to go away, so please be patient it . . .
with me . . . it takes a minute to compose my thoughts. Effect: Whenever you are suffering from Stress, Fear or HEALING, HAZARDS & HORROR
Effect: Whenever you suffer Peril, move one additional Terror, your Fury Dice do not explode. This lasts until
step down the Peril Condition Track negatively while you go to Sleep.
gaining 1 Conflict.
PLANET-STRUCK
HEMIPLEGY The movement of the stars has affected us so. I’ve seen the
Sometimes my back gives way to what I like to call ‘the horrors that have been wrought by humankind’s hand, and
molasses.’ I have a hard time getting started, and the pain is so the vault of night will foretell of our doom . . .
incredible, I have to take a moment to get up and goin’. Effect: Whenever you fail to Resist Stress, Fear or Terror,
Effect: Whenever your Turn starts in combat, make a you temporarily reduce your Initiative and Movement
Resolve Test. If failed, you refresh 1 fewer AP. by -3. This lasts until you get a good night’s rest.

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PROSTHETIC FOOT SOUR STOMACH


It was an unfortunate accident, yes, but I’ve learned to live Ever since I took some lead to my belly, I cannot keep down
with a missing foot. I sort of like the noise it makes when I ‘rich’ food. It just upsets my tummy. Laudanum doesn’t seem to
walk; makes me sound taller than I am! really help, either.
Effect: You must spend a Coin to Charge and Maneuver. Effect: After drinking alcohol, using drugs, laudanum,
poisons, smelling salt, injecting tincture or consuming
PROSTHETIC HAND substances the Historian sees as being hard on your
I lost my hand in a pretty nasty fight. As you can see, however, stomach, you cannot recover to Unhindered on the
with a combination of straps, wooden digits and other Peril Condition Track (only to Imperiled) for the next
mechanics, I still have use of it. twenty-four hours.
Effect: You must spend a Coin to attack with a two- SPLIT FACE
handed melee weapon.
My nose may be broken and lip cleft, but I’m still considered
PROSTHETIC JOINT handsome. After all, I got this pretty smile now to greet others
who find me attractive, and a right grimace on my face to
My elbow and forearm never quite healed upright. I suppose
welcome my enemies.
I should have followed the doctor’s orders and done my
exercises . . . Effect: You must flip the results to fail all Skill Tests
which rely on smell and taste.
Effect: You must spend a Coin to Assist others’ Skill
Tests. TENDONITIS

PROSTHETIC LEG I can’t hold this here musket up for too long, else I’d drop it.
I also cannot draw the bowstring back like when I was a
I didn’t blame anyone for the loss of my leg. I’ve paid my dues
young ’un.
and made the ultimate sacrifice!
Effect: You cannot take advantage of Extreme or Long
Effect: You must spend a Coin to Charge, Maneuver
Distances with ranged weapons.
and Run.
WEAK LUNGS
RUPTURED EARDRUM
Whew! It’s sometimes . . . tough . . . to keep . . . up with you all.
It was an unfortunate accident; I guess I wasn’t paying
Just give me a moment to catch my breath . . .
attention. I was watching one way, and they came from
around the corner . . . wait, what did you say? Effect: Whenever you suffer Peril from physical
activities, move one additional step down the Peril
HEALING, HAZARDS & HORROR

Effect: You must flip the results to fail all Skill Tests that
Condition Track negatively while suffering 1 Conflict.
rely on hearing.

SANGUINE TEMPERAMENT
Maybe it was my brush with death, but I feel more alive than
ever. Admittedly, it’s made me a bit jittery—ignore my jimmy
leg and unsteady hands; I am just so excited to see you!
Effect: You cannot Fire Through Cover, Load or Take Aim
without spending an additional AP. In addition, whenever
you use the Special Action of Wait, you lose 1 AP.

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HAZARDS

L i f e i s sta l k e d by a dreaded danger that hides beneath AGUE


every corner, within every bowl of stew and in every source One thing I can tell you about the Great Dismal Swamp: it’s
of potable water: sickness. Medical knowledge is not yet full of mosquitoes. And ever since I got back, I cannot seem to
sufficient to embattle or fully cure them. shake off these chills and fever . . .
Resist: (Easy +20%) Toughness
AILMENTS Effect: At the beginning of each day, Resist Ague.
Whenever faced with an Ailment, a character will make a Otherwise, suffer 1D10+1 Peril. If you don’t successfully
related Skill Test to Resist it. Some Ailments are temporary, Resist on the final day of infection, re-roll the duration as
whereas others are long-term and incurable. Ailments are it’s extended.
contracted in four ways, and the Historian will determine
Critical Success: You automatically succeed in your next
when and how characters are exposed to them:
Toughness Test to Resist Ague.
K INGESTION: Eating befouled foods and questionable Critical Failure: Suffer 2D10+2 Peril instead.
stews can result in contamination.
Other Considerations: NONE
K MIASMA: Spread through ‘night airs’; times of
terrible pollution, a stench emitting from rotten trash Duration: 1D10+1 days
or burnt plague victims.
DOCK FEVER
K SPIRITUAL: Misalignment with the holy spirit,
disagreement with one’s ancestors or guilt itself can We didn’t spend much time in Barbados. There must have been
drive Ailment. something in the wine there. Since then, I’m seeing fluffy pink
bunnies everywhere and can’t concentrate at all . . .
K WOUNDING: The filthy claws of animals and
Resist: (Routine +10%) Toughness
supernatural threats can pass sickness.
Effect: At the beginning of each day, Resist Dock Fever.
AILMENT NAME Otherwise, you are Incapacitated! for twenty-four hours.
Ague If you don’t successfully Resist on the final day of infection,
re-roll the duration as it’s extended.
Dock Fever
French Pox Critical Success: You automatically succeed in your next
Toughness Test to Resist Dock Fever.
Malaise
Morsal Critical Failure: You are Slain!. HEALING, HAZARDS & HORROR
Saint Vitus Dance Other Considerations: NONE
Sepsis Duration: 1D10+1 days
Smallpox
FRENCH POX
Throat Distemper
I’ve had this itch since visiting a brothel in Philadelphia, and
Typhoid
hot piss when I make water  . . .
Resist: (Challenging -10%) Toughness
Effect: At the beginning of each week, Resist French Pox.
Otherwise, permanently lose -1% from Brawn.

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Critical Success: You automatically succeed in your next Critical Success: You automatically succeed your next
Toughness Test to Resist French Pox. Toughness Test to Resist Morsal.
Critical Failure: Permanently lose -3% from Brawn Critical Failure: Morsal is instantly cured as gain one
instead. of these Permanent Injuries: Prosthetic Foot, Prosthetic
Hand, Prosthetic Joint or Prosthetic Leg.
Other Considerations: NONE
Other Considerations: Morsal is contracted whenever
Duration: Forever
you undergo a Critically Failed Bloodletting.
MALAISE Duration: 1D10+1 days
Bursten. Camp Fever. Chin Cough. Gripe. Lung Fever. These
are all the names that students know are commonly attributed SAINT VITUS DANCE
to a general condition called Malaise. Now, open your manuals I remember my auntie had it—she’d jerk and act strange
to page 245 . . . all around the house. It eventually developed in me—I
Resist: (Hard -20%) Toughness can’t control my hands and legs, and it gets worse in tough
situations . . .
Effect: At the beginning of each day, Resist Malaise.
Resist: (Standard +/-0%) Toughness
Otherwise, temporarily reduce all Primary Attribute
Bonuses by -1. If you don’t successfully Resist on the final Effect: At the beginning of each week, Resist Saint
day of infection, re-roll the duration as it’s extended. Vitus Dance. Otherwise, whenever you fail to hit a foe in
combat, you must re-roll to see if you hit the nearest ally.
Critical Success: You automatically succeed your next
If successful, they cannot Defend or Resist it. If you don’t
Toughness Test to Resist Malaise.
successfully Resist on the final day of infection, re-roll the
Critical Failure: Temporarily reduce all Primary Attribute duration as it’s extended.
Bonuses by -3 instead.
Critical Success: You automatically succeed your next
Other Considerations: At the end of the duration, Toughness Test to Resist Saint Vitus Dance.
Primary Attribute Bonuses restore by +1 every twenty-
Critical Failure: Permanently lose -3% from Brawn
four hours.
instead.
Duration: 1D10+1 days
Other Considerations: NONE
MORSAL Duration: 1D10+1 weeks
There’s an unearthly stench coming from this here wound. It’s
HEALING, HAZARDS & HORROR

been buzzing with gnats for days, and turning green . . . is SEPSIS
this normal? I took a bullet to the knee, and then my wound started festering.
Resist: (Standard +/-0) Toughness Black blood, oozing and all that. Now, I can’t feel my toes . . .
Resist: NONE
Effect: At the beginning of each day, Resist Morsal.
Otherwise, permanently reduce both your Damage Effect: See Bloodletting in Healing Practices
Threshold and Peril Threshold by -1. If you don’t
Critical Success: NONE
successfully Resist on the final day of infection, re-roll the
duration as it’s extended. Alternatively, Morsal is instantly Critical Failure: NONE
cured if you willingly take on one of these Permanent
Other Considerations: You cannot naturally recover from
Injuries after Perform Surgery: Prosthetic Foot, Prosthetic
Sepsis. You must undergo Bloodletting to be cured of it.
Joint, Prosthetic Hand or Prosthetic Leg.
Duration: Until it is successfully treated by Bloodletting.

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SMALLPOX Effect: At the beginning of each day, Resist Typhoid.


The plague spread like wildfire through the settlement. At Otherwise, suffer 2D10+2 Peril. If you don’t successfully
first, we thought it just the children, but once the adults started Resist on the final day of infection, re-roll the duration as
breaking out, we knew we were doomed . . . it’s extended.
Resist: (Arduous -30%) Toughness Critical Success: You automatically succeed your next
Toughness Test to Resist Typhoid.
Effect: At the beginning of each day, Resist Smallpox.
Otherwise, suffer 3D10+3 Peril. If you become Critical Failure: You are Slain!.
Incapacitated! due to it, you remain Unconscious for the
Other Considerations: NONE
remainder of the duration. If you don’t successfully Resist
on the final day of infection, re-roll the duration as it’s Duration: 1D10+1 days
extended.
TREAT AILMENT: EASE SYMPTOMS
Critical Success: You automatically succeed your next
Toughness Test to Resist Smallpox. I need you to lie back and take this powder. Once you feel like
your head is swimming, I’ll begin my work . . .
Critical Failure: You are Slain!.
Ease Symptoms: A caregiver must have a surgical
Other Considerations: NONE kit, a bandage, a tincture and spend one hour to Ease
Symptoms. Depending on where you’re at on the
Duration: 1D10+1 days
Damage Condition Track, the Difficulty Rating eases or
THROAT DISTEMPER worsens:

I haven’t . . . been able to breathe right whatsoever since K Hurt: Automatically succeed
contracting ‘strangling angel.’ I thought . . . only children were
K Moderately Wounded: (Routine +10%) Heal
susceptible to diphtheria, but . . . I guess not . . .
Resist: (Standard +/-0%) Toughness
K Seriously Wounded: (Standard +/-0%) Heal
Effect: At the beginning of each day, Resist Throat
K Grievously Wounded: (Challenging -10%) Heal
Distemper. Otherwise, permanently lose -1% from Effect: If successful, you may flip the results to succeed in
Willpower. If you don’t successfully Resist on the final day your next Toughness Test to Resist an Ailment.
of infection, re-roll the duration as it’s extended.
Critical Success: You automatically succeed your next
Critical Success: You automatically succeed your next Skill Test to Resist an Ailment.
Toughness Test to Resist Throat Distemper.
Critical Failure: You suffer from Sepsis and must undergo
Critical Failure: Permanently lose -3% from Willpower Bloodletting. HEALING, HAZARDS & HORROR
instead.
Other Considerations: A character can only have Ease
Other Considerations: NONE Symptoms performed on them as the Ailment dictates.
You cannot Ease Symptoms on someone with Sepsis.
Duration: 1D10+1 days

TYPHOID M endon from Saint Vitus


i s su f f e r i n g
Dance. A barber assesses Mendon’s condition so
There was a diphtheria outbreak and rumors of bloody flux she can Ease Symptoms. As Saint Vitus Dance
reported from the riverside stews. I shouldn’t have eaten requires a Resist an Ailment weekly, the barber
it, because I knew once I woke up with cramps and watery knows that she can reliably use Ease Symptoms
bowels, I had it, too . . . once a week on Mendon.
Resist: (Trivial +30%) Toughness

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DRUGS Effect: When you succeed, you may continue drinking


Drugs retain their potency no matter how long they for another hour without any negative effects. If you
sit on the shelf. They do not effect threats classified as fail, you’re Intoxicated. While Intoxicated, temporarily
Abyssal or Supernatural. Every time you take a Drug, add +3 to Damage Threshold & Peril Thresholds, but
gain 1 Conflict. Some Drugs can be applied to a weapon immediately suffer 3D10+3 Peril.
in paste format. After dealing Damage, your foe must
Critical Success: You may drink for three hours without
Resist its effects. If they Resist successfully, they are
becoming Intoxicated.
immune to the Drug in general for twenty-four hours.
Critical Failure: You are Incapacitated! and Unconscious
DRUG NAME
for twelve hours.
Alcohol
Other Considerations: This Drug cannot be applied
Arsenic or Mercury to a weapon. You cannot recover your Damage & Peril
Cocoa Condition Tracks for twenty-four hours after being
Coffee or Tea Intoxicated. Furthermore, if you become Incapacitated!
while Intoxicated, you are Unconscious for twelve hours.
Cyanide
Ergot Duration: Six hours
Hemlock ARSENIC OR MERCURY
Opium This poison will cause heart palpitations if ingested . . . perfect
Tobacco or Snuff for doing away with a lover whose money you wish to abscond
Yupa with, or a political enemy you need out of the way.
Resist: (Hard -20%) Toughness

ALCOHOL Effect: You temporarily suffer a -6 to all Primary Attribute


Bonuses (to a minimum of 1) and 2D10+2 Peril. You must
And besides, I’ll instruct you like me, to entwine the myrtle also attempt to Resist again every twenty-four hours, or
of Venus with Bacchus’s vine! Here comes the barrel fever . . . else suffer the effects again. If you are Incapacitated! due to
bleurgh! Arsenic or Mercury, you’re Slain!. Your Primary Attribute
Resist: For every hour you drink, make a Toughness Test. Bonuses recover +1 a day until fully restored.
Depending on how many hours you’ve been drinking,
Critical Success: You are now permanently immune to
the Difficulty Rating eases or worsens:
Arsenic or Mercury.
HEALING, HAZARDS & HORROR

K 1 hour: (Trivial +30%) Toughness Critical Failure: You are Slain!.


K 2 hours: (Easy +20%) Toughness Other Considerations: Arsenic and Mercury cannot
K 3 hours: (Routine +10%) Toughness be discovered when placed in food or drink. Use of an
Antidote allows you to immediately recover all Primary
K 4 hours: (Standard +/-0%) Toughness Attribute Bonuses.
K 5 hours: (Challenging -10%) Toughness Duration: 1D10+1 days
K 6 hours: (Hard -20%) Toughness
K 7 hours or more: (Arduous -30%) Toughness

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COCOA Other Considerations: Before being drugged by Cyanide,


When on the road, these leaves will cessate hunger’s pang and you can attempt an (Arduous -30%) Awareness Test to
help you maintain a steady pace. We harvest them for this very discover that you’re being drugged. Use of an Antidote
reason, and they are a staple of our diet. allows you to immediately recover all Primary Attribute
Bonuses.
Resist: NONE
Duration: Instantaneous
Effect: You immediately move up the Peril Condition
Track from Imperiled to Unhindered. In addition, you ERGOT
can ignore the effects of Starvation for six hours.
Using a simple fungus, we can create a drug that can help with
Other Considerations: This Drug cannot be applied to a menstruation, cause a reddish outbreak on the skin or Saint
weapon. You can only gain the benefits of chewing Cocoa Anthony’s Fire. Medicine in strong enough doses is poison,
once every twenty-four hours. after all.
Duration: Instantaneous Resist: (Standard +/-0%) Toughness

COFFEE OR TEA Effect: You must flip the results to fail vision-based Skill
Tests. You must also attempt to Resist again every twenty-
The coffee bean and tea leaf may be one of the New four hours, or else suffer the effects again.
World’s smartest innovations—ensures a proper morning
constitutional, keeps one awake and happy. It is the best part Critical Success: You are now permanently immune to
of waking up, after all. Ergot.
Resist: NONE Critical Failure: You treat lighting conditions as Total
Darkness for twenty-four hours.
Effect: You immediately move up the Peril Condition
Track from Imperiled to Unhindered. In addition, you Other Considerations: Before being drugged by Ergot,
can ignore the effects of Sleep Deprivation for six hours. you can attempt a (Standard +/0%) Awareness Test to
discover that you’re being drugged. The use of an Antidote
Other Considerations: This Drug cannot be applied to a
terminates its effects.
weapon. You can only gain the benefits of drinking Coffee
once every twenty-four hours. Duration: 1D10+1 days
Duration: Instantaneous

CYANIDE
Bitter almonds, cherry blossoms and a bit of ammonia, the
fumes are dangerous, yes . . . but it is the most powerful drug. HEALING, HAZARDS & HORROR
Resist: (Arduous -30%) Toughness
Effect: You immediately suffer a -9 to all Primary Attribute
Bonuses (to a minimum of 1) and 3D10+3 Peril. If you
are Incapacitated! due to it, you’re Slain!. Your Primary
Attribute Bonuses recover +1 a day until fully restored.
Critical Success: You are now permanently immune to
Cyanide.
Critical Failure: You are Slain!.

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HEMLOCK TOBACCO OR SNUFF


Made from a pretty plant with a purple-spotted stem and I read, “The fumes purge gross humors and superfluous phlegm
fern-like leaves, its small white flowers give off an unpleasant from the body by opening all the pores and passages”—’tis
aroma . . . one that’s easy to detect. healthy, I assure you!
Resist: (Challenging -10%) Toughness Resist: NONE
Effect: You immediately move two steps down the Effect: You immediately gain +10% Base Chance to
Damage Condition Track negatively. You do not suffer Charm, Intimidate and Rumor Tests. However, if you
standard Injuries from Hemlock. Roll Chaos Dice as you suffer from Stress, Fear or Terror within the next twenty-
normally would, but if any land on face ‘6,’ you are Slain!. four hours, you must use Tobacco again or else gain three
You also cannot recover your Damage & Peril Condition additional Conflict.
Tracks during this time. You must also attempt to Resist
Other Considerations: This Drug cannot be applied to a
again every twenty-four hours, or else suffer the effects
weapon.
again.
Duration: One hour
Critical Success: You are now permanently immune to
Hemlock. YUPA
Critical Failure: You are Slain!. I have been to the spirit realm where all ancestors live in
Other Considerations: Before being drugged by Hemlock, eternity. I have conversed with them, and they speak of the
you can attempt a (Challenging -10%) Awareness Test to Mandoag—the shadow people who shall consume the land.
discover that you’re being drugged. Use of an Antidote Resist: NONE
terminates its effects, but won’t heal your Damage
Effect: An hour after ingestion, you suffer a -3 to all Primary
Condition Track.
Attribute Bonuses (to a minimum of 1) and 1D10+1 Peril.
Duration: 1D10+1 days If you are Incapacitated! due to Yupa, you’re Unconscious.
While on Yupa, you gain a Vision. A Vision allows you to
OPIUM automatically succeed in any one Skill Test that pertains to
When processed, opium can be used as a painkiller. For us, your Flaw within the next month. Your Primary Attribute
however, it expands our minds and allows us to forget the Bonuses recover +1 an hour until fully restored.
drudgeries of life. Other Considerations: This Drug cannot be applied to a
Resist: NONE weapon. The Vision cannot be gained more than once a
month. You cannot recover your Damage & Peril Condition
Effect: After ingestion, you are Unconscious. However,
HEALING, HAZARDS & HORROR

Tracks for twenty-four hours after gaining a Vision.


your Peril Condition Track is restored to Unharmed.
Duration: 1D10+1 hours
Other Considerations: This Drug cannot be applied to
a weapon. You can only take Opium once every twenty-
four hours. Using it more than once causes you to move
one step down the Peril Condition Track negatively.
Duration: One hour

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EXTREME WEATHER
Your adventures will take you far beyond the safety of
the cities. The environment is an enemy worse than any
musket or ghastly spirit.

FROSTBITE
Frostbite occurs as the result of becoming Incapacitated!
outside when temperatures are cold enough to freeze
water. Once you suffer from Frostbite, you can no longer
recover steps on your Damage Condition and Peril
Condition Tracks by normal means.

HEAL FROSTBITE: DEBRIDEMENT


Let’s hope that you get to keep at least two of your fingers . . .
Debridement: A caregiver must have a surgical kit,
a bandage and spend one hour for Debridement.
Depending on where you’re at on the Damage Condition
Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Heal
K Hurt: (Routine +10%) Heal
K Moderately Wounded: (Standard +/-0%) Heal
K Seriously Wounded: (Challenging -10%) Heal
K Grievously Wounded: (Hard -20%) Heal
Effect: If successful, the character is no longer suffering
from Frostbite.
Critical Success: Move one step up the Damage & Peril
Condition Tracks positively.
Critical Failure: You gain the Prosthetic Foot or

HEALING, HAZARDS & HORROR


Prosthetic Hand Permanent Injury. If you already
have this Permanent Injury, you permanently lose -9%
Agility or Brawn (depending on whether you lost all
fingers or toes).
Other Considerations: A failed Debridement results
in losing 1D6-1 (to a minimum of 1) toes or 1D6-1
(to a minimum of 1) fingers. For every toe lost, you
permanently lose -1% Brawn. For every finger lost, you
permanently lose -1% Agility. If you lose all toes, you
gain a Prosthetic Foot, and if you lose all fingers, you gain
a Prosthetic Hand. If you already have this Permanent
Injury, you permanently lose -9% Agility or Brawn
(depending on whether you lost all fingers or toes).

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HEATSTROKE FALLING
Heatstroke occurs as the result of becoming It’s one thing to stumble while playing the child’s game
Incapacitated! outside when temperatures are scorching. of ‘don’t step on the crack.’ It’s another when you fall
Once you suffer from Heatstroke, you can no longer over the edge of the Cumberland Gap. As you traverse
recover steps on your Damage & Peril Condition Tracks the rugged landscape in FLAMES OF FREEDOM, the
by normal means. risk of death by falling is a certainty.
You suffer Damage equal to 1D10+the number of
HEAL HEATSTROKE: IMMERSION yards you fell. So, if you fell 5 yards, you’d suffer 1D10+5
If we don’t get them in a cold compress soon, they’re going to Damage. You do not suffer standard Injuries from a fall.
die . . . Roll Chaos Dice as you usually would for Injuries, but if
any land on face ‘6,’ you are Incapacitated!, Unconscious
Immersion: A caregiver must have water and spend one
and unable to walk for one hour.
hour in Immersion. Depending on where you’re at on
the Damage Condition Track, the Difficulty Rating FALL INTO WATER
eases or worsens:
If you fall into water that is at least half as deep as the
K Unharmed: (Easy +20%) Heal distance you fell, reduce the yards you fell by 9 (to a
minimum of 1 yard) for purposes of lessening Total
K Hurt: (Routine +10%) Heal Damage suffered.
K Moderately Wounded: (Standard +/-0%) Heal
K Seriously Wounded: (Challenging -10%) Heal FIRE
K Grievously Wounded: (Hard -20%) Heal The ferocity of a fire will impact the severity of the
Damage it inflicts. The Historian determines the fire’s
Effect: If successful, the character is no longer suffering
severity, but the descriptions below should lend some
from Heatstroke.
insight as to how they’re normally treated. Whenever
Critical Success: Move one step up the Damage & Peril you are exposed to fire, you must Resist its effects.
Condition Tracks positively.
MILDLY DANGEROUS
Critical Failure: You gain the Planet-Struck Permanent
Injury. If you already have this Permanent Injury, you Don’t touch the lamp or torch . . .
permanently lose -9% Willpower. Examples: Lamp, lantern and torch.
Other Considerations: Upon a failed Immersion, Resist: (Routine +10%) Coordination every minute.
you permanently lose -6% Willpower. If you are not
HEALING, HAZARDS & HORROR

Effect: You suffer 1D10+1 Damage from fire.


successfully treated in twenty-four hours, you are Slain!.
Critical Success: You are immune to fire for ten minutes.
Critical Failure: You are On Fire.
Other Considerations: When your Damage Condition
Track drops to Moderately Wounded, Seriously Wounded
or Grievously Wounded, roll an appropriate number of
Chaos Dice. If any land on face ‘6,’ you are On Fire.
Duration: Until Snuffed Out.

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MODERATELY DANGEROUS SNUFF ON FIRE: STOP, DROP & ROLL


Stay out of the campfire and hearth . . . Ah, ahh, ahhh, ahhhh, AHHH, it burns, it burns!
Examples: Burning field, campfire and hearth. Stop, Drop & Roll: You need to roll on the ground.
Depending on where you’re at on the Damage Condition
Resist: (Standard +/-0%) Coordination every minute.
Track, the Difficulty Rating eases or worsens:
Effect: You suffer 2D10+2 Damage from fire.
K Unharmed: (Easy +20%) Coordination
Critical Success: You are immune to fire for ten minutes.
K Hurt: (Routine +10%) Coordination
Critical Failure: You are On Fire.
K Moderately Wounded: (Standard +/-0%) Coordination
Other Considerations: When your Damage Condition
Track drops to Moderately Wounded, Seriously Wounded
K Seriously Wounded: (Challenging -10%) Coordination
or Grievously Wounded, roll an appropriate number of K Grievously Wounded: (Hard -20%) Coordination
Chaos Dice. If any land on face ‘6,’ you are On Fire.
Effect: If successful, you are no longer On Fire.
Duration: Until Snuffed Out.
Critical Success: You are immune to fire for ten minutes.
SERIOUSLY DANGEROUS Critical Failure: You are Slain!.
A bolt of lightning from the sky, a burning building and Other Considerations: Upon a failed Stop, Drop & Roll,
raging forest fire . . . you remain On Fire.
Examples: Burning building, forest fire and lightning.
Resist: (Challenging -10%) Coordination every minute. SLEEP DEPRIVATION
Effect: You suffer 3D10+3 Damage from fire. You must sleep at least six hours after every twenty-four
hours that pass. Once twenty-four hours have passed,
Critical Success: You are immune to fire for ten minutes.
you cannot recover your Damage & Peril Condition
Critical Failure: You are On Fire. Tracks until after you’ve slept. In addition, you suffer
2D10+2 Peril for every additional twenty-four hours
Other Considerations: When your Damage Condition
that pass without sleep. If you reach Incapacitated!, you
Track drops to Moderately Wounded, Seriously Wounded
fall Unconscious as you Sleep for twenty-four hours.
or Grievously Wounded, roll an appropriate number of
Chaos Dice. If any land on face ‘6,’ you are On Fire. HEAL SLEEP DEPRIVATION: SLEEP
Duration: Until Snuffed Out. Off to never-never land . . .
Sleep: Sleep for six hours. HEALING, HAZARDS & HORROR
ON FIRE
You do not suffer standard Injuries from fire. Roll Effect: Recover your Peril Condition Track to Unhindered
Chaos Dice as you normally would, but if any land if Sleeping in a safe place, or recover to Imperiled if
on face ‘6,’ you are On Fire. Whenever you are On Sleeping in an unsafe place.
Fire, you suffer 3D10+3 Damage from fire now
Other Considerations: When you Sleep, the Historian
and every minute until Snuffed Out.
will determine whether you are in a safe or unsafe place.
You can break up the six hours of Sleep over nine hours to
recover. Finally, you cannot recover from Peril until your
Injuries are in Recuperation.

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STARVATION SUFFOCATION
You must eat at least one meal a day, consisting of at least You can hold your breath a number of minutes equal to
bread and water. For every twenty-four hours you go your [BB]. Afterward, for every minute without breath,
without a meal, you cannot recover your Damage & Peril you suffer 2D10+2 Peril. Upon reaching Incapacitated!,
Condition Tracks until after you’ve eaten. In addition, you fall Unconscious, are Suffocating and must be
you suffer 2D10+2 Peril after twenty-four hours pass. revived with a Kiss Of Life. Finally, if you are Suffocatin
Should you continue not eating for a number of days for a number of minutes in excess of your [BB], you are
greater than your [BB], you are Slain!. Slain!.

HEAL STARVATION: EAT FOOD HEAL SUFFOCATION: KISS OF LIFE


Eat to live, don’t live to eat . . . Ah, hah, hah, hah, stayin’ alive, stayin’ alive . . .
Eat Food: Eat for ten minutes. Kiss Of Life: A caregiver must have both hands free and
spend one minute (3 AP if in combat) to give a Kiss
Effect: You avoid Starvation for twenty-four hours.
Of Life. Depending on how long the character has been
Other Considerations: You must have food, and you can Incapacitated!, the Difficulty Rating eases or worsens:
only gain the benefits of Eat Food every twenty-four
hours.
K 1 minute: (Trivial +30%) Heal
K 2 minutes: (Easy +20%) Heal
K 3 minutes: (Routine +10%) Heal
K 4 minutes: (Standard +/-0%) Heal
K 5 minutes: (Challenging -10%) Heal
K 6 minutes: (Hard -20%) Heal
K 7 minutes or more: (Arduous -30%) Heal
Effect: If successful, you are no longer Unconscious.
Failure means you remain Unconscious and must undergo
a Kiss Of Life again.
Critical Success: Move one step up the Peril Condition
Track positively.
HEALING, HAZARDS & HORROR

Critical Failure: You are Slain!, and the caregiver gains 3


Conflict.
Other Considerations: You cannot perform a Kiss Of
Life upon yourself.

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HORROR

C h a r acte rs are into horrific situations


th rust THREE TYPES OF HORROR
that test their resolve. Every trial has an acute effect on In FLAMES OF FREEDOM, encounters or situations
your character’s mind, gradually eroding their ability which unnerve, scare or horrify your character will
to reason while at the same time desensitizing them provoke one of three distinct types of horror—Stress,
to these same situations. Eventually, too many brushes Fear and Terror—any one of which can quickly overcome
with the horrors of war, and encounters with fearsome them.
creatures and inhuman forces, can affect their capacity
for clear and rational thought. STRESS
Stress is invoked by situations that cause unease or
GETTING IN CHARACTER trepidation within the mind. Restlessness, anxiety
FOR HORROR caused by tedium while under a deadline and
Whereas players are likely desensitized to violence conditions provoking impatience often cause Stress.
from other forms of media, it is essential to The anticipation that something can go horribly awry
distinguish between what a player feels and what is another provocation for Stress. Stressful situations
a character experiences. Try to portray how the include:
character would personally feel, given the reality
of the world they live in. Characters are most often
K You are put in a situation where intergenerational
trauma is realized in a social situation.
ignorant of the existence of monsters, the undead,
vampires and the like. They tend to have more K You inch along a cliffside so narrow, falling could spell
grounded anxieties, whether they be of heights, your doom.
deep waters, being left alone, insects and the
impact of their sins.
K You investigate the grisly scene of a murder.
Characters should regard monstrous creatures K You discover that the trusted town barber who just
of legend as real, believing full well that there is performed surgery on you may have been a heretic.
something creeping out there in the dark or hiding
beneath the bed to gobble them up. If you role-
K You are called to witness the execution of someone—
regardless of whether they are guilty or innocent.
play your character as such, with a bit of emotional
investment into the situation, you’ll help support a K You break a promise or knowingly tell a lie to someone
mood of dread. of prominence.
If there is any doubt in your gaming group
how to handle horror at your table, download and
K You are lost in the wilderness, unsure which direction
HEALING, HAZARDS & HORROR
is the way to safety.
use the Entreat The Darkness TTRPG Safety Tool
from DriveThruRPG. K You are arrested and shackled in the middle of the
night for a crime you didn’t commit.
K Your reputation is called into question at a public
forum, humiliating you—or worse.

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FEAR TERROR
Unlike Stress, the effects of Fear are felt more acutely. By far the most intense emotion, Terror is provoked after
It is an emotion aroused by impending danger or pain, situations where grim realizations of the bizarre and
regardless of whether the threat is real or imagined. unimaginable world come true. ‘Things that should not
Whether it strikes suddenly and starkly—or it creeps up be’ encapsulate conditions which promote Terror, with
on you—Fear brings about feelings of prolonged danger. helplessness being the most common emotion provoked
Fearful situations include: by it. Terrifying situations include:
K You witness someone killed or injured brutally. K You commit violent acts against people due to
differences in skin tone, gender, disability or spiritual
K You can hear the beating of a heart within the darkness practices.
of a hallway.
K You hear the unearthly chanting of the dead within a K You experience endless nightmares from your youth,
only to discover that it was real all along.
crypt.
K You know that a council of delegates may have had K You have the revelation that the death of a trusted
friend or a loved one was your fault.
a hand in the disappearance of numerous innocent
people. K You are ritually prepared to be consumed in a grotesque
buffet for those who have been tainted by evil powers.
K You stumble across a bear protecting her cubs in the
forest. K You discover that you’re facing terminal illness.
HEALING, HAZARDS & HORROR

K You must hide beneath the rotting bodies of your peers K You witness the emergence of a devil into the world
to avoid notice by another army. without the proper protections.
K You have a conversation with someone you know is K You have committed an act of cannibalism or been
dead. forced to commit an act of auto-cannibalism.
K You discover that a friend is a perpetrator behind a K You witness a friend transform into an unnatural
string of killings. creature.
K You are the lone survivor of an onslaught that took the K You are a witness to a true miracle.
lives of your family and friends.

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HISTORIAN’S TIP BROKEN HEART SYNDROME


A Historian will make the judgment call to Characters can literally be scared to death when
determine whether a situation would potentially failing to Withstand Horror.
provoke Stress, Fear or Terror in your character. If a character suffers from Stress, Fear or
Terror while already Incapacitated!, the character
When your character first stumbles into a situation is rendered Unconscious until they undergo
that can provoke Stress, Fear or Terror, you’ll make a successful Trepanation. Once they have undergone
Resolve Test. However, depending upon the circumstances a failed Trepanation, the character gains either the
of the situation, a character may need to make additional Failing Heart or Planet-Struck Permanent Injury.
Tests. For instance, walking in and out of the vicinity If they already have one of these Permanent
of a crime scene will not require you to make multiple Injuries, then they gain the other. If they already
Resolve Tests. However, revisiting the same crime scene have both of these Permanent Injuries, the
a second time and seeing the victim stand upright from character is Slain!, having been scared to death.
the dead and walk away will probably necessitate another
Resolve Test!
DESPAIR
WITHSTAND HORROR While the effects of horror will follow a character
I’ve got a baaad feeling about this . . . throughout the story, how they respond will vary.
Whenever a character Critically Fails a Resolve Test to
Withstand Horror: Whenever you face a threat or
Withstand Horror or reaches Incapacitated! due to it,
situation that the Historian feels would provoke Stress,
they suffer the usual consequences and must select one
Fear or Terror, make a Resolve Test to Withstand Horror.
of the following Despair responses. A Despair response
Depending on the type of horror, the Difficulty Rating
stays in effect until the character escapes the source of
eases or worsens:
horror.
K Stress (Challenging -10%)
FAWN
K Fear (Hard -20%) Those who have this response will do all they can to
K Terror (Arduous -30%) please those around them, often forgoing their own
needs for those of others. They will be overly helpful,
Effect: If successful, you withstand the Stress, Fear or
deferring to others when it comes to making decisions.
Terror. If you fail, you suffer 1D10+1 Peril and 3 Conflict
for Stress, suffer 2D10+2 Peril and 6 Conflict for Fear or Effect: Add two Assist Dice to allies you help until you
suffer 3D10+3 Peril and 9 Conflict for Terror. dispatch of or escape the source of horror. However, you

HEALING, HAZARDS & HORROR


suffer 2D10+2 Peril and gain 3 Conflict every time you
Critical Success: You provide emotional support for one
take advantage of this benefit.
other character of your choice, as they automatically
succeed their Resolve Test. This works regardless of FIGHT
whether you rolled dice before or after the other character’s
Those who have this response will attempt to control
player.
a situation with domination and power. They go for
Critical Failure: You also suffer from Despair. action rather than waiting and can be impulsive and
domineering. They’re often critical, assertive and
Other Considerations: Some threats do not have to
sometimes bullying.
Withstand Stress, Fear and Terror. If a character reaches
Incapacitated! due to it, they suffer from Despair. Effect: Add an additional 1D6 Fury Die to Total Damage
until you dispatch of or escape the source of horror.
However, you suffer 2D10+2 Peril and gain 3 Conflict
every time you take advantage of this benefit.

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FREEZE
Those who have this response will be withdrawn
and attempt to avoid people. They struggle to make
decisions, preferring inaction and avoidance, which is
often mistaken as laziness or boredom.
Effect: You can flip the results to succeed at all Defend
Tests until you escape the source of horror. However, you
suffer 2D10+2 Peril and gain 3 Conflict every time you
take advantage of this benefit.

HARDENED
Whenever your character manages to live through a
situation or successfully face down a threat that triggers
Stress, Fear or Terror, you can make a choice for them to
become Hardened to it. Record on your character sheet
the threat or situation using a keyword that would quickly
communicate what your character is now Hardened to.
In exchange, mark one permanent Flaw Rank.
As a result, when the character is in a similar
situation or facing similar threats in the future, they are
able to ignore the effects of Stress, Fear and Terror that
they would normally evoke.

V e r i ty
FLIGHT
Trow br i d g e stumb l e s across a
Flight responses are often seen when someone attempts
Ghoul in the Drowned Forest of Rye, and is
to avoid conflict and believes perfection and hard work
subjected to the effects of Fear. Nearly gobbled
will protect them. In a fight, they will often withdraw
up by the creature, Verity escapes with her life.
and focus on their own work rather than remain part of
Her player records Ghouls under the Hardened
the team.
box on the character sheet, indicating that the
Effect: Add +9 to your Movement until you dispatch of or next time Verity runs into a Ghoul, she won’t
escape the source of horror. However, you suffer 2D10+2 have to Resist its Fear effect.
HEALING, HAZARDS & HORROR

Peril and gain 3 Conflict every time you take advantage


of this benefit.

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AFFLICTIONS AFFLICTION NAME


The world of 1776 is one of horror. To survive the Always The Job
darkness, characters must adapt or succumb to it. Being
Amber Temptation
entrenched in a war against unspeakable evil means that
the characters will undergo some very intense moments. As I Am Told
They may be subjected to horrific things, witness terrors Cabin Fever
not meant for human eyes and may commit atrocities in Constant Vigilance
the name of a cause they believe is just. All of these will
cause mental and spiritual trauma, leading to a mechanic Curse Of The Grave
called Affliction. You’ll find that Afflictions in FLAMES Dark Thoughts
OF FREEDOM are not merely a weakness, but also a Debauched Escapism
source of newfound power and adaptation.
Delicious Comforts
Dire Obedience
Distracted Mind
AFFLICTIONS ARE BORNE from the Faustian Bargain
accumulation of Conflict and Flaw Ranks.
Whenever you take advantage of your Fish Stories
Affliction’s positive mechanical adaptation, you Foolish Endeavors
gain 6 Conflict (unless the effects of an Affliction Fretful Thoughts
dictate some other term with which you gain
From Far Away
Conflict from it). Other exceptions are under the
purview of the Historian. Haunted Dreams
Itchy Fingers
Lost In The Fog
SELECTING AN AFFLICTION Medicinal Hoarder
In FLAMES OF FREEDOM, Afflictions manifest not My Body Keeps Score
just as a weakness but also as a coping mechanism: a Numbing It Out
temporary survival strategy that will help the character
On The Offense
adapt.
Your character gains a permanent Affliction after Persnickety Planner
acquiring 10 Flaw Ranks. Work with the Historian to Possessed
select an Affliction that fits your character’s situation, Savior Complex HEALING, HAZARDS & HORROR
considering the ongoing story. This should be handled
after the game session has ended or before the next begins. Tainted Soul
The Truth Is Out There
Thrill-Seeker
To Be Tasted
Visions Of Doom

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ALWAYS THE JOB CONSTANT VIGILANCE


There is never time to dwell on what lies in the dark if I The world is full of unseen threats that are waiting for me in
remain consistently occupied. My work provides a haven from the dark. Yet I am ready—always—for what is coming. I am
twisted thoughts and deep fears. Yet in those rare moments of watchful of every shadow, fingers ready to find my weapon.
quiet, it all comes unraveled. Even if it means I cannot find rest, I will not be caught
Effect: Whenever you have committed to achieving a unawares again.
goal, you add +30% Base Chance to succeed at Toughness Effect: Whenever you are Surprised in Perfect Light,
and Resolve Tests while doing it. However, you cannot spend a Coin to ignore it. However, whenever you fight
succeed at Toughness and Resolve Tests when you are in Fleeting Shadows or Total Darkness, the Historian
not working toward some end goal. can spend a Coin to gain Surprise against you.

AMBER TEMPTATION CURSE OF THE GRAVE


When night comes and the shadows mock me with their hidden To become strong enough to endure the dark, I must embrace
evil and my mind spirals at the dreadful possibilities within, it. With every moment I feed my hunger, the more capable I
I find other spirits to quiet my mind. The bitter liquid chases become. This hunger comes with a price, as all evil boons do. It
away the dark, keeping the fear at bay, as well as my senses. is a price I am willing to pay again and again.
Effect: Whenever you are Intoxicated, you automatically Effect: To protect yourself, you’ve become something else.
succeed at Resolve Tests. However, you must drink to Select one threat and its related hunger: Ghoul (human
the point of Intoxication at least once a week or else be bones), Lycanthrope (human skin) or Vampyre (human
unable to restore your Peril Condition Track until you blood). Whenever you consume one of these hungers
do. (upon the Historian’s approval), you move three steps up
the Damage & Peril Condition Tracks positively while
AS I AM TOLD gaining 9 Conflict.
My independence found me at the gates of hell. Now I cannot Should you gain 10 or more Conflict during a
trust myself, but I find comfort in the steady guiding hand of game session, or when both you and the Historian feel
another. I will follow their lead, even if it sits poorly with me. it’s appropriate for the story, you and your belongings
I need stability in ways I cannot describe. shapeshift into one of these threats for twenty-four
hours. Refer to its Threat Profile during this time,
Effect: You gain an Assist Die whenever you are told
forgetting who your allies and enemies are. You awaken
what to do by another in character. However, you cannot
Unarmed & Incapacitated!, with no memory of what
take advantage of Coins to fulfill your own self-interests.
happened.
HEALING, HAZARDS & HORROR

CABIN FEVER
DARK THOUGHTS
Once I was held, rendered helpless at the whims of others
My mind has become a nesting ground for the darkness,
or Nature herself. Now my skin crawls at the thought of
breeding new, terrible thoughts with each passing day. I
containment. I will do anything to escape such a situation,
believe this is to teach me, to make me immune to the terrors I
refusing to let anyone or anything stand in the way of my
have witnessed. But it comes with the price of exhaustion and
freedom.
a struggle to endure.
Effect: Whenever you are restrained in any way
Effect: Whenever you are subjected to the effects of
(whether by mundane or magical means), you must flip
Stress, Fear or Terror, you gain a +10% Base Chance to
the result to succeed at Skill Tests to escape. However,
use Skill Tests against its source until it goes away or
whenever you are trapped or confined in a tight space,
is Slain!. However, the Historian may spend a Coin to
you immediately suffer from Fear.
force you to suffer Despair when under their effects.

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DEBAUCHED ESCAPISM FAUSTIAN BARGAIN


There was nothing I found to release the demons within my Whilst at first I resisted, eventually it all began to make a sort
accursed mind quite like the drugs I acquired and constantly of dark sense. What it offered I could not refuse, considering
imbibed, hoping to salve the injury to my soul. They soothe as what good I could do with such a gift. And so I consented to
nothing else can, and that peace is one I must obtain frequently. the shadow’s wishes, gaining power in exchange for favors I
Effect: Select any one drug (from earlier in the article); cannot speak of aloud.
you are now addicted to it. While under its effects, foes Effect: Once a week, attempt a Secret Test using Resolve
must roll two face ‘6s’ on Chaos Dice to Injure you. to plead to a dark power for an ability, favor or power.
However, you must use that drug at least once a week, or If successful, they will temporarily grant it to you for
else be unable to restore your Damage Condition Track twenty-four hours, but you gain 9 Conflict. However,
until you do. there may be an additional cost associated with it,
which you and the Historian will determine together, in
DELICIOUS COMFORTS keeping with the story.
I am uncertain when it began, but now I have come to If you fail this Resolve Test, the dark power will call
understand my body craves the release of food. Nothing else upon you to fulfill its own wishes for twenty-four hours.
soothes my nerves when darkness draws near, but the cravings If you do not follow its commands, you are unable to
can become intense, so much so that they drive me to distraction. restore your Peril Condition Track until you do so.
Effect: Whenever you share your food with another FISH STORIES
person, you gain an Assist Die to Fellowship-based Skill
Tests to interact with them. However, whenever you They can never truly trap you if they cannot discover the truth.
don’t have at least seven days of food on-hand, you must An intricate web of lies protects me and mine from those who
flip the result to fail all Perception-based Skill Tests. would destroy us. Yet the survival habit has become the norm
and speaking earnestly often escapes me.
DIRE OBEDIENCE Effect: You may flip the results to succeed at Bargain
I have learned through pain and blood that the only person I and Guile Tests. However, you cannot succeed at Charm
can trust is myself. Others will listen, must listen, and follow or Leadership Tests unless confessing a painful truth you
my commands. The darkness in me quiets when my plan is previously lied about.
exactly executed. Never again will I obey another fool.
FOOLISH ENDEAVORS
Effects: You may flip the results to succeed at Skill Tests
to command others. However, when others don’t follow Whether blessed by a divine being or my own good fortune, my
your orders or your Skill Test fails to command them, body has learned to endure whatever comes. I no longer know
fear, only the unshaken drive to stop the darkness. At times, I
HEALING, HAZARDS & HORROR
you must succeed at a Resolve Test or suffer from Stress.
am awarded for this bravery, at others . . . well, the darkness
DISTRACTED MIND must win at least once in a while.
Ever since I felt the darkness within, my mind cannot stay in Effect: Whenever you rush into a situation without
one place. The danger lurks and the devil is in the details, so proper planning, you gain +10% Base Chance to succeed
I notice it all. Every movement, every gesture, every possible at Skill Tests during that situation. However, for every
opening to attack . . . so much so I lose sight of who is right failed Skill Test, you suffer from Stress.
before me.
Effect: Whenever you are engaged one-on-one with
another (whether it be an ally or a foe), you gain a
+20% Base Chance to Skill Tests to interact with them.
However, whenever in groups of two or more, you suffer
a -20% Base Chance to Skill Tests to interact with them.

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FRETFUL THOUGHTS LOST IN THE FOG


We are weakest when we are alone, likely prey to the dark There was a time I could recall it all and my memories
hunger of the world. I have found solace in my companions, a would destroy me. Now my mind rejects them, hiding them
relief I did not know was possible. I dare not be without them, somewhere I cannot find, keeping me safe from haunted
as to be alone is to be the next to die. visions. I trust my mind to know what is best, yet I fear when
Effect: Select one player character at the start of every I should encounter the thing next and not recognize it.
game session. Whenever you can see and hear them clearly, Effect: Whenever the Historian rolls a 1D10 Conflict
you ignore the effects of Stress. However, whenever you Die at the end of the game session, roll an additional
cannot see or hear them clearly, you treat all failed Resolve 1D10 Conflict Die yourself and select the more favorable
Tests to withstand Stress as if it were Fear instead. result. However, when in situations you’ve faced before,
you cannot add Skill Ranks to Resolve to withstand
FROM FAR AWAY Stress, Fear and Terror.
I dare not speak of what has happened, but I can speak of what
will never happen again. I devote myself to its avoidance MEDICINAL HOARDER
wholeheartedly, never daring to venture toward that darkest I was once gravely injured by a riotous spirit, but now I
truth. Yet I know it sits, waiting for my return . . . am prepared. My arsenal of healing remedies keeps me and
Effect: Select any one thing: a threat, object or situation. mine safe and must always be at full stock, lest we fall prey to
Whenever confronted by the thing, you must flip the another blight.
results to succeed at Agility-based Skill Tests to protect Effect: Whenever you suffer an Injury, spend a Coin
yourself against it (such as fleeing from it). However, to stave off its effects for twenty-four hours. However,
whenever faced with it, you must succeed at a Resolve whenever you don’t have at least three tinctures on hand,
Test or else suffer from Stress, Fear or Terror (the you are unable to restore your Damage Condition Track
Historian will determine which). positively until you do.

HAUNTED DREAMS MY BODY KEEPS SCORE


When others rest, I find myself lost in memories and ghoulish While my mind has recovered from the terrible things that
nightmares, combating evil even in my slumber. The fight is have happened, my body reminds me constantly of what I
never done. Every night I dread sleep, for in it await horrors have endured. There is always pain, but in it is the comfort
untold. Still, these morbid visions ensure I am always awake of fortitude and strength. Through pain, I have learned
when darkness dares to strike. endurance.
Effect: You are never Helpless when Sleeping, and may Effect: Whenever you suffer Damage, you may ignore
HEALING, HAZARDS & HORROR

spend a Coin to avoid being Surprised in this state. it once per game session. However, you always remain
However, whenever you suffer Stress, Fear or Terror, you Hurt.
suffer an additional 1D10+1 Peril and 3 Conflict.
NUMBING IT OUT
ITCHY FINGERS The fear and agony became overwhelming, so I silenced it,
There are times the only thing I can control is the world around inviting cold indifference into my heart where terror once
me, and altering that, taking from that, invokes a feeling of resided. Others feel the distance in my presence, but ultimately,
safety. If I can prove to myself that I can provide for myself, the apathy is more comfort than they could offer.
I will survive . . . even when I find the impulse overbearing. Effect: You may automatically succeed at any Resolve
Effect: You may flip the results to succeed at Skill Tests Test by spending a Coin. However, you cannot gain
to sneak about and steal. However, whenever you steal, Assist Dice for Fellowship-based Skill Tests.
you must succeed at a Resolve Test, or continue stealing
until you are caught or fail.

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ON THE OFFENSE Effect: Should you gain 10 or more Conflict during a


The element of surprise guarantees advantage and I seize game session, or when both you and the Historian feel
the opportunity whenever it presents itself. Danger lurks it’s appropriate for the story, you must make a Secret
everywhere and in everyone. I will be the first to strike so that Test using Resolve or else become temporarily Possessed.
I will never be a victim of evil again. While Possessed, temporarily increase all your Primary
Attributes by +9%. You can attempt to escape being
Effect: When using Words As Weapons in combat, you
Possessed every twenty-four hours. After breaking free,
may flip the results to succeed at Skill Tests. However,
you are Incapacitated! and Unconscious for one hour.
whenever you are the victim of the negative effects of
However, the Affliction remains until exorcised.
Words As Weapons, you suffer from Stress.
Unlike other Afflictions, you should keep Possessed
PERSNICKETY PLANNER secret from other players. Being Possessed can mean
different things, as Abyssal and Supernatural threats have
To avoid calamity, I must prepare, and in the preparation their own agendas to enact. Work with the Historian to
is the salve for what ails. Methodical and knowledgeable understand how this may impact your character. While
plans provide a foundation on which I can stand rather than temporarily Possessed, it will never be of benefit to your
succumb to the horror within. Yet when the course alters, as it character’s friends.
inevitably does, I fear I am unable to adapt.
Effect: Whenever you spend a significant amount of SAVIOR COMPLEX
time planning, you may flip the results to succeed in all There is no greater remedy for the fear of inadequacy than
Perception-based Skill Tests when enacting the plan. helping those who need it, and having them see me for what
However, if you suffer Damage during this time, you I am: a savior. Their adoration quiets the terror within me,
are unable to succeed at Perception-based Skill Tests reminding me I am capable and not just another victim.
whatsoever.
Effect: Every time you succeed at a Skill Test to convince
POSSESSED others you are the answer to someone else’s problems,
take a Coin from the other pool and put it into your
I felt . . . different. As if someone was controlling me. I could respective pool. If you fail, remove a Coin from your
see and hear everything, and tried as I might to scream, no respective pool and place it into the other pool.
words came out. My body was not my own. I now live with
the grief and guilt of what these hands have wrought, all
urged onward by some grim puppeteer who taunts me from
the shadows.

HEALING, HAZARDS & HORROR

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TAINTED SOUL Once a week, you allow them to feed on you for six hours,
I have gazed into the abyss, and have seen the spirits staring causing you to suffer 2D10+2 Damage. Unlike Damage
back. They often speak to me in whispers and dreams; they during combat, you do not suffer standard Injuries from
promise influence and power. What they ask in exchange for a the feeding. Roll Chaos Dice as you normally would, but
morsel of their power is nothing compared to what I can gain if any land on face ‘6,’ you gain 1 permanent Flaw Rank.
in return. After you undergo feeding, the Historian will
temporarily give you access to one of the threat’s Traits
Effect: For every Flaw Rank you have, add +1% Base
for a week. This benefit cannot be gained more than
Chance to Skill Tests when engaging in acts of aggression
once a week.
and subterfuge. Each time you take advantage of this
Should you gain 10 or more Conflict during a game
benefit, you gain an equal amount of Conflict. For every
session, or during a period of time both you and the
Belief Rank you have, subtract -1% Base Chance to Skill
Historian feel appropriate for the story, the evil visits
Tests when engaging in acts of kindness and honesty.
you for twenty-four hours, bleeding you nearly dry.
THE TRUTH IS OUT THERE You suffer 3D6+3 Damage (as above). Unlike Damage
during combat, you do not suffer standard Injuries from
Truth comes to some in dreams, and to others through the the feeding. Roll Chaos Dice as you normally would, but
gentle word of friends. Yet my truth lies in the gloom. It is in if any land on face ‘6,’ you are Slain!.
the darkness I must pierce with the torch of knowledge. I will
come to know the truth at all costs—it must never escape me. VISIONS OF DOOM
Effect: Whenever you are investigating a conspiracy or When plans and research continually failed, all I could turn to
mystery where you feel compelled to know the truth, was the Devil. I had to bring its stain into myself and beg for
you may spend a Coin to interpret a clue. However, you sight beyond seeing. So it came, blessing and cursing my mind
cannot veer from this course and cannot restore your with truths and promises of a world on fire.
Peril Condition Track until the mystery is solved.
Effect: Any time you Sleep, you may spend a Coin to
THRILL-SEEKER gain a terrible insight as to what will pass in the next
week for your character. However, you suffer from Terror
The darkness is dangerous, and that danger brings a rush at this stark realization.
unlike any other. I feed that hunger inside me however I can:
deadly journeys, desperate moments of intimacy . . . whatever ROLE-PLAYING AFFLICTIONS
the world offers. No longer can I live the life unchallenged, After selecting an Affliction, ask these questions about
even when I long for tranquility. your character’s story so far:
Effect: Whenever you face challenges that are wholly
K How do they feel being a victim?
HEALING, HAZARDS & HORROR

new to you, you may flip the results to succeed at any one
Skill Test during this time. However, when in situations K Do they regret what happened?
you’ve faced before, the Historian may spend a Coin to
force you to flip the results to fail any one Skill Test of
K Are they aware of their Affliction?
their choosing. K Whom do they blame for their pain?
TO BE TASTED K Are they angry, sad or scared, and why?
There is a certain pleasure in being in control of how evil K Why do they blame themselves, to a degree?
consumes you. The power of control in every offering, as they feed
K What bothers them most about how they’re behaving
upon my fears, gives strength where once there was a weakness. now?
Effect: You form a deep bond with an Abyssal or
Supernatural threat, and you are able to mentally
K What keeps them going despite what they have
experienced?
communicate with one another across vast distances.

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Each Affliction’s symptoms vary wildly from HEALING PRACTICES


character to character. Some are plagued with nightmares, All manner of drugs wrought from mercury, snake oil
depressive moods and flashbacks. Others will forget it and other odd remedies are prescribed by would-be
all, experiencing severe dissociation, and be unable to apothecaries and charlatans to treat an Affliction. But
speak about what happened. The key to role-playing this none are as efficient as the act of Trepanation: a brutal
is to remember these are real ways your character will brain surgery.
adapt to their Affliction. Your character should deeply
feel these changes—perhaps be startled by them—and HEAL AFFLICTION: TREPANATION
commonly grieve because of them. Some consider the practice heinous and barbaric; we call it
Treat your character’s Affliction as a uniquely human sublime and necessary . . .
moment of loss and change beyond their control. There is
Trepanation: A caregiver must have surgical tools,
a range of emotional responses to realizing your character
a bandage, quicksilver and spend 1D10+1 hours to
has been traumatized, and all of them are reasonable and
perform a Trepanation. Depending on how many Flaw
valid. As long as you approach your character’s Affliction
Ranks you’ve gained, the Difficulty Rating eases or
with humanity and awareness, you’ll be able to role-play
worsens:
it with respect and compassion.
K 0 to 1 Flaw Ranks: (Trivial +30%) Heal
K 2 Flaw Ranks: (Easy +20%) Heal
SURVIVORS ARE UNDOUBTEDLY K 3 Flaw Ranks: (Routine +10%) Heal
resilient and capable, but also deeply scarred. Be
thoughtful and respectful in how you role-play
K 4 Flaw Ranks: (Standard +/-0%) Heal
your character’s Affliction. Comedic portrayals K 5 Flaw Ranks: (Challenging -10%) Heal
and labeling yourself or others who have suffered
an Affliction as crazy, mad or insane have no
K 6 Flaw Ranks: (Hard -20%) Heal
place in FLAMES OF FREEDOM. In this K 7 to 9 Flaw Ranks: (Arduous -30%) Heal
game, trauma victims are extraordinary people
Effect: If successful, reduce your Flaw Ranks by the
who behave like average (but supernaturally
number of Degrees of Success the caregiver generated and
scarred) human beings. They will still have their
are healed of Broken Heart Syndrome. If failed, you gain
dreams and goals but are saddled with new,
an additional number of Flaw Ranks equal to those you
often exhausting obstacles that will hinder their
already have and suffer the permanent effects of Broken
progress.
Heart Syndrome.
Critical Success: Reduce your Flaw Ranks as above, and HEALING, HAZARDS & HORROR
also permanently remove an Affliction.
Critical Failure: You are Slain!.
Other Considerations: After being treated by a caregiver,
you are Incapacitated! and Unconscious for 1D10+1
days, regardless of success or failure. You can only have
Trepanation performed on you once a week.

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Article  9
H E X E N M E I S T E R’ S

HEXENMEISTER’S ALMANACK
ALMANACK
G r i moi r e s s e rv e a n i mporta n t rol e i n c olo ni a l m ag ic stu dy. It i s th ro ug h

g r i moi r e s th at sp e l lca ste rs ac c e s s i n for m atio n , c o n duct r e s e a rc h a n d l e a r n

th e s e c r et s o f th e m ag ica l a rt s . As a r em i n de r, lo ok i n A r t ic le 10 : L i fe D u r i n g
War t i me to l e a r n mor e ab o u t l i br a r i e s a n d ac c e s s to b o oks . We ’ l l a l s o i n c lu de

a n umb e r o f ob s c u r e g r i moi r e s o n m ag ic th at H i stor i a n s ca n i n troduc e to th e

ga m e at th e e n d o f thi s a rtic l e . Thi s ac c ompa ni e s a de ep e r hi story o f A lc h emy,


m ag ic a n d Wi tc hc r a f t a s i t p e rta i n s to FL A MES OF FR EEDOM.

him down the path of learning how the universe


TRADITIONS OF MAGIC works: Aristotle. Studying under Plato, Aristotle’s
In this game, there are a four traditions of magic, discovery of a fifth element, æther, fueled the growth
all with their own histories and unique Spells: of magic throughout the known world. Other notable
magicians were Pythagoras, who studied magic through
K Common Spells: traditional magic, typically
a mathematical approach, and Ptolemy, who opened the
found in the Book of Common Spells
cosmos to yet another form of magic.
K Black & White Magic: dark magic, typically
found in the Lesser Key of Solomon ROMAN MAGIC CONGREGATION
Magicians were instrumental in protecting and
K Witchcraft: magic of diablerie, typically found bolstering the ever-expanding Roman Empire. As
in The Grand Grimoire
Rome’s territories grew, so too did their wealth of
K Alchemical Arts: ancient formulae typically magical knowledge. Scribes and scholars translated
found in The Mirror of Alchemy numerous works into Latin, building upon this ancient
tradition. During this time, the mages living and
The practice of Alchemical Arts is also included
studying in northern Africa began developing their
here, but because it uses the Alchemy Skill instead
unique magical worldview. As the Roman Empire
of Incantation, it is listed later in this article.
spread out to encompass the Mediterranean and the
rest of Europe, they came into contact with other
groups and their magical traditions.
HISTORY OF COMMON SPELLS Rome’s fall plunged the world into darkness. This
Magic is an art tracing its origins to the earliest human was due to the work of one of the first secret societies:
civilizations. The Ancient Sumerians were the first to the Roma Veneficus Congregatio. The Veneficus worked
work magic, and from them, the Egyptians learned how in secret to keep creatures of evil and the occult at bay.
to harness magic, expanding on the art and taking it in Unknown to most, the Roma Veneficus Congregatio
directions the Sumerians never dreamed of. was the real power behind the empire and its military.
For the Greeks, magic was not overly critical or Rome fell largely because the Congregatio abandoned
sacred—it was just another topic to study and debate. their watch over the Empire, angered by the corruption
However, there was one scholar whose curiosity led and greed they saw among those sworn to uphold Rome.

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CHURCH OF ROME The Church’s second plan was to spread its influence,
Throughout the Dark Ages, the Church of Rome worked ensuring that no one could lead without their call, or act
HEXENMEISTER’S ALMANACK

on two plans. The first was to fight the growing evil and unless the Church allowed it.
suppress it. Seeing the threat that Satan and his agents As time progressed and order returned to Europe,
posed, the Church worked to bring safety and protection the Church of Rome found itself confronted with a
to the world, positing their agents not as the world’s first paradox: the more it tried to suppress magic and learning,
line of defense, but the only defense against the darkness. the newer magic and knowledge appeared.

THE RENAISSANCE
Time passed, the Early Modern period came, and the
Renaissance began to bloom in Italy. New works of art,
literature, magic, music and science appeared, as well as
old works rediscovered. This rebirth of knowledge could
not be contained in Italy, and slowly it spread throughout
Europe, taking root in people’s hearts and minds across
all social strata. Try as it might, the Church could not
stem this tide of change. As Europeans began exploring
the globe beyond Europe, they came into contact with
new ideas, magic traditions and philosophies.

COMMON SPELLS & THE REBELLION


All powers, despite their public proclamations, use magic
to some extent. Whether they do so secretly or in the open,
however, varies by organization. Those within the courts
of England, France and Spain see magic as an effective
tool against their enemies. Without magic, there would be
no way for spies and assassins to ply their trade.

HISTORY OF BLACK & WHITE MAGIC


The roots of Black & White Magic lie deep in a time prior
to recorded history, when humankind sought to make
pacts with supernatural spirits in the hopes of obtaining
power. No one knows for sure when these magical rituals
were codified, but the evidence suggests it dates back to
the time of the Babylonians, who expanded and built
upon an earlier Phoenician tradition.
In those days, there was no distinction made
between ‘black’ and ‘white’ magic in terms of morality—
magic was magic, a powerful tool humanity could use to
harness supernatural beings. As the ranks of magicians
grew, they gained new insights into the spirits and their
domains, recording every creature they encountered in
their grimoires, along with instructions for summoning
them. As students of the mystic arts came into contact
with different philosophies and techniques, they began

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to codify this knowledge into what scholars now call BLACK & WHITE MAGIC
Black & White Magic. AND THE REBELLION

HEXENMEISTER’S ALMANACK
Magic and its practitioners flourished throughout In a historical context, Black & White Magic is nothing
the ancient world, but after the fall of the Roman more than a concept, or fiction. Books proclaiming that
Empire and the ensuing Dark Ages throughout Europe, they are archaic tomes compiled by ancient and powerful
a new power became invested in controlling the narrative practitioners are nothing more than fiction. If you study
surrounding magic. the works proclaiming to be devoted to Black & White
Magic, you will quickly notice one thing: they are mostly
MAGIC & THE CHURCH the same. And in the rebellion, magicians of this bend
Yet, there is one more question which needs answering: will indicate which color they proclaim to adhere to.
If both Black & White Magic summon the same spirits,
why are they given two different names? The answer, as
in many things that deal with the esoteric and the occult, HISTORY OF WITCHCRAFT
lies at the feet of one entity: the Church. It is through There have been many debates centered not just on the
the Pope and his church that attitudes toward magic existence of spells or the distillation of matter to discern
changed, categorizing all mages as suspicious servants of the mysteries of life, but also on those who are able to
dark powers, and condemning all magic as evil. work powers beyond the scope of humankind for self-
Though the church classified all magic as Black, serving interests. This is the art of Witchcraft—the
some argued that in order to fight the spirits black mages practice of deviltry, used by warlocks, witches and other
summon, they must learn how that enemy operates. truth-twisters.
After all, it is only through knowledge of evil that the
holy and righteous can defeat said evil. Thus the concept
of White Magic (the ability to summon spirits to deploy
in the cause of goodness) was born. Despite this arbitrary WHEN WE SPEAK of Witchcraft in FLAMES
distinction between Black & White Magic, however, OF FREEDOM, we do not speak solely of
all magic is still the same—it is merely attitudes and warlocks, witches or even its more modern roots
perceptions which have changed. in paganism. It is instead born from the fever
dreams of Cotton Mather and the hysteria arising
THE AIM OF HELL out of peoples’ ignorance and superstition during
Every spell, whether it is Black or White Magic, this troubled period.
appeals to one or more demons who answer to one of
the Triumvirate, or Satan’s three counts: Astaroth, Ba’al
Zəbûb and Lucifer.
When Lucifer rebelled against the host of heaven, Though many believe witches placed on trial during
he was thrown from the Shining City and cast down the time of horror in Salem and Stamford were guilty
into the pits of hell, where he sits at the head of the of their crimes, the truth of the matter is that they were
Triumvirate. He is most feared by his underlings, and not. Pagans and other people charged with the crime
most favored by Satan. He is the most powerful of the were doubtlessly innocent. Those accused of Witchcraft
devils, and those who summon him always pay a price. are examples of people who were different from the
Sitting at Lucifer’s right and left side is Ba’al Zəbûb norm being persecuted and harmed by those with no
and Astaroth. They were the first to come to Lucifer’s understanding or compassion. In some cases, as in Salem,
side when he stormed the gates of heaven, and the first the ones often charged with the crime were typically
to join him when he was cast into hell. The three agreed accused for political reasons, and the occult charges were
to rule together and keep the other denizens of hell in merely a smokescreen.
line. Calling themselves the Triumvirate, they possess
powers beyond the comprehension of most mortals.

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WITCHCRAFT IN ENGLAND
Queen Elizabeth passed acts criminalizing Witchcraft
HEXENMEISTER’S ALMANACK

in England. The Witchcraft Act of 1541 was followed


in 1562 by a second act strengthening the original with
the simple statement that those who “. . . use, practice or
exercise any Witchcraft, Enchantment, Charm, or Sorcery,
whereby any person shall happen to be killed or destroyed. . . .”
The Parliament of Scotland passed an act in 1563 which
applied the death penalty to any found guilty of even
associating with witches.
The acts in England were proposed by Sir Richard
Southwell’s agents to help him remove troublesome
enemies. Why would Sir Southwell—a man who has
employed magic and other means to influence policy—
seek to fight the very tool he actively uses? He owes his
continued influence and longevity to the same thing he
seeks to outlaw. Additionally, the renowned occultist
Doctor John Dee is one of his most trusted confidants.
The answer is simple: power. If others exist who are
skilled in the very magic Sir Richard Southwell employees,
they pose a threat to his interests. This atmosphere of
suspicion and paranoia has created a culture of patriarchal
violence against women. It also produced a pattern of false
accusations and founded a whole profession dedicated to
the hunting, judgment and killing of alleged witches.

KING JAMES THE FIRST, PERSECUTOR


King James the First’s ascension to the English throne
ushered in an age of persecution of all who worked the
magical arts. In his grimoire Daemonologie, he called all
magic “the Devil’s working tools.” It enabled his agents to
massacre all who had the talent to work magic—not just
witches. King James the First ran many of Sir Richard
Southwell’s agents underground, along with Southwell’s
long-trusted confidant and advisor, Doctor John Dee.

JOHN KINCAID & THE ROYAL HUNTERS


While Sir Richard Southwell receded into the Though Sir Richard Southwell used his agents
shadows, King James the First enacted a plan to rid within the Privy Council to block the group’s
England of “. . . all who practice the Devil’s work.” formation, it was not until 1625 that the Royal
In 1599, James formed a secret society known as Hunters ‘officially’ disbanded. Unbeknownst to
The Royal Hunters. Led by the royal witch-hunter most, the group went underground, folding into the
John Kincaid, they operated in disguise as the King’s Inquisition and fighting in secret.
appointed foresters.

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LIFE DURING WARTIME WITCHCRAFT & THE REBELLION


It was not until the Witchcraft Act of 1735 during Though some covens are preparing to aid the Rebel

HEXENMEISTER’S ALMANACK
King George the Second’s reign that the law changed, patriots’ cause, there are just as many who see that their
officially codifying the times’ shifting attitude. Under skills are needed to counter patriotic witches. These
the newest act, it is no longer legal to kill someone for pro-British Imperial covens feel that if the inevitable
practicing Witchcraft. However, anyone who pretends to war comes, they will need to protect the Loyalist cause
have the ability to call spirits, predict the future or work with occult powers. A third faction cares not for the
magic is subject to fines and possible imprisonment, as if infighting—to them, the rebellion pales in comparison
they were a con artist or vagrant. This change in attitude with the ancient enemy called The Mandoag. The covens
has made life easier in some ways for those working know the darkness is hungry, and that soon evil itself
Witchcraft; however, it has also ushered in a hidden war. will feed on everyone despite their allegiances.
In the shadows, the Inquisition continue to hunt witches
and magic practitioners.
HISTORY OF ALCHEMICAL ARTS
WITCHCRAFT TODAY Alchemy (also called The Art) is one of the least
In truth, Witchcraft is a completely different magical understood magical arts worldwide. Shrouded in
‘specialty,’ and those practicing it have ties to much numerous misconceptions, most people think of it as a
darker powers. Each coven numbers no more than branch of either science or philosophy.
thirteen members at a time, meeting at the night of the Alchemy traces its origins to ancient Greece, where it
new moon to worship and conduct rites. Every Equinox, is Zosimos of Panopolis whom many credit as being the
the covens meet at a Sabbath, and all covens within each father of Alchemy. One of his disciples, Bolos of Mende,
region join and attend a service overseen by a mysterious went on a journey to discover new alchemical techniques
personality. and theories. According to legend, he traveled to China,
India and even Japan. Eventually, Bolos compiled his
knowledge and experiences in his great work, Physica
et Mystica. Many regard this as the foundational text of
DRESSED IN BLACK clothing and with pale modern alchemical thoughts and processes.
skin, the mysterious person whom witches call The There is another path of Alchemy that some follow:
Black Man carries the book that all who choose a branch created by Ar-Razi, who made numerous
to become witches must sign with their own discoveries and created many of the techniques and
blood. After signing, a witch is marked on a part practices Alchemists use today. His masterwork, the
of the body that is shown at all times—typically Book of the Secret of Creation, has been translated into not
the cheek, forehead or hand. This is a bearing by only Greek, but also Latin and French (some rumors
which all who have the proper knowledge can hold that there is a version of this work translated
identify the bearer as a witch. by John Dee). Ar-Razi’s teachings influenced many
According to some, he is a conjuror above the in Arabia and the Mediterranean. The book became
ordinary rank of witches, entrusted to spread the one of the most feared books by the Catholic Church.
word of a devil of the highest caliber. The myths The Formulas included allegedly reveal the secret of
surrounding him are found in many sources, one eternal life, as well as Ar-Razi’s claims that all humans
of which is Kinder- und Hausmärchen, by Jacob are godlike, and that with Alchemy, they are able to
and Wilhelm Grimm. Others attribute him to discern God’s plans.
Satan himself. In Spain and Italy, many learned scholars began
translating and studying the works of Greek and Arabic
Alchemists. These texts influenced new generations of
practitioners who built upon the ancient teachings and
made their own discoveries.

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By 1150, Spanish Alchemists had not only traditions as well. When William Penn founded the colony
translated numerous Arabic works, but they had also of Pennsylvania, to attract new settlers, he decided to make
HEXENMEISTER’S ALMANACK

created many of their own. It was these manuscripts it a refuge for anyone who could brave the voyage. Penn’s
that influenced Roger Bacon, renowned scientist and recruitment strategy brought the Pietists to Pennsylvania.
England’s foremost Alchemist. Also during this time, The Pietists are a religious group who practiced a strange
Albertus Magnus was working on his own discoveries mix of Christianity, mysticism and supernatural beliefs. The
in Austria. Albertus was reportedly the first Alchemist group believes that the End of Days is approaching, and
to successfully transmute one object into another. Both they live in communes to prepare for this eventuality. The
Bacon and Magnus contributed much to Alchemy, and Pietists settled in Ephrata, Philadelphia and Wissahickon
modern practitioners see them as exemplars of the Art. Valley, where they still thrive. It is in Ephrata that the
Pietists skilled in Alchemy settled, and it is here where they
A RENAISSANCE OF THOUGHT still practice the Art.
Bacon and Magnus, recognizing the importance of
Alchemy, spread the word that Alchemy was, in fact, a ALCHEMY & THE REBELLION
science. If one looked past the flowery text and archaic Alchemy, though now seen as a collection of myths
language, one could see the possibilities Alchemy offered. and deluded philosophical writings, is still worked and
Their works and public discussions about Alchemy led practiced throughout the world in this new Age of
to a scientific renaissance. Monks in monasteries were Reason. Despite multiple attempts to discredit the Art,
soon copying numerous lost texts, as well as translating the Colonies remain a hotbed of alchemical practice and
newly discovered works written in Hebrew and Arabic discovery. Though Isaac Newton was an Alchemist, his
into Latin. This discovery of these new texts encouraged public disavowing of the Art did much to set it back.
many to take up the Art. However, some feel that Benjamin Franklin, despite
statements to the contrary, is a practitioner and uses it to
THE ART IN THE COLONIES support the Rebels and the Continental Army.
Though Europe has a rich alchemical tradition, the
Colonies also figure prominently in the development of GOALS OF ALCHEMY
the Art. One of the first colonial Alchemists is Eirenacas Alchemists, regardless of location or educational
Philalethes (otherwise known as George Starkey), who background, have three goals that even today have not
lived in Rhode Island in the late 1600s. Philalethes, been met. These goals drive all Alchemists to learn and
whose technique has been lost, created numerous works, study and push the boundaries of traditional teachings.
though some within the Rosicrucians claim they possess The first is the transformation of a base metal into gold
this lost knowledge. He also wrote at least three books through the use of the Philosopher’s Stone. This stone, which
dealing with Alchemy, which helped spread the Art must be created by the Alchemist, is said to command
throughout the young Colonies. the powers of God. With the Stone, the Alchemist can
The founder and first governor of Connecticut, John transform any metal into gold, which keeps its shape for
Winthrop, was a practicing Alchemist who had many all time. Though Alchemists can temporarily create gold
ties to European Alchemists and was a member of the with the aid of a transmutation circle, pure gold is only
Rosicrucians. From his home in Hartford, Winthrop obtained through the use of the Philosopher’s Stone.
by day guided the development of his colony, and by The second goal is the discovery of the Elixir of Life:
night toiled in the pursuit of the Philosopher’s Stone. the Universal Medicine. This elixir cures all disease, pain
It was Winthrop who, after learning that Harvard was and suffering. It also grants eternal youth.
not only teaching Alchemy, but also working toward the The third goal is the discovery of Alkahest: the
creation of the Philosopher’s Stone, proved instrumental Universal Solvent. This solvent, once discovered, is able
in supporting Yale’s competing efforts. to dissolve anything, and through such dissolution, an
Though New England had (and still has) a number of Alchemist is able to obtain the base elements from an
Alchemists practicing the Art, other regions have their own object and use these elements to create new objects.

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The Universal Solvent is required to create both the K Copper


Philosopher’s Stone and Elixir of Life.
K Gold

HEXENMEISTER’S ALMANACK
ALCHEMICAL THEORY K Iron
Though all Alchemists have different ideas regarding the
true origins of the Art, as well as ways to work, they do
K Lead
agree on a few basics which, despite the conflicting texts K Tin
and viewpoints, are the tenets of this Art tracing their
origins to the very beginning.
K Quicksilver
This section gives you a rundown of the most DID YOU KNOW?
important concepts you’ll need so that when you’re
There are twelve processes employed in Alchemy,
playing an Alchemist, you can sound like one.
which date back to its early roots:
THREE PRIMES K CALCINATION: changing a substance into
The root of all Alchemy is the Three Primes, or another using fire or corrosive chemicals.
the three metallic principles. Without these
K DISSOLUTION: dissolving a substance and
Three, both the universe and life as we know it are
transforming it into a liquid.
impossible. The three metallic principles are:
K Quicksilver to volatility and stability K SEPARATION: using one component to make
two different ones.
K Salt to solidity K CONJUNCTION: joining two opposite
K Sulfur to flammability or combustion components to create a new substance.
K PUTREFACTION: using moist heat to rot or
THE FOUR ELEMENTS decay.
The Four Elements are the basis of life, and life is only
K CONGELATION: heating liquid so that it
possible when all four exist in unity. Each element has a
congeals into a thicker substance.
primary property and secondary property which, when used
in conjunction with the Primes, creates and sustains life. K CIBATION: placing fresh items into a crucible
while performing the Art.
K Air both hot and wet, and creates vapor
K Earth dry and cold K SUBLIMATION: transforming one solid into
another solid.
K Fire hot and dry K FERMENTATION: capturing gas bubbles that
K Water cold and wet form due to the breakdown of a substance.

ALCHEMICAL METALS K EXALTATION: releasing air or gas from a


substance.
Alchemists use the Four Elements and the Three Primes
to work the Art of Alchemy. There are seven metals for K MULTIPLICATION: increasing a substance to
Alchemy, and all life is built upon them. Though some replicate more.
metals when found are pure in form, others must be created
through distillation or synthesis. Though metals can be
K PROJECTION: taking on the product of the
aforementioned steps to transform it into a new
combined to form other metals, gold is the soul of all metals,
substance.
and it can be distilled from any metal. The most important
Art, and the first Art Alchemists learn, is metallurgy: how
to take a base metal and transform it into another.

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Critical Success: You can learn one Spell for 50 RP


instead.
HEXENMEISTER’S ALMANACK

Critical Failure: You suffer 1D10+1 Peril from Stress and


gain 3 Conflict.
Other Considerations: The times indicated above assume
you are learning the Spell as you adventure. If you do
nothing but try to learn it uninterrupted, you can reduce
the time to read by a number of days equal to your [WB]
(to a minimum of one day). You can only learn one Spell
at a time.

GUIDE TO CASTING SPELLS


LEARNING SPELLS
Below is a brief overview to follow whenever you wish
Magic Grimoires typically have up to nine Spells inside,
to cast a Spell:
determined by the Historian.
K STEP 1: Choose Spell
ANY CHARACTER CAN
LEARN SPELLS K STEP 2: Risk Backlash
Although Professions in the Mage Archetype K STEP 3: Roll To Cast
begin gameplay knowing Common Spells, they
are in no way restricted to simply Mages. Any
K STEP 4: Resist Spell
character can endeavor to learn Spells as a Unique K STEP 5: Unfetter Spell
Ability, provided they meet the requirement by
Tier. However, only those with the proper Trait
can Risk Backlash or Unfetter Spells. STEP 1: CHOOSE SPELL
Whenever you wish to cast a Spell, you must first
decide what kind of Spell to use. You can only cast Spells
LEARN SPELL that your character has learned.
There are secrets buried within; I need only to study further to
understand their intricacies . . . FOUR CARDINAL RULES
To use Spells, follow these four simple rules:
Learn Spell: You must have a grimoire in hand, and spend
an appropriate amount of time reading it. Depending on K You must be able to see.
how quickly you wish to learn it, the Difficulty Rating
eases or worsens:
K You must be able to speak.
K Three weeks: (Routine +10%) Incantation K You must have one hand free.
K Two weeks: (Standard +/-0%) Incantation K You must have all reagents in reach.
Providing the circumstances are right—and
K One week: (Challenging -10%) Incantation the reagents are available—announce to the
Effect: If successful, you learn one Spell by spending Historian you intend to use a specific Spell.
100 RP. However, if one of your Professions isn’t of the
Mage Archetype, permanently reduce all your Primary
Attributes by 3% of a Basic Tier Spell, 6% for Intermediate
Tier Spells and 9% for Advanced Tier Spells.

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CASTING SPELLS IN COMBAT K Increase the Difficulty Rating by two positive steps
Most Spells can be cast in combat using the Cast Spell and gain 2 Conflict. Roll 2D6 Chaos Dice after your

HEXENMEISTER’S ALMANACK
Action In Combat. Some Spells even have an Action Spell is cast to determine if you suffer 2D10+2 Peril.
Point (AP) cost listed in their entry. Spells which take
longer than a minute do not have an AP cost associated
K Increase the Difficulty Rating by three positive steps
and gain 3 Conflict. Roll 3D6 Chaos Dice after your
with them. Simply assume that any Spell which takes
Spell is cast to determine if you suffer 3D10+3 Peril.
two minutes or more requires an equal number of
Rounds to cast (as one Round is equal to one minute in You suffer Peril if any Chaos Dice land on face ‘6,’
the game world). regardless of whether Cast Spell was successful or not.
Casting Spells in this fashion can be interrupted by
enemy actions. If a Mage is made to Bleed, or suffers V e r i ty Trow br i d g e ca st s a Spell. The
Damage or Peril during this time, they must succeed at a Historian announces the Difficulty Rating is
Resolve Test or else the Spell casting fails. The same goes (Hard -20%). Considering that Verity’s player
for spells which require Concentration. wants the Spell to work, she decides to Risk
Backlash for two positive steps. This means the
CONCENTRATION Difficulty Rating is now (Standard +/-0%).
Some spells require constant Concentration to
maintain. You can only Concentrate upon one
Spell at a time, but you may cast other Spells while GAINING CONFLICT
Concentrating. Conflict is temporarily recorded on your character
sheet, as mentioned in Article 2: Creating Characters.
Remember, the more Conflict you gain, the greater the
HISTORIAN ADJUSTS DIFFICULTY RATING chance there is of you gaining Flaw Ranks at the end of
Spells have varying Difficulty Ratings, just as other the game session.
Skills do in FLAMES OF FREEDOM. For instance,
if a Mage is involved in a Combat Encounter where
their side vastly outnumbers the other, this plays into STEP 3 : ROLL TO CAST
their favor, and they will be awarded a bonus to their Roll an Incantation Test. If you Critically Succeed,
Incantation Skill Test. Conversely, if a Mage wants to you’ll take into account both the standard effects and
Cast Spell when foes stand among their own allies, it the result from the Critical Success listing. Failing has
will work against them, and their Incantation Skill Test no immediate effects. However, Critically Failing can be
will be penalized. devastating. Refer to the Critical Failure listing for the
Once you know the Difficulty Rating, you can make Spell to determine what happens.
an Incantation Test now or choose to Risk Backlash.
Move onto Step 3 if you choose to not Risk Backlash. BURST, CONE & EXPLOSION TEMPLATES
Some Spells affect not one, but many people. For the
purposes of these Spells, their effects will be indicated as
STEP 2 : RISK BACKLASH either a Burst, Cone or Explosion Template in the Spells
Providing you have the proper Trait (and either before or description:
after the Difficulty Rating is called out by the Historian),
K Cone Template: Extends straight in a 16-yard line
you may positively modify your Difficulty Rating using
from where you stand, 1 yard wide at its starting point
one of these three options:
and 5 yards wide at its end point. You can aim Spells
K Increase the Difficulty Rating by one positive step and that reference the Cone Template, so that it can be used
gain 1 Conflict. Roll 1D6 Chaos Die after your Spell is to hit foes only. However, you will need to succeed at
cast to determine if you suffer 1D10+1 Peril. an Awareness Test to not harm allies.

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K Burst Template: Bursts outward in a circle with a INJURIES FROM SPELL DAMAGE?
diameter of 6 yards in all directions. Select a point Spells rarely cause Injuries, unless otherwise noted
HEXENMEISTER’S ALMANACK

of origin within your line of sight and the Burst then within the Spell’s entry. For special exceptions (such
takes effect. A Burst affects both allies and foes alike. as catching On Fire), roll Chaos Dice as you normally
The Historian will determine who is affected. would for Injuries, but refer to the alternative effect
mentioned by the Spell.
K Explosion Template: Explodes outward in a circle
with a diameter of 10 yards in all directions. Select
a point of origin within your line of sight and the STEP 5 : UNFETTER SPELL
Explosion then takes effect. An Explosion affects both
Providing you have the proper Trait, you can choose to
allies and foes alike. The Historian will determine
extend a Spell’s effects beyond its standard duration.
who is affected.
When you do this, you move one step down the Peril
Hard barriers limit areas over which Templates take Condition Track negatively and gain 3 Conflict.
effect. However, soft barriers such as bushes, trees and Unfettering a spell extends its duration immediately,
the like will not. The best rule of thumb to follow is that but you can continue to extend the duration of a
if the barrier totally prevents line of sight, it will limit Spell again and again up to the point when you’re
the area of effect for the Template, reshaping it to meet Incapacitated! or have to Sleep. Note that you cannot
the constraints of the space available. extend the effects of a Spell where the duration is listed
as Instantaneous or Forever.

STEP 4 : RESIST SPELL


Whenever a person is struck by a Spell that requires
them to Resist, they must make a relevant Skill Test as THERE ARE NO upper limits to the number
indicated in the spell’s entry. The Test’s Difficulty Rating of Spells you can cast in a given day. Note that
is based on the Difficulty Rating of the Spell you cast, a person can only be subjected to the beneficial
and always translates into its opposite as a bonus or or negative effects of a Spell once at a time. For
penalty. This means that if your Spell has a Difficulty instance, this means you cannot cast Cool Body
Rating of (Routine +10%), their Difficulty Rating to twice on a person so they gain double the benefits,
Resist is (Challenging -10%). If successful, they avoid nor cast Petrify Other again upon a person who’s
the Spell’s effects. If made in combat, refer to Resist as already currently affected by Petrify Other.
an Action In Combat in Article 7: Combat Encounters.
If the subject of your Spell willingly accepts its
effects, they are not required to Resist its effects.

THE HISTORIAN MAY adjust the Difficulty


Rating for Resisting Spells based on the
situation. Those who are Defenseless, Helpless or
Unconscious cannot Resist Spells.

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HEXENMEISTER’S ALMANACK
SPELL FORMAT
K Requirement: Your character must at least be of K Reagents: Every Spell has a specific set of physical
the same Tier or higher to learn and to cast it. materials, motions or other requirements to cast
This means if it was an Intermediate Tier Spell, it. Without the reagent, it is impossible to cast
you would have to be either in Intermediate or the Spell. If the listing is followed by (expended),
Advanced Tier to learn and cast it. the reagent is consumed by casting the Spell,
regardless of success or failure.
K Casting Time: Every Spell has an amount of time
to spend before casting the Spell. Those that are K Effect: An effect describes what happens after
cast in one minute or less will have an Action Point the caster makes a successful Incantation Test.
cost associated with them. Spells that require Spells do not have a failure effect. You are always
more than a minute require an equal number considered to be your own ally.
of Rounds to cast if done during combat. If the
casting is interrupted, the Spell immediately fails
K Critical Success: The Spell works and gains
additional bonuses indicated in this description.
(and must be cast again). Regardless of success
or failure, you must spend the AP required if in K Critical Failure: The Spell fails and incurs
combat. additional penalties indicated in the description.
The duration of a Critical Failure is covered below,
K Distance: In order for a Spell to affect someone or within the entry for the Spell if any different.
at Distance, you must be able to clearly see the
intended target of your Spell. Casting at a partially K Duration: Spells last a certain amount of time. A
obscured target may raise the Difficulty Rating Spell can be instantly dispelled by the Mage who
for your Incantation Test, as determined by the cast it, causing its duration to end early, with the
Historian. Spells listed ‘By touch’ are considered exception of Spells that were Critically Failed to
a part of the Cast Spell action and require no be cast. If the duration is listed as Concentration,
additional dice rolls or expenditure of AP. ‘By a Mage can do so until they are Incapacitated! or
touch’ spells require the Mage to be Engaged Sleeping.
with the target when casting. And finally, you can
cast touch spells on yourself.

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COMMON SPELLS LISTINGS BABBLEBOOK


The great Gotthilf first recorded this Spell in their grimoire
HEXENMEISTER’S ALMANACK

Words of Power & Faith . . .


Requirement: Basic Tier
Casting Time: One hour
Distance: By touch
Reagents: Drops of your own blood, ink and pages you
write onto
Effect: After successfully casting, a number of pages you
BOOK OF COMMON SPELLS draw or write onto equal to 3+[WB] are Encrypted. While
SPELL NAME REQUIREMENT
Encrypted, they cannot be read by anyone but you and one
other person you name while casting. You begin to Bleed, no
Babblebook Basic Tier matter whether you succeeded or failed at using this Spell.
Bludgeon With Elements Basic Tier
Critical Success: You do not Bleed.
Conceal Tracks Intermediate Tier
Critical Failure: The pages are instantly incinerated, as
Cool Body Intermediate Tier
you suffer 1D10+1 Damage from fire.
Death Seal Intermediate Tier
Duration: Until read by you or another person you
Discern Persona Basic Tier
selected that can read the Encryption
Divine Breath Basic Tier
Evergreen Intermediate Tier BLUDGEON WITH ELEMENTS

Eyes Of The Eagle Basic Tier Begone, foul thing!


Fire’s Warmth Intermediate Tier Requirement: Basic Tier
Fish’s Breath Intermediate Tier Casting Time: One minute (1 AP)
Form Of Cloud Advanced Tier Distance: Any one foe you can see clearly
Inspiring Homily Basic Tier
Reagents: A breath of air, a pebble, a match or water
Liquid Courage Basic Tier skin—depending on the element (expended)
Petition The Mountain Basic Tier Effect: Select one element: air, earth, fire or water. After
Petrify Other Advanced Tier successfully casting, a foe suffers one of the following
Preservation Advanced Tier Combat Conditions, unable to Defend or Resist its effects:
Quicken Blood Basic Tier K AIR (Gutted): Must spend 1 additional AP for
Rainfall Advanced Tier Movement Actions until the end of combat.
Raise The Alarm Basic Tier K EARTH (Strained): Must spend 1 additional AP for
Spirit Of The Wood Intermediate Tier Attack Actions until the end of combat.
Strike True Basic Tier K FIRE (Intimidated): Suffer -1 to Damage Threshold
& Peril Threshold until the end of combat.
Thunder Clap Advanced Tier
Wind’s Grace Basic Tier K WATER (Disoriented): Must spend 1 additional AP
for Reactions until the end of combat.
Withdraw Sickness Advanced Tier

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Critical Success: The foe also drops one object either in DEATH SEAL
hand or from their side 3 yards away. This mausoleum shall never be trespassed against, lest the

HEXENMEISTER’S ALMANACK
Critical Failure: You suffer the Combat Condition intruders risk elemental wrath . . .
instead and drop one object either in hand or from your Requirement: Intermediate Tier
side 3 yards away.
Casting Time: One hour
Duration: Until the end of combat
Distance: By touch
CONCEAL TRACKS Reagents: Any monument to the dead (such as a coffin,
At first you see me, now you don’t . . . grave or undercroft), sealed with your own blood
Requirement: Intermediate Tier Effect: After successfully casting, the monument you
touched cannot be broken or opened by normal means.
Casting Time: One minute (2 AP)
You begin to Bleed, no matter whether you succeeded or
Distance: Yourself failed at using this Spell.
Reagents: Your own muddy or wet footwear Critical Success: You do not Bleed.
Effect: After successfully casting, you do not leave Critical Failure: The monument and its contents explode,
footprints or any trace of your passing. causing 3D10+3 Damage from fire.
Critical Success: Triple the duration. Duration: Forever
Critical Failure: You leave a glowing trail in your wake, DISCERN PERSONA
one that can be easily discovered.
Do not toy with me, for I see who you really are . . .
Duration: 6+[WB] minutes
Requirement: Basic Tier
COOL BODY Casting Time: One minute (1 AP)
I call forth an element of frost to bring us comfort in the heat . . . Distance: By touch
Requirement: Intermediate Tier
Reagents: A glass or metal receptacle with a closing lid
Casting Time: Nine minutes
Effect: After successfully casting, you immediately learn
Distance: By touch the Disposition of one person you can clearly see and hear.
Reagents: A wet towel, dabbed on allies’ heads while Critical Success: In addition, you can discern whether
incanting they are being truthful or telling lies when you speak with
them directly.
Effect: After successfully casting, up to [WB] allies can
ignore the negative effects of warm weather, also avoiding Critical Failure: You are unable to tell the truth, and it is
Heatstroke. apparent to everyone who interacts with you.
Critical Success: Up to 6x your [WB] allies are affected. Duration: One hour
Critical Failure: The allies you touched experience hot
flashes over the duration, as they suffer 2D10+2 Peril
every hour.
Duration: 6+[WB] hours

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DIVINE BREATH EYES OF THE EAGLE


We shall be delivered from pain’s threshold . . . The Quaker Phillip Masters taught me this Spell . . .
HEXENMEISTER’S ALMANACK

Requirement: Basic Tier Requirement: Basic Tier


Casting Time: Three hours Casting Time: One hour
Distance: By touch Distance: By touch
Reagents: A fire, which you use to breathe its smoke Reagents: A feather, plucked from a live eagle (expended)
inward to exhale over the wounded
Effect: After successfully casting, increase Distance by
Effect: After successfully casting, you move a person one 3+[WB].
step up the Damage & Peril Condition Tracks positively.
Critical Success: It also grants the ability to see in the dark.
Critical Success: They are moved two steps up instead.
Critical Failure: An eagle screams overhead as it attacks
Critical Failure: As you blow the smoke over them, you. The Historian will use the Eagle entry from Article
they fall Asleep and experience strange dreams. When 14: Threats.
awakening six hours later, they are Incapacitated! and gain
Duration: 3+[WB] minutes
3 Conflict.
Duration: Instantaneous FIRE’S WARMTH
I shall call an elemental spirit to warm our bodies and spirits . . .
EVERGREEN
Requirement: Intermediate Tier
The earth laughs in flowers . . .
Casting Time: Nine minutes
Requirement: Intermediate Tier
Distance: By touch
Casting Time: One minute (2 AP)
Reagents: A piece of charcoal, rubbed on allies’ heads
Distance: By touch
(expended)
Reagents: Any plant you touch and a pinprick of your
Effect: After successfully casting, up to [WB] allies can
own blood
ignore the negative effects of cold weather, also avoiding
Effect: After successfully casting, a number of plants equal Frostbite.
to 6+[WB] cannot wither or die through normal means,
Critical Success: Up to 6x your [WB] allies are affected.
remaining perfectly preserved.
Critical Failure: The allies affected suffer 2D10+2 Peril
Critical Success: You can cast Evergreen on 9+[WB]
every hour.
plants instead.
Duration: 6+[WB] hours
Critical Failure: The plants immediately die, and the
earth where they grew is salted forever, as nothing can FISH’S BREATH
grow there ever again.
I first read about this Spell in an old grimoire . . .
Duration: 6+[WB] days
Requirement: Intermediate Tier
Casting Time: One hour
Distance: By touch
Reagents: A freshly caught fish, cooked and eaten
(expended)

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Effect: After successfully casting, one ally who ate the fish Critical Failure: Your homily is poorly told, as up to 3x
can breathe underwater. your [WB] allies suffer a -10% Base Chance to Skill Tests

HEXENMEISTER’S ALMANACK
to Defend and Resist.
Critical Success: Up to 6 allies are affected.
Duration: 3+[WB] hours
Critical Failure: The ally who ate the fish begins to
Suffocate on the bones. LIQUID COURAGE
Duration: 6+[WB] minutes Jolly mortals, fill your glasses, let us drink and be merry . . .

FORM OF CLOUD Requirement: Basic Tier

I join my body with the elemental spirits of air and water, Casting Time: Six minutes
transmogrifying into mist . . . Distance: By touch
Requirement: Advanced Tier
Reagents: A pitcher of alcohol that you touch before
Casting Time: One minute (3 AP) singing a song
Distance: Yourself Effect: After successfully casting, anyone who drinks
the alcohol gains +10% Base Chance to Skill Tests to
Reagents: A glass or metal receptacle with a closing lid
withstand Stress, Fear and Terror.
Effect: After successfully casting, you turn into mist, unable
Critical Success: You can also affect an entire barrel of
to be harmed by normal means. You may pass through
alcohol.
cracks, keyholes and other tight confines. You can also
hover 3 yards above the ground and take on a Movement Critical Failure: Everyone who drinks is immediately
of 12+[AB] in combat. However, your trappings do not Intoxicated for six hours.
change into a mist, nor can you speak in this form or cast
Duration: 3+[WB] hours
spells. When you turn into human form, the Spell ends.
Critical Success: Triple the duration. PETITION THE MOUNTAIN

Critical Failure: Your body turns to mist for a moment, Hear me, ancient elements, lend me your strength . . .
then immediately back to flesh. You suffer 3D10+3 Requirement: Basic Tier
Damage, but do not suffer Injuries due to it.
Casting Time: One hour
Duration: 9+[WB] minutes
Distance: By touch
INSPIRING HOMILY Reagents: An expensive or rare gemstone that you crush
Together, we can achieve anything because the holy word (expended)
inspires us . . . Effect: After successfully casting, the person you touch
Requirement: Basic Tier cannot be made to Bleed or suffer Moderate Injuries.
Casting Time: One hour Critical Success: They do not suffer Serious Injuries,
either.
Distance: Special
Critical Failure: The gemstone shards pierce your hand, as
Reagents: Orate a religious lesson, sermon or story
you suffer 1D10+1 Damage and one random Moderate
Effect: After successfully casting, a number of allies equal Injury.
to 3+[WB] who listen to you gain +10% Base Chance to
Duration: 3+[WB] hours
Defend and Resist.
Critical Success: Up to 3x your [WB] allies are affected.

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PETRIFY OTHER QUICKEN BLOOD


Hark! Know that I command the spirits of the earth, and you You shall move like the zephyr . . .
HEXENMEISTER’S ALMANACK

shall know their wrath . . . Requirement: Basic Tier


Requirement: Advanced Tier
Casting Time: One minute (1 AP)
Casting Time: One minute (3 AP)
Distance: By touch
Distance: Any person who can see you clearly
Reagents: Orate and give commentary on a religious lesson
Reagents: A preserved cat’s eye, held in hand
Effect: After successfully casting, the ally may increase
Effect: After successfully casting (and one foe cannot or their Movement and Initiative by +3.
fails to Resist using Toughness), your target is Petrified.
Critical Success: They also gain 1 additional AP on their
While Petrified, the person cannot talk or move, cannot
Turn in combat.
be made to bleed, and cannot suffer Damage (by normal
means) or Injuries due to it. Critical Failure: The ally feels sluggish, as they must
reduce their Movement and Initiative by -3, and begins
Critical Success: The person cannot Resist this Spell.
their Turn with 1 less AP.
Critical Failure: You are Petrified, unable to Resist the
Duration: 3+[WB] minutes
Spell.
Duration: 9+[WB] hours RAINFALL
We pray to the heavens that this parched earth shall drink once
PRESERVATION again . . .
An ancient spell, this has been used to preserve many musty Requirement: Advanced Tier
tomes, including my own . . .
Casting Time: One hour
Requirement: Advanced Tier
Distance: Any place you can see clearly
Casting Time: Twenty-four hours
Reagents: A chant, dance or ritual that would urge rain to
Distance: By touch
fall from the sky
Reagents: Any inanimate object smaller than a child, such
Effect: After successfully casting, you conjure forth rainy
as a grimoire, piece of clothing or scrap of wood
weather. Based on your [WB], the strength of the weather
Effect: After successfully casting, one inanimate object produces the following effects in combat:
is perfectly preserved, unable to be destroyed by normal
means. This means it is proofed against fire, heat, rain
K [WB] 1 to 6: Light Obscurement (light rain), reduces
foe’s Movement by -1.
and other natural elements the Historian feels it should
appropriately be immune to. It also cannot be destroyed K [WB] 7 to 12: Medium Obscurement (thunderstorm),
by normal means. If the target object is a weapon, it is now reduces foe’s Movement by -2.
treated as if it were Superior in Grade.
K [WB] 13+: Heavy Obscurement (sleet), reduces foe’s
Critical Success: You can cast Preservation on three Movement by -3.
objects instead.
Critical Success: Choose the strength of the weather instead.
Critical Failure: The inanimate object immediately
Critical Failure: Acidic rain will fall for 9+[WB] days in
crumbles to dust.
the area, killing all plants.
Duration: Forever
Duration: 9+[WB] days

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RAISE THE ALARM STRIKE TRUE


Warning, intruder alert! I’ve ensorcelled this bullet never to miss; don’t lose it . . .

HEXENMEISTER’S ALMANACK
Requirement: Basic Tier Requirement: Basic Tier
Casting Time: One minute (1 AP) Casting Time: One hour
Distance: By touch Distance: By touch
Reagents: Any object, such as a chest, door, plant or rock Reagents: Drops of your own blood, placed on a single
piece of ammunition
Effect: After successfully casting, any person other than
you who passes by the object you touched immediately Effect: After successfully casting, the ammunition you
announces any three words you select, using any language touch is considered to be Magical, and will automatically
you speak. The alarm can be as soft as a whisper, at normal Critically Succeed to hit a foe once fired. After being
volume or as a yell. Once triggered, the Spell ends. fired, the ammunition is destroyed. You begin to Bleed, no
matter whether you succeeded or failed at using this Spell.
Critical Success: As above, but Raise The Alarm’s Spell
You can cast this Spell upon a number of ammunition
never ends. It can be dispelled, though.
equal to the number of Skill Ranks in Incantation you
Critical Failure: You experience intestinal discomfort, have. Finally, you cannot cast Strike True more than once
suffering 2D10+2 Peril due to it. every twenty-four hours.
Duration: Until triggered Critical Success: As above, but you can cast Strike True
on nine ammunition instead.
SPIRIT OF THE WOOD
Critical Failure: The ammunition is cursed instead, and
Ancient forests, elder trees—I beseech thee to stand aside . . . disappears into whichever ammunition pack it’s intended
Requirement: Intermediate Tier for. The Historian may spend a Coin before or after
an attack has been made to have the ammunition fail,
Casting Time: One minute (3 AP)
returning to the attacker to Critically Strike them instead.
Distance: Burst Template, extending from a copse of trees
Duration: Until fired
you can clearly see
Reagents: A freshly cut green branch that you twist until THUNDER CLAP
snapped (expended) French military mages developed this magic; I, however, have
Effect: After successfully casting (and those caught in a claimed it as my own . . .
Burst Template cannot or fail to Resist using Coordination), Requirement: Advanced Tier
they are Entangled. Entangled people cannot use any
Casting Time: One minute (3 AP)
Actions In Combat, except to Resist Entanglement. If
they start their Turn in the Burst Template, they must Distance: Cone Template, extending from you
Resist once again. Alternatively, you can use this Spell to
Reagents: Clap your hands together, or clap one hand
command trees to bend their branches down to be easily
with another person
climbed, or move branches to create a clear path.
Effect: After successfully casting (and those caught in a
Critical Success: Reference an Explosion Template instead.
Cone Template cannot or fail to Resist using Toughness),
Critical Failure: The forest grows wildly around, as you foes are Surprised by all Actions In Combat, until combat
and all others within an Explosion Template must Resist ends.
being Entangled.
Critical Success: As above, but they cannot Resist.
Duration: 6+[WB] minutes

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Critical Failure: You are momentarily Deafened, and foes BLACK & WHITE SPELLS LISTINGS
gain the advantage of Surprise against you until the end
HEXENMEISTER’S ALMANACK

of combat.
Duration: Special

WIND’S GRACE
A breath of spring to restore your aches and pains . . .
Requirement: Basic Tier
Casting Time: One minute (1 AP)
Distance: By touch
Reagents: A bottle of spring air, which you inhale and
exhale over an Injured ally
Effect: After successfully casting, one ally reduces the
time to Recuperate from one Injury by three days.
LESSER KEY OF SOLOMON
Critical Success: They reduce the time to Recuperate
from all Injuries by nine days instead. SPELL NAME REQUIREMENT

Critical Failure: The wind blows you over, as you suffer Black Winds Basic Tier
1D10+1 Damage, but do not suffer Injuries due to it. Bridge The Realm Intermediate Tier
Duration: Instantaneous Changeling Basic Tier
WITHDRAW SICKNESS Channel The Spirits Intermediate Tier
I dispel thee, foul disease . . . Contact The First Fallen Advanced Tier
Requirement: Advanced Tier
Damnation Advanced Tier
Casting Time: Twenty-four hours
Essence Theft Basic Tier
Distance: By touch
Forget Intermediate Tier
Reagents: A glass or metal receptacle with a closing lid
Homunculus Basic Tier
Effect: After successfully casting, you remove an Ailment
or other sickness from a threat, person or plant. It is then Infirmity Basic Tier
contained as a black liquid inside the receptacle. If the Mask The Senses Intermediate Tier
receptacle is opened, it can be released upon a threat,
person or plant it is poured upon as they are infected with Pall Of Night Intermediate Tier
the Ailment. Quake Advanced Tier
Critical Success: It also restores any lost Damage, Peril Ritual Binding Advanced Tier
and temporary Primary Attribute penalties lost due to the
Ailment. Transfer Mind Intermediate Tier

Critical Failure: You now suffer from the Ailment.


Duration: Instantaneous

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BLACK WINDS CHANGELING


I call upon you, oh spirits, to keep mine enemies at bay! I shall turn you into the oaf you are!

HEXENMEISTER’S ALMANACK
Requirement: Basic Tier Requirement: Basic Tier
Casting Time: One minute (1 AP) Casting Time: One minute (1 AP)
Distance: Cone Template, extending from you Distance: Any one person you can clearly see
Reagents: Grave dirt gathered from the recently buried Reagents: The skin of a rare frog, burnt (expended)
dead, thrown overhead
Effect: After successfully casting (and one foe cannot
Effect: After successfully casting (and those caught or fails to Resist using Scrutinize), they are temporarily
in a Cone Template cannot or fail to Resist using made Helpless for the duration.
Coordination), they are pushed backward 3+[WB] yards.
Critical Success: They are unable to Resist.
Critical Success: They also suffer 1D10+1 Peril.
Critical Failure: Your arms droop to the ground, and your
Critical Failure: The dirt whirls above you, and knocks voice turns to a low growl. You cannot cast Spells for the
you and everyone around you in a Burst Template off duration.
their feet Prone. Everyone caught in a Burst Template
Duration: 3+[WB] minutes
suffers 2D10+1 Peril.
Duration: Instantaneous CHANNEL THE SPIRITS
I call upon you, ghost of Davy Jones, to tell us of folktales and
BRIDGE THE REALM buried treasure . . .
We shall slip between the material world and where the spirits Requirement: Intermediate Tier
dwell, to emerge on the other side.
Casting Time: Ten minutes
Requirement: Intermediate Tier
Distance: By touch
Casting Time: Ten minutes
Reagents: A personal item of the dead person you want to
Distance: By touch
channel, and a silver ring
Reagents: A powdered sapphire, laid at the foot of a
Effect: After successfully casting, you channel the soul of
doorway (expended)
a specific dead person into your body. While it remains in
Effect: After successfully casting, you and a number your body, you may ask one question every minute of the
of persons equal to 6+[WB] instantaneously travel to spirit, and they will always answer truthfully. For every
another location. You can only travel to specific locations question you ask, roll 3D6 Chaos Dice. For every face ‘6,’
you have previously visited. Upon arrival, everyone except you drop one step down the Peril Condition Track. If you
for you suffers 2D10+2 Peril. are Incapacitated! by this, you gain two Flaw Ranks. This
Spell requires Concentration.
Critical Success: No one suffers Peril.
Critical Success: Roll 1D6 Chaos Die instead.
Critical Failure: You and your comrades step into an ever-
widening dark pit, which swallows you all whole. It spits Critical Failure: Your body lifts into the air, as you gain
you back out where you started, and you all are instantly the Affliction of Possessed.
Incapacitated!, gaining 6 Conflict.
Duration: One hour
Duration: Instantaneous

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CONTACT THE FIRST FALLEN Effect: After successfully casting, an object is Damned.
Unto you, the First Fallen—son of Venus, Favored Son, the While Damned, the person carrying the object treats
HEXENMEISTER’S ALMANACK

Morning Star, Shining One, the Light-Bearer, Lucifer: I every failed Skill Test as if it were Critically Failed instead.
beseech thee! Furthermore, should the person die while in possession
of the object, they are forced to relive the last twenty-
Requirement: Advanced Tier
four hours of their life, including reliving their death.
Casting Time: Forty-eight hours Finally, they cannot be healed from Damage or Injuries.
A Damned object can only be discovered through use of
Distance: Self
Magic or a special circumstance the Historian dictates.
Reagents: Six candles burned (expended), your own blood, You gain three Flaw Ranks.
chalk used to draw the Seal of Solomon and a magic circle
Critical Success: You gain two Flaw Ranks instead.
Effect: After successfully casting, you trap a demon
Critical Failure: The object disintegrates to dust, and you
into the Seal of Solomon, and you may attempt to
gain one permanent Flaw Rank.
strike a Faustian bargain to convince them to carry out
a malevolent deed. Example deeds include blighting a Duration: 9+[WB] days
harvest, bringing plague, causing a jury to find someone
innocent or guilty, gaining temporary protection from ESSENCE THEFT
physical or mental harm, harming someone else, killing Your soul is mine!
livestock or teaching Spells. The Historian will determine
Requirement: Basic Tier
what is appropriate and help you shape an appropriately
devilish request. Then, make a Secret Test using Bargain. Casting Time: One minute (1 AP)
The more selfish the deed, the more favorable the
Distance: Any one person you can clearly see
Difficulty Rating will be. Success and Critical Success
results in the deed being done. Failure and Critical Failure Reagents: A ring of antinomy, worn upon the ring finger.
results in your words being twisted against you. You begin
Effect: After successfully casting, a foe must Resist
to Bleed and gain three Flaw Ranks, no matter whether
with a Toughness Test, or else suffer 1D10+[WB]
you succeeded or failed at using this Spell. This Spell
Peril. Depending on how many steps down they move
requires Concentration.
negatively, you move an equal number of steps up the
Critical Success: Add an Assist Die to your Bargain Test. Peril Condition Track positively.
Critical Failure: You made a misstep, and the Seal of Solomon Critical Success: The foe is paralyzed in place for one
wasn’t drawn correctly. The demon escapes, and will do as it minute, left Helpless.
pleases until returning to the spirit realm twenty-four hours
Critical Failure: The ring crumbles to dust, as you suffer
later. You also gain one permanent Flaw Rank.
2D10+[WB] Peril and are left Helpless for one minute.
Duration: One hour The foe moves up an equal number of steps on the Peril
Condition Track positively.
DAMNATION
Duration: Instantaneous
Misery loves company, but damnation needs it.
Requirement: Advanced Tier FORGET

Casting Time: One hour Nothing lasts forever . . .


Requirement: Intermediate Tier
Distance: By touch
Casting Time: One minute (2 AP)
Reagents: An ink-filled circle drawn on an object
belonging to the person you wish to damn Distance: By touch

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Reagents: A ring of obsidian, worn on the hand you place


upon your victim

HEXENMEISTER’S ALMANACK
Effect: After successfully casting (and one foe cannot or
fails to Resist using Scrutinize), they temporarily forget
6+[WB] days of memories, including the moment when
you cast the Spell.
Critical Success: They forget 6+[WB] days of memories
permanently.
Critical Failure: Your mind is suddenly awash in
confusion. How did you get here? You lose 6+[WB] days
of memories permanently.
Duration: Instantaneous

HOMUNCULUS
I shall trap the spirit inside this familiar, and it shall obey my
every command.
Requirement: Basic Tier
Casting Time: One day
Distance: Special
Reagents: An object made from your blood and grave
dirt, shaped into a small creature or person
Effect: After successfully casting, you create a homunculus:
a creature loyal to your every command. Homunculi can be INFIRMITY
of a shape no larger than a child is tall. Examples include
brooms, dolls, a small animal or windup toy. Homunculi Once, twice, thrice, quince for pain!
are able to use the power of speech. You can only command Requirement: Basic Tier
a number of homunculi equal to your [WB] at any one
Casting Time: One minute (1 AP)
time, but you may replace those which have been Slain!. A
homunculus takes on the stats of a Homunculus or similar Distance: Any one person you can clearly see
threat from Article 14: Threats. The only way to heal a
Reagents: A leg bone, which you break in hand
homunculus from Damage is to cast this Spell again, but
it does not require reagents and only takes ten minutes Effect: After successfully casting (and one foe cannot or
instead of one week. You begin to Bleed, no matter whether fails to Resist using Toughness), they temporarily reduce
you succeeded or failed at using this Spell. their Movement by a cumulative -1 by every minute. They
may attempt to Resist every minute, until the duration is up.
Critical Success: You create two homunculi instead.
Critical Success: They cannot Resist the first three
Critical Failure: You create two homunculi who are intent
minutes of duration.
on your destruction. They vanish before your eyes, but will
take out their revenge at a point and time the Historian Critical Failure: Your legs turn to jelly, as you are knocked
decides. Prone and unable to move for the duration.
Duration: Forever Duration: 3+[WB] minutes

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MASK THE SENSES QUAKE


I leave thee in anguish, stricken insensible. Feel the earth tremble beneath your feet!
HEXENMEISTER’S ALMANACK

Requirement: Intermediate Tier Requirement: Advanced Tier


Casting Time: One minute (2 AP) Casting Time: One minute (3 AP)
Distance: Any one person you can clearly see Distance: Explosion Template, extending from any place
you can clearly see
Reagents: Your own blood, squeezed into your palm
Reagents: Two obsidian rings, worn on the fingers and
Effect: After successfully casting (and one foe cannot
pointed downwards
or fails to Resist using Awareness), they are unable to
see for 6+[WB] days. Once the duration is up, they are Effect: After successfully casting (and foes in an Explosion
unable to hear for 3+[WB] days. You begin to Bleed, Template cannot or fail to Resist using Athletics), they
no matter whether you succeeded or failed at using this suffer 3D10+[WB] Damage. Roll Chaos Dice as you
Spell. normally would for Injuries, but if any land on face ‘6,’
they are Slain! instead.
Critical Success: Triple the duration.
Critical Success: As above, but add 3D6 Chaos Dice to
Critical Failure: You are awestruck by a presence other
determine if foes are Slain!.
than your own, as you are unable to see for 18+[WB] days
and unable to hear for 9+[WB] days after that. Critical Failure: The earth suddenly opens up below your
feet, and unless you successfully Resist using Athletics,
Duration: Special
you are Slain!.
PALL OF NIGHT Duration: Instantaneous
I am blanketed by the spirits; they shall see me to safety.
RITUAL BINDING
Requirement: Intermediate Tier
The spirit contained within this knife is that of Captain John
Casting Time: Three days Smith, with all his ire.
Distance: Yourself Requirement: Advanced Tier
Reagents: You must Sleep in a safe place during daylight Casting Time: Special
hours, and suffer 2D10+2 Peril from Starvation.
Distance: By touch
Effect: After successfully casting, you are completely
Reagents: A ware or weapon you have crafted, and the name
invisible during daylight hours, leaving no trace of your
of a Slain! supernatural threat invoked as you finish crafting
passing, and you cannot be heard (unless you wish to be).
Effect: After successfully casting, the object you touch is
Critical Success: Triple the duration.
bound with a spirit. When the object is held, it temporarily
Critical Failure: You leave a glowing trail in your wake, enhances one Primary Attribute by +10%. For instance,
one that can be easily discovered. you can enchant a book to boost Intelligence or a knife
to grant a benefit to Combat. Whatever you wish to
Duration: 6+[WB] hours
enchant, the form must follow its function. Such objects
may only be Ritually Bound once. Furthermore, a person
cannot wield more than one Ritually Bound object at a
time. Finally, the time to cast the Spell is the same length
of time it takes for you to craft the object (as described in
Article 5: Wares & Weapons).

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Critical Success: As above, but the object enhances two WITCHCRAFT SPELLS LISTINGS
different Primary Attributes instead.

HEXENMEISTER’S ALMANACK
Critical Failure: The supernatural threat is unleashed, and
knocks you Unconscious for 9+[WB] days. The spirit will
enact its revenge against you at a time the Historian feels
appropriate.
Duration: Forever

TRANSFER MIND
You shall be whisked away to the spirit realm; your body is
now mine to control.
Requirement: Intermediate Tier
Casting Time: One minute (2 AP)
Distance: By touch
Reagents: A personal item of a foe you seek to transfer THE GRAND GRIMOIRE
into, held in hand SPELL NAME REQUIREMENT

Effect: After successfully casting (and one foe cannot Bewitched Stone Advanced Tier
or fails to Resist using Resolve), a threat’s mind is Charcoal Of The
imprisoned in the spirit realm, and your body goes into Intermediate Tier
Appertain
hibernation. Your mind is instantaneously transferred into
Cursed Branch Advanced Tier
the recipient’s own body. Reference your own Primary
Attributes and abilities, but you may flip the results to Distant Eye Advanced Tier
succeed and add an Assist Die to mimic the person whose
Flying Broom Intermediate Tier
body you’re inside.
Grave Descend Advanced Tier
Critical Success: The person cannot Resist this Spell.
Invoke Hex Intermediate Tier
Critical Failure: You have an out-of-body experience, as
your mind is trapped in the spirit realm. The person who Mask Fragrance Basic Tier
you intended to transfer into is now in control of your Night Terrors Intermediate Tier
body for the duration! You gain one Flaw Rank.
Plague Stone Basic Tier
Duration: 6+[WB] hours
Questionable Salve Basic Tier
Sleeping Beauty Intermediate Tier
Tempt Other Basic Tier
Waxen Doll Advanced Tier
Witch Rod Basic Tier

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BEWITCHED STONE Critical Success: You create three pieces of lump charcoal
Mankind’s spite, cat’s meow, death comes to steed and sow! instead.
HEXENMEISTER’S ALMANACK

Requirement: Advanced Tier Critical Failure: The fire causes you to fall to Sleep for
three hours, unable to be awakened.
Casting Time: One hour
Duration: 6+[WB] minutes
Distance: By touch
Reagents: A diseased rag wrapped around a stone CURSED BRANCH
(expended), which is buried at a crossroads Hazel twig from twisted tree, a curse upon mine enemy . . .
Effect: After successfully casting, you create a Bewitched Requirement: Advanced Tier
Stone. Once buried, any threat that is classified as
Casting Time: One minute (3 AP)
Humanoid (including player cultures) that comes within
an Explosion Template of the stone must Resist with Distance: Cone Template, extending from you
Toughness or else contract an Ailment of your choice. If
Reagents: A single branch of a witch hazel tree, pointed
the stone isn’t buried within an hour or is removed from
outward
the crossroads, the Spell ends. Once the duration is over,
the stone is destroyed. Effect: After successfully casting (and foes in a Cone
Template cannot or fail to Resist using Coordination),
Critical Success: As above, but affects those in a mile radius.
they suffer 3D10+[WB] Damage and 9 Conflict. Roll
Critical Failure: The stone grows with tendrils, embedding Chaos Dice as you normally would for Injuries, but if any
itself into your hand as you suffer the Ailment instead. You land on face ‘6,’ they suffer from Terror.
must undergo Perform Surgery, suffering the Destroyed
Critical Success: As above, but your foe cannot Resist.
Digits Injury if not properly healed.
Critical Failure: The wand snaps and the Spell rebounds
Duration: Thirteen days
toward you in a Cone Template, treated as a Critical
CHARCOAL OF THE APPERTAIN Success.

The flames reveal, the shadows conceal . . . Duration: Instantaneous


Requirement: Intermediate Tier DISTANT EYE
Casting Time: Three hours Over air, land and sea, mark everything that I can see . . .
Distance: By touch Requirement: Advanced Tier
Reagents: Set a bonfire, and you create one piece of Casting Time: Nine minutes
charcoal from it (expended)
Distance: Self
Effect: After successfully casting, you spend three hours
Reagents: A cauldron, the real name of a foe or place and
over a bonfire until one lump of charcoal is produced. If
a memento of the foe or place you wish to spy upon
the charcoal is thrown into any new fire, you conjure forth
an illusion of anything you can imagine, guaranteeing Effect: After successfully casting, you are able to spy upon
it’s smaller than an oxen. It has no physical tangibility, a foe or place. You can view it as if you were peering from 18
nor emits a smell, sound or taste. Anyone who sees the yards away, and can even focus in on details. Furthermore,
illusion can attempt to see through it with a successful you can clearly see and hear anything happening within
Secret Test using Awareness. Once the duration is its presence. This Spell requires Concentration.
over, the charcoal is destroyed. This Spell requires
Critical Success: Triple the duration.
Concentration.

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Critical Failure: You witness a vision of your doom, as you Critical Failure: The grave or soil swallows them whole,
are unable to see for seventy-two hours and the cauldron putting them in a Chokehold. Whenever they reach

HEXENMEISTER’S ALMANACK
is destroyed. Incapacitated!, they are Slain!.
Duration: 9+[WB] minutes Duration: 6+[WB] days

FLYING BROOM INVOKE HEX


Once you’ve got a handle on it, flying is simple . . . All things foul, infectious and putrid fall upon thy head!
Requirement: Intermediate Tier Requirement: Intermediate Tier
Casting Time: One minute (2 AP) Casting Time: One minute (2 AP)
Distance: Self Distance: By touch
Reagents: A hawthorn stave, held between the legs Reagents: Paint your blood over an object, foe or place
(expended)
Effect: After successfully casting, you gain the power of
flight. When in combat, you gain the Movement Subtype Effect: After successfully casting, select whether you
of Flying and reference the benefits of Flying Foes wish to curse a foe, object or a place. If cursing a foe, they
from Article 7: Combat Encounters. Any maneuver you gain some sort of gross physical oddity (e.g., constant
attempt to do that may be perilous requires a Fail Forward flatulence, intractable hiccups, oozing pimples), which
Test using Awareness, or else suffer 2D10+2 Peril. Upon a causes them to flip the results to fail all Skill Tests related
Critical Failure, you fall to the ground. This Spell requires to social interactions. If cursing an object, when it is
Concentration. carried, the foe suffers a -20% Base Chance to all Skill
Tests. If cursing a place, anyone who is standing inside
Critical Success: Triple the duration.
of it must add an additional 1D6 Chaos Die when they
Critical Failure: You sail into the air for a number of yards Risk Backlash or are at risk to suffer Injuries. A cursed
equal to 3+[WB], and as the broom snaps, you plummet object can only be discovered through use of Magic or
an equal number of yards to the ground. a special circumstance the Historian dictates. You begin
to Bleed, no matter whether you succeeded or failed at
Duration: 6+[WB] in hours
casting this Spell.
GRAVE DESCEND Critical Success: Triple the duration.
Rest in peace until you rise again . . . Critical Failure: You immediately move three steps down
Requirement: Intermediate Tier the Damage Condition Track instead and begin to Bleed.
Casting Time: One minute (2 AP) Duration: 6+[WB] days
Distance: By touch MASK FRAGRANCE
Reagents: A grave or the roots of a tree, which you sink The dead shall walk these streets, with none the wiser of their
into true origin . . .
Effect: After successfully casting, a willing person Requirement: Basic Tier
sinks into the soil, falling asleep. They are able to avoid
Casting Time: One minute (3 AP)
environmental effects of cold, heat, Starvation and
Suffocation during this time. Distance: By touch
Critical Success: Triple the duration. Reagents: Grave dirt, intermingled with perfume
(expended)

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Effect: After successfully casting, a number of allies or stone isn’t placed within an hour or is removed from the
objects equal to 3+[WB] have their scent completely floorboards, the Spell ends. Once the duration ends, the
HEXENMEISTER’S ALMANACK

masked. This includes the rotting smell of death. stone is destroyed.


Critical Success: As above, and the allies’ or objects’ Critical Success: As above, but affects food and water
movement is rendered completely silent. within a mile radius.
Critical Failure: The scent of death becomes immediately Critical Failure: You force yourself to consume the stone,
unbearable, as you and everyone else around the allies or and you suffer from Typhoid. The stone passes at the end
objects you touch suffer 2D10+2 Peril every minute. of the duration.
Duration: 3+[WB] hours Duration: Thirteen days

NIGHT TERRORS QUESTIONABLE SALVE


I conjure thee, creatures of the night—infest their minds, let Oil of snake and sugar water, this will cure what ails you . . .
fear take flight! Requirement: Basic Tier
Requirement: Intermediate Tier
Casting Time: One hour
Casting Time: One hour
Distance: By touch
Distance: By touch
Reagents: Arsenic and a bandage, combined together
Reagents: A vial of your own spit and bile, mixed into a (expended)
draught (expended)
Effect: After successfully casting, a salve is created. Once
Effect: After successfully casting, a draught is created. applied, the person moves one step up or one step down
Once consumed, it tastes of sweet syrup. The foe must the Damage & Peril Condition Tracks positively or
Resist with a Toughness Test, or go to Sleep for six hours. negatively (your choice).
For six nights, they awaken to Incapacitated!.
Critical Success: They are moved two steps up or down
Critical Success: The foe cannot Resist. instead (your choice).
Critical Failure: The draught turns to fumes, and you Critical Failure: The salve spreads across your hands
suffer from its effects instead. like rot. You move two steps down the Damage & Peril
Condition Tracks negatively.
Duration: Instantaneous
Duration: Instantaneous
PLAGUE STONE
May your fields be sown with salt for a thousand years . . . SLEEPING BEAUTY

Requirement: Basic Tier But thy eternal summer shall not fade . . .
Requirement: Intermediate Tier
Casting Time: One hour
Casting Time: One minute (2 AP)
Distance: By touch
Distance: Self
Reagents: A dirty rag wrapped around a stone, which is
placed beneath a floorboard (expended) Reagents: One whole fruit, which you polish with cloth
(expended)
Effect: After successfully casting, you create a Plague
Stone. Once buried, all food and water that come within Effect: After successfully casting, the fruit is preserved
an Explosion Template of it are contaminated, and those forever but filled with a sweet, vile poison. If eaten (and
who imbibe it cannot gain sustenance from it. If the the foe cannot or fails to Resist using Toughness), they

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temporarily reduce all their Primary Attribute Bonuses Effect: After successfully casting, a wax doll is created
by -6. If any of these values equal zero, they are knocked that is impervious until you are Slain!. Call out the foe’s

HEXENMEISTER’S ALMANACK
Unconscious. At the end of the duration, Primary name you wish to torment, and prick the doll with a
Attribute Bonuses restore by +1 every twenty-four hours. pin as they move one, two or three steps down the Peril
Condition Tracks negatively (your choice). Hold it over a
Critical Success: The foe cannot Resist.
fire, and they suffer from Mildly, Moderately or Seriously
Critical Failure: The fruit spoils before your eyes, and you Dangerous Fire (your choice). Tie the doll’s legs together,
suffer the effects instead. and the foe is paralyzed for twenty-four hours. Tie the
doll’s hands together, and the foe is unable to use their
Duration: Thirteen days
arms for twenty-four hours. Sew the mouth of the doll
TEMPT OTHER shut, and the foe is unable to speak for twenty-four hours.
Bury it into the earth, and the foe temporarily reduces
Dance for me, pretty poppet! Now click your heels . . . all of their Primary Attribute Bonuses by -9. If the doll
Requirement: Basic Tier isn’t used within a week or is destroyed by fire, the Spell
ends. Each time you use the doll, you move one step down
Casting Time: One minute (1 AP)
the Peril Condition Track and gain 3 Conflict. This Spell
Distance: Any one foe you can see requires Concentration.
Reagents: A cat’s cradle made from muscle sinew Critical Success: Gain 1 Conflict instead.
Effect: After successfully casting (and the target cannot Critical Failure: The waxen doll twists and contorts, and
or fails to Resist using Resolve), they are Tempted. While you immediately take on every single effect. The doll then
Tempted, you can mentally speak to the person, and melts.
act as the devil or angel on their shoulder, luring them
Duration: Special
toward temptations or mortal acts they may not normally
entertain. Should these temptations or mortal acts conflict WITCH ROD
with their morals, however, they will not take the action.
This Spell requires Concentration. My will demands aim to find its target . . .and my will is true
as steel.
Critical Success: As above, but your foe cannot Resist.
Requirement: Basic Tier
Critical Failure: The foe has now made you subject to
Casting Time: One minute (1 AP)
Dominate, and the Historian can control you for the
duration. Distance: Self
Duration: 3+[WB] in minutes Reagents: Two branches of witch hazel, crossed over one
another
WAXEN DOLL
Effect: After successfully casting, the branch either points
Vex me, and you will be as a sinner in the hands of an angry the way toward any threat you can name who is classified
god. as Humanoid (including player cultures), finds a source
Requirement: Advanced Tier of water or points to a location you can name. This Spell
requires Concentration.
Casting Time: One hour
Critical Success: Triple the duration.
Distance: By touch
Critical Failure: The branches split, as you suffer 1D10+1
Reagents: A small wax doll, with a personal item of a foe
Damage, but do not suffer Injuries due to it.
you seek to torment embedded inside
Duration: 3+[WB] in minutes

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LEARNING ALCHEMICAL ARTS ALCHEMICAL ART FORMAT


Much like Spells, the Alchemical Arts require you to
K Requirement: Your character must at least be of the
HEXENMEISTER’S ALMANACK

have grimoires to learn how to use each individual Art.


same Tier or higher to practice it. This means if it
Alchemical books generally have one Alchemical Art
is an Intermediate Tier art, you have to be either in
found within, determined by the Historian.
Intermediate or Advanced Tier to practice it.
ANY CHARACTER CAN LEARN K Preparation Time: Every Alchemical Art has
ALCHEMICAL ARTS an amount of time to spend preparing. The time
Although Alchemists, Apothecaries, Aspirants, assumes you will spend most of the duration in
Barbers, Brewers, Gunsmiths, Midwives, and the laboratory, but will find time to eat, rest and
Preceptors begin gameplay knowing Alchemical talk with others.
Arts, they are in no way restricted to simply the
aforementioned Professions. Any character can
K Create (Alchemical Art): The Art you’re creating is
indicated after the word ‘create,’ and determines
endeavor to learn Alchemical Arts as a Unique
the Difficulty Rating.
Ability, provided they meet the requirement by Tier.
K Effect: An effect describes what happens after
the Alchemist makes a successful Alchemy Test.
LEARN ALCHEMICAL ART Alchemical Arts do not have a failure effect.
Within this text there lies a series of secrets and formulae I Success: The Alchemical Art works
K Critical
must uncover... and gains additional bonuses indicated in this
Learn Alchemical Art: You must have a grimoire in description.
hand, and spend an appropriate amount of time reading
it. Depending on how quickly you wish to learn it, the
K Critical Failure: The Alchemical Art fails and incurs
additional penalties indicated in the description.
Difficulty Rating eases or worsens:
K Other Considerations: Typically, you’ll need
K Three weeks: (Routine +10%) Alchemy access to an alchemical laboratory, portable
K Two weeks: (Standard +/-0%) Alchemy or otherwise. Any other objects mentioned in
this description are expended upon creation,
K One week: (Challenging -10%) Alchemy regardless of success or failure.
Effect: If successful, you can learn one Alchemical Art
inside by spending 100 RP as a Unique Ability.
Critical Success: You can learn one Alchemical Art for 50
RP instead.
Critical Failure: You suffer 1D10+1 Peril from Stress and
gain 3 Conflict.
Other Considerations: The times indicated assume you
are learning the Alchemical Art as you adventure. If you
do nothing but try to learn it uninterrupted, you can
reduce the time to read by a number of days equal to your
[WB] (to a minimum of one day). You can only learn one
Alchemical Art at a time.

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ALCHEMICAL ART LISTINGS K Add +3 Total Damage: (Standard +/-0%) Alchemy


K Add +6 Total Damage: (Challenging -10%) Alchemy

HEXENMEISTER’S ALMANACK
Effect: If successful, you create a number of bombs for
every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One bomb
K [IB] 7 to 12: Two bombs
K [IB] 13+: Three bombs
Critical Success: You create three Acidic Bombs.
Critical Failure: You suffer 2D10+2 Damage from fire.
THE MIRROR OF ALCHEMY
ALCHEMICAL ART Other Considerations: You must have access to an
REQUIREMENT
NAME alchemical laboratory and Alkali. Acid Bombs can be
Create Acid Bomb Basic Tier found in Article 5: Wares & Weapons.
Create Alkali Basic Tier CREATE ALKALI
Create Blackpowder Basic Tier To break the effects of acid, we must have Alkali.
Create Drugs Basic Tier Requirement: Basic Tier
Create Elixir Intermediate Tier Preparation Time: Twelve hours
Create Essence Advanced Tier Create Alkali: Depending on where you’re at on the Damage
Create Hallucinogenic Condition Track, the Difficulty Rating eases or worsens:
Intermediate Tier
Powder
K Unharmed: (Easy +20%) Alchemy
Create Medicine Basic Tier
K Hurt: (Routine +10%) Alchemy
Create Ostane’s Dust Basic Tier
K Moderately Wounded: (Standard +/-0%) Alchemy
Create Powder Bomb Intermediate Tier
K Seriously Wounded: (Challenging -10%) Alchemy
Create Preservation Fluid Intermediate Tier
K Grievously Wounded: (Hard -20%) Alchemy
Create Reanimation Fluid Advanced Tier
Effect: If successful, you create a number of vials for every
Create Vitriol Intermediate Tier 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial
CREATE ACID BOMB
K [IB] 7 to 12: Two vials
Through the work of Clavis Maioris Sapientiae, we find the
Art of making acid in all its mundane and warlike forms . . . K [IB] 13+: Three vials
Requirement: Basic Tier Critical Success: You create three vials of Alkali.
Preparation Time: Twelve hours Critical Failure: You suffer 2D10+2 Damage from fire.
Create Acid Bomb: The more potent the bomb is, the Other Considerations: You must have access to an
more the Difficulty Rating eases or worsens: alchemical laboratory. Alkali can be found in Article 5:
Wares & Weapons.
K Add +0 Total Damage: (Routine +10%) Alchemy

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CREATE BLACKPOWDER Effect: If successful, you create a number of doses for


Should we follow the correct ratios, we’ll be able to produce every 6 points of your [IB]. If failed, nothing happens.
HEXENMEISTER’S ALMANACK

enough for the fight . . . but should our measurements be off,


K [IB] 1 to 6: One dose
KABOOM!
Requirement: Basic Tier
K [IB] 7 to 12: Two doses
Preparation Time: Twelve hours
K [IB] 13+: Three doses
Critical Success: You create Three doses of Drugs.
Create Blackpowder: The more potent the bomb is, the
moer the Difficulty Rating eases or worsens: Critical Failure: You suffer the effects of the Drug instead.

K Add +0 Total Damage: (Routine +10%) Alchemy Other Considerations: You must have access to an
alchemical laboratory, arsenic and hemlock. The Historian
K Add +3 Total Damage: (Standard +/-0%) Alchemy may require other processes up front to properly prepare
K Add +6 Total Damage: (Challenging -10%) Alchemy drugs and medicine. For instance, you may have to find
a Yupa plant to create proper Yupa, or process tea leaves
Effect: If successful, you create a number of charges for
to create Tea. Preparation times do not account for this,
every 6 points of your [IB]. If failed, nothing happens.
assuming that you’ve worked with the Historian to
K [IB] 1 to 6: Ten charges procure the needed ingredients.
K [IB] 7 to 12: Twenty charges CREATE ELIXIR
K [IB] 13+: Thirty charges There are but seven elixirs to be created, so choose wisely which
Critical Success: You create thirty charges of Blackpowder. you will quaff.
Requirement: Intermediate Tier
Critical Failure: You suffer 2D10+2 Damage from fire.
Preparation Time: Twenty-four hours
Other Considerations: You must have access to an
Alchemist’s laboratory, charcoal, sulfur and saltpeter. Create Elixir: Decide first which Primary Attribute you
Blackpowder can be found in Article 5: Wares & Weapons. wish to augment. The longer the Elixir is intended to last,
the more the Difficulty Rating eases or worsens:
CREATE DRUGS
K Ten minutes: (Routine +10%) Alchemy
Some distill gin, others make tea . . . as for me, I make Yupa.
Requirement: Basic Tier
K Twenty minutes: (Standard +/-0%) Alchemy
Preparation Time: Twenty-four hours
K Thirty minutes: (Challenging -10%) Alchemy
Effect: If successful, you create a number of vials for every
Create Drugs: Decide first which one Drug type you wish
6 points of your [IB]. If failed, nothing happens.
to create. Depending on where you’re at on the Damage
Condition Track, the Difficulty Rating eases or worsens: K [IB] 1 to 6: One vial
K Unharmed: (Easy +20%) Alchemy K [IB] 7 to 12: Two vials
K Hurt: (Routine +10%) Alchemy K [IB] 13+: Three vials
K Moderately Wounded: (Standard +/-0%) Alchemy Critical Success: You create Three vials of Elixir.

K Seriously Wounded: (Challenging -10%) Alchemy Critical Failure: Temporarily reduce the intended Primary
Attribute by -9% for thirty minutes.
K Grievously Wounded: (Hard -20%) Alchemy

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Other Considerations: You must have access to an alchemical Create Hallucinogenic Powder: Decide first which Drug
laboratory and quicksilver. Imbibing an Elixir temporarily you wish to impart into the powder. Depending on where

HEXENMEISTER’S ALMANACK
increases one Primary Attribute by +9%. A character can you’re at on the Damage Condition Track, the Difficulty
only be under the effects of one Elixir at a time, or else suffers Rating eases or worsens:
from 3D10+3 Peril for every additional Elixir they imbibe
before the effects of the first Elixir wear off.
K Unharmed: (Easy +20%) Alchemy
K Hurt: (Routine +10%) Alchemy
CREATE ESSENCE
K Moderately Wounded: (Standard +/-0%) Alchemy
To create Essence of the Cat, we let the body of the mountain
lion boil in wax, then add . . . K Seriously Wounded: (Challenging -10%) Alchemy
Requirement: Advanced Tier K Grievously Wounded: (Hard -20%) Alchemy
Preparation Time: Twenty-four hours Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens.
Create Essence: Work with the Historian to first decide
which Trait from a threat you wish to distill into the K [IB] 1 to 6: One vial
Essence. The lengthier the Essence’s duration, the more
the Difficulty Rating eases or worsens:
K [IB] 7 to 12: Two vials
K One hour: (Routine +10%) Alchemy K [IB] 13+: Three vials
Critical Success: You create Three vials of Hallucinogenic
K Two hour: (Standard +/-0%) Alchemy Powder.
K Three hours: (Challenging -10%) Alchemy Critical Failure: You and everyone in a Burst Template
Effect: If successful, you create a number of vials for every suffer the effects of the Drug instead.
6 points of your [IB]. If failed, nothing happens.
Other Considerations: You must have access to an
K [IB] 1 to 6: One vial alchemical laboratory, opium and talc. One vial of
Hallucinogenic Powder can be poured into a Burst
K [IB] 7 to 12: Two vials Template. Any who trespass across the powder must Resist
K [IB] 13+: Three vials using Toughness or else suffer the effects of any one Drug
you’ve imparted into the powder. If it is a beneficial Drug,
Critical Success: You create Three vials of Essence.
no Resist is necessary. Finally, Hallucinogenic Powder can
Critical Failure: You suffer 2D10+2 Damage from fire. be combined with an Acid Bomb or Powder Bomb.
Other Considerations: You must have access to an CREATE MEDICINE
alchemical laboratory, Alkali and quicksilver. You must
also have the corpse of a threat that has a Trait you wish to While some rely on rudimentary hand-me-down recipes, I
distill into an Essence. Drinking an Essence of a creature have perfected their creation through rote and repetition.
allows a character to take on one of the threat’s Traits for Requirement: Basic Tier
a number of minutes based on the outcome of Create
Preparation Time: Twenty-four hours
Essence. Upon imbibing it, they gain 6 Conflict.
Create Medicine: Decide first which medicine you wish to
CREATE HALLUCINOGENIC POWDER create: Laudanum, Smelling salts or Tincture. Depending
A simple but effective trick, one resulting in mixing finished on where you’re at on the Damage Condition Track, the
talc and drugs together. Difficulty Rating eases or worsens:
Requirement: Intermediate Tier K Unharmed: (Easy +20%) Alchemy
Preparation Time: Twenty-four hours K Hurt: (Routine +10%) Alchemy
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K Moderately Wounded: (Standard +/-0%) Alchemy Critical Failure: You suffer 3D10+3 Peril.

K Seriously Wounded: (Challenging -10%) Alchemy Other Considerations: You must have access to an
HEXENMEISTER’S ALMANACK

alchemical laboratory, salt and talc. One vial of Ostane’s


K Grievously Wounded: (Hard -20%) Alchemy Dust can be poured into a Burst Template. Any who
Effect: If successful, you create a number of doses for trespass across the dust are immediately revealed, even if
every 6 points of your [IB]. If failed, nothing happens. hiding, Insubstantial or invisible.
K [IB] 1 to 6: One dose CREATE POWDER BOMB
K [IB] 7 to 12: Two doses This will create a near-colorless bomb that obscures vision
and more.
K [IB] 13+: Three doses
Requirement: Intermediate Tier
Critical Success: You create Three doses of medicine.
Preparation Time: Twenty-four hours
Critical Failure: You suffer 3D10+3 Peril.
Create Powder Bomb: Depending on where you’re at on
Other Considerations: You must have access to an
the Damage Condition Track, the Difficulty Rating eases
alchemical laboratory, arsenic and one of the following:
or worsens:
opium (for Laudanum or Tincture) or salt (for Smelling
salts). You must also have opium to create Laudanum, salt K Unharmed: (Easy +20%) Alchemy
to create Smelling salts or quicksilver to create Tincture.
K Hurt: (Routine +10%) Alchemy
CREATE OSTANE’S DUST K Moderately Wounded: (Standard +/-0%) Alchemy
None shall trespass across this magic powder; intruders will
K Seriously Wounded: (Challenging -10%) Alchemy
be revealed.
Requirement: Basic Tier
K Grievously Wounded: (Hard -20%) Alchemy
Effect: If successful, you create a number of bombs for
Preparation Time: Twenty-four hours
every 6 points of your [IB]. If failed, nothing happens.
Create Ostane’s Dust: Depending on where you’re at on
the Damage Condition Track, the Difficulty Rating eases
K [IB] 1 to 6: One bomb
or worsens: K [IB] 7 to 12: Two bombs
K Unharmed: (Easy +20%) Alchemy K [IB] 13+: Three bombs
K Hurt: (Routine +10%) Alchemy Critical Success: You create three Powder Bombs.

K Moderately Wounded: (Standard +/-0%) Alchemy Critical Failure: You suffer 2D10+2 Damage from fire.

K Seriously Wounded: (Challenging -10%) Alchemy Other Considerations: You must have access to an
alchemical laboratory, blackpowder and talc. Powder
K Grievously Wounded: (Hard -20%) Alchemy Bombs can be found in Article 5: Wares & Weapons.
Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens. CREATE PRESERVATION FLUID
This will halt decomposition but for a short while, until we
K [IB] 1 to 6: One vial
can revivify the subject.
K [IB] 7 to 12: Two vials Requirement: Intermediate Tier
K [IB] 13+: Three vials Preparation Time: Twenty-four hours
Critical Success: You create Three vials of Ostane’s Dust.

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Create Preservation Fluid: Depending on where you’re at K [IB] 1 to 6: One vial


on the Damage Condition Track, the Difficulty Rating
K [IB] 7 to 12: Two vials

HEXENMEISTER’S ALMANACK
eases or worsens:
K Unharmed: (Easy +20%) Alchemy K [IB] 13+: Three vials
Critical Success: You create Three vials of Reanimation
K Hurt: (Routine +10%) Alchemy Fluid.
K Moderately Wounded: (Standard +/-0%) Alchemy Critical Failure: You suffer 2D10+2 Damage from fire.
K Seriously Wounded: (Challenging -10%) Alchemy Other Considerations: You must have access to an
K Grievously Wounded: (Hard -20%) Alchemy alchemical laboratory, aqua vitae and hemlock, and gain
1 Flaw Rank upon completion, regardless of success
Effect: If successful, you create a number of vials for every
or failure. Once a vial of Reanimation Fluid is poured
6 points of your [IB]. If failed, nothing happens.
onto a corpse, it takes on the stats of a Skeleton from
K [IB] 1 to 6: One vial Article 14: Threats. You can only command a number
of Skeletons equal to your [WB] at any one time, but
K [IB] 7 to 12: Two vials you may replace those which have been Slain!. Skeletons
K [IB] 13+: Three vials cannot be healed.
Critical Success: You create Three vials of Preservation CREATE VITRIOL
Fluid.
Blackpowder was our first advance in science; now, witness
Critical Failure: You suffer 2D10+2 Damage from fire. the explosive power of vitriol!
Other Considerations: You must have access to an Requirement: Intermediate Tier
alchemical laboratory and hemlock. Once a vial of
Preparation Time: Twenty-four hours
Preservation Fluid is poured onto a corpse or plant, it
completely halts decay for one week. Create Vitriol: Depending on where you’re at on the
Damage Condition Track, the Difficulty Rating eases or
CREATE REANIMATION FLUID worsens:
They shall rise again, and again, and again to fight for us!
K Unharmed: (Easy +20%) Alchemy
Requirement: Advanced Tier
K Hurt: (Routine +10%) Alchemy
Preparation Time: One week
K Moderately Wounded: (Standard +/-0%) Alchemy
Create Reanimation Fluid: Depending on where you’re
at on the Damage Condition Track, the Difficulty Rating
K Seriously Wounded: (Challenging -10%) Alchemy
eases or worsens: K Grievously Wounded: (Hard -20%) Alchemy
K Unharmed: (Easy +20%) Alchemy Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens.
K Hurt: (Routine +10%) Alchemy
K Moderately Wounded: (Standard +/-0%) Alchemy K [IB] 1 to 6: One vial
K Seriously Wounded: (Challenging -10%) Alchemy K [IB] 7 to 12: Two vials
K Grievously Wounded: (Hard -20%) Alchemy K [IB] 13+: Three vials
Critical Success: You create Three vials of Vitriol.
Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens. Critical Failure: You suffer 2D10+2 Damage from fire.

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Other Considerations: You must have access to an alchemical SAMPLE GRIMOIRES


laboratory and sulfur. Whenever a vial of Vitriol is used as Lesser Key Of Solomon
HEXENMEISTER’S ALMANACK

ammunition with weapons that possess the Blackpowder


Malleus Maleficarum
Quality, it imparts the Bomb Quality. Each vial has an
Encumbrance Value of 1. Should you suffer Damage from Observations
falling while carrying Vitriol, roll a 1D6 Chaos Die. On face Refutatio Scripti
‘1’ to ‘5,’ nothing happens. On face ‘6,’ it blows up in a Burst Sacred Magic Of Abra-Melin The Mage
Template, dealing 2D10+2 Damage from fire.
The Composition Of Alchemy
The Grand Grimoire
SAMPLE GRIMOIRES The Mirror Of Alchemy
Though printed copies of handwritten grimoires
The Supple & Fluid Mind
proliferate throughout the Colonies, there are still
numerous which predate the printing press. Oftentimes The Untitled Book
hand-copied grimoires, manuscripts, journals and even Wonders Of The Invisible World
scrolls turn up, hidden in long-forgotten places.

AIM OF THE SAGE


Author & Publication: Al-Majriti (attributed), 1256
WHAT FOLLOWS ARE several example Language: Latin
grimoires. The secrets, Spells and Alchemical Arts
A c ol l e ctio n o f a myriad of different topics assembled
contained within are up to you and the Historian
together in a rough magical theory, though never published,
to decide together.
the work was transcribed numerous times, and copies still
show up in libraries and private collections. The original
copy, which few have seen, numbers 333 pages bound
between two wooden boards and is a treasure trove of
SAMPLE GRIMOIRES information for a Mage.
Aim Of The Sage
Baal Ha-turim BAAL HA-TURIM
Author & Publication:
Book Of Common Spells
Jacob ben Asher, fourteenth century
Caesar Ignis Est Scriptor Language: Hebrew
Compendium Maleficarum A c om m e n ta ry o n the Torah, the grimoire includes
De Auctore Spherae mystical and symbolic references, as well as instructions
De Coelesti Hierarchia on Gematria, a form of acronymic numerology peculiar
to Hebrew texts. Copies of this grimoire are few and far
De Confessionibus Maleficorum
between, most often encountered in hand-copied editions
De Heptarchia Mystica found in monasteries.
De Mysteriis Aegyptiorum
De Occulta Philosophia
Daemonologie
Flagellum Daemonum
Kitab al-Kalq

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BOOK OF COMMON SPELLS DE COELESTI HIERARCHIA


Author & Publication: Unknown, 1662 Author & Publication:

HEXENMEISTER’S ALMANACK
Language: English Dionysius the Areopagite, sixth century
Language: Greek
Thi s wor k i s considered to be the primary work for
those wishing to learn the magical arts. It is a collection of Ev e n tho ug h i t ’ s a forgery bearing the name of the
various smaller works, as well as snippets of lost manuscripts Greek saint converted by Saint Paul in Athens, this text
that serve as commentary, historiography and a learning nevertheless provides detailed information on the hierarchy
tool for burgeoning Mages. Those found to possess a copy of heaven. One of the most widely read and quoted texts
of this grimoire are considered heretics, or worse, the spawn of the Middle Ages, the work has seen a revival as of late,
of demons. Be wary when talking with the Inquisition if thanks to a new printing in 1754.
you carry this book!
DE CONFESSIONIBUS MALEFICORUM
CAESAR IGNIS EST SCRIPTOR Author & Publication: Peter Bindsfield, 1589
Author & Publication: Acilius, unknown Language: Latin
Language: Latin
Thi s m a n ua l for witch-hunters has been widely
Thi s wor k wa s found by an unknown French monk, translated. It is noteworthy in its appeal for leniency for
hidden deep in the bowels of the monastery. The scroll children who have participated in sorcery, and in the great
appears to have been written by Acilius, a famous mystic deal of information it offers on witches. This grimoire is
and poet who lived in Rome between AD 95 to AD 145. regarded as a relic. For those who know the truth about the
Allegedly, the scrolls deal with Julius Caesar’s campaign in agents of the occult and supernatural who haunt the night’s
Gaul, and both military and magical tactics his legions used shadows, however, this book remains an indispensable
to conquer. resource.

COMPENDIUM MALEFICARUM DE HEPTARCHIA MYSTICA


Author & Publication: Francesco Maria Guazzo, 1608 Author & Publication: Doctor John Dee, 1582
Language: Latin Language: English
A s th e ti tl e suggests, this book is not an original Thi s g r i moi r e by the famed Doctor John Dee provides
work but a collection of information from various sources detailed instructions for communicating with angels. It was
dealing with Witchcraft and demonology. Guazzo, an published posthumously by a London printer whose name
Italian mystic, gained access to a number of lost scrolls and has been hidden or long forgotten.
grimoires, which he studied in the hopes of discovering the
secret of eternal life. DE MYSTERIIS AEGYPTIORUM
Author & Publication: Iamblichus
DE AUCTORE SPHERAE Chalcidensis, AD 300
Author & Publication: Michael Language: Any language
Scott, thirteenth century
F or m a l ly ca l l e d D e Mysteriis Aegyptiorum et
Language: Latin
Chaldaeorum et Assyriorum, it describes the religious and
Wr i t te n at th e behest of the Holy Roman Emperor esoteric doctrines of the ancient Assyrians, Chaldeans and
Frederick the Second, this grimoire of astrology discusses Egyptians. This grimoire is considered a classic and has
the influence of the stars and planets on earthly events. This been reprinted numerous times, in numerous languages. It
work has been printed several times, and it is a staple in is easily found for sale in most colonial bookshops.
libraries dedicated to esoteric topics.

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DE OCCULTA PHILOSOPHIA LESSER KEY OF SOLOMON


Author & Publication: Heinrich Cornelius Agrippa, 1531 Author & Publication: Multiple, 1580
HEXENMEISTER’S ALMANACK

Language: Latin Language: Latin


P robab ly th e mo st influential grimoire of C o n si sti n g o f th e texts Ars Almadel, Ars Goetia,
Renaissance-era magic, Agrippa’s text marries medieval Ars Notoria, Ars Paulina and Ars Theurgia-Goetia, this
natural magic to a more thorough synthesis of the occult grimoire is the definitive source on conjuration and
and religion. Condemned almost as soon as it was released, summoning. No one knows who compiled the grimoire.
this book has nevertheless remained wildly popular. There are a few versions of the translated text in print, but
Though out of print for close to a hundred years, a small they all are missing key parts. What complete copies do
printer in Amsterdam republished the grimoire in 1745, exist are found in large hand-illuminated manuscripts.
and it has since seen a renewed demand.
MALLEUS MALEFICARUM
DAEMONOLOGIE Author & Publication Date: Heinrich Kramer, 1487
Author & Publication: King James the Fourth, 1597 Language: Latin
Language: English
O r ig i na l ly w r i t te n sp e ci f ica l ly as a tool for the
Tho ug h t by m a n y to be nothing more than a collection persecution of witches in the region of Tyrol, the work
of myths and legends compiled by King James the Fourth of quickly became the source for witch-hunters and the
Scotland before he ascended the throne of England as King Inquisition. While there is little love for the Catholic
James the First, Elizabeth’s successor, in 1603. This work is Church among the descendants of the Puritan founders
structured as a dialogue presenting a simple argument: any of the Colonies, the authority of the Papal Bull, and
person who works magic is evil and an enemy of God. The above all, its frightful descriptions of powers of witches,
grimoire is often used as a manual of how to tell who a adds considerable weight to the grimoire’s findings and
witch is and who is not. teachings.

FLAGELLUM DAEMONUM OBSERVATIONS


Author & Publication: Unknown, 1597 Author & Publication Date: Isaac Newton, 1733
Language: German & Latin Language: English
Th e hi story o f this grimoire is unknown, but it once I n a ddi tio n to being one of the foremost
belonged to Doctor John Dee. A small book consisting of mathematicians and scientists of his age, Newton was
240 handwritten pages bound in black leather, and with iron also a student of theology. In the book, Newton speaks
covering the front and back covers’ corners, this tome is one of four key facets of a prophecy: they are meaningful
of the foremost catalogues of demonic forces and powers. and must be understood; they carry a special authority;
rejecting a prophecy is rejecting Christianity; and a
KITAB AL-KALQ prophecy’s key purpose is to demonstrate the role of
Author & Publication: Abu Kadar divine providence. The grimoire deals with these views,
Muhammad as-Sayfm, 1097 as well as Newton’s personal views on understanding the
Language: Arabic symbolism found in the writings of John, Daniel and
Isaiah.
Thi s g r i moi r e i s a translation of an earlier Hebrew text
called The Book of Life, which is said to have been written
by Abraham. During the First Crusade, Christian invaders
sought to destroy this sacred text. Abu Muhammad
translated The Book of Life into Arabic and hid it deep inside
the Mosque of Maarat. Kitab al-Kalq reputedly contains
instructions on how to create a golem.

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REFUTATIO SCRIPTI THE MIRROR OF ALCHEMY


Author & Publication Date: Joannes Sommerus, 1582 Author & Publication: Roger Bacon, 1597

HEXENMEISTER’S ALMANACK
Language: Latin Language: English
Thi s 120 - pag e vo lum e is a work of renown among Thi s a n ci e n t te xt is traditionally ascribed to Roger
the occult cognoscenti. As a monk living in a monastery in Bacon, but was compiled from different sources, with Bacon
Southern France, Sommerus translated numerous works as its editor. Printed in English, it is the quintessential text
dating back to the time of ancient Greece. In his search for those who practice the Alchemical Arts, next to another
for works by Ptolemy, Sommerus stumbled upon a lost work called The Compound of Alchymy.
collection of scrolls describing the art of summoning spirits
for personal gain. THE SUPPLE & FLUID MIND
Author & Publication Date: Sebastião Dutra, 1689
SACRED MAGIC OF ABRA-MELIN Language: Portuguese
Author & Publication: Abra-Melin, fifteenth century
Fi rst w r i t te n by the Moorish mage Sa’ood al-Ma,
Language: Hebrew
this was translated from Arabic by Sebastião Dutra and
S u ppo s e dly taug h t m ag ic by angels, Abra-Melin published in Portugal in 1689. Dutra discovered the work
(Abraham the Jew) set down in this grimoire instructions in a cave while seeking shelter from a sudden summer
for calling and taming both angels and demons. Discovered storm. Upon publishing the translation, Dutra disappeared
during the crusades, these scrolls were given to a monastery in from his home and was never heard from again. Even more
Greece, where they were transcribed before being published interesting was that the printer was found murdered, his
in Germany. Very few copies of this grimoire exist, but those business burned to the ground.
who have a copy possess a wealth of knowledge.
THE UNTITLED BOOK
THE COMPOSITION OF ALCHEMY Author & Publication Date: Unknown, 1033
Author & Publication: Jabir Ibn Hayyan, 1144 Language: French
Language: Latin
Thi s sm a l l g r i moi r e was found in the library of
A tr a n s l atio n o f an Arabic text teaching the secrets Abbaye Saint-Aubin d’Angers in France. The book had no
of Alchemy, particularly the transmutation of matter, this author, and according to legend, appeared to be written in
work, though published numerous times, is still useful blood. It stayed with the monks, but disappeared in 1433
and sought by many studying the Art. None other than before turning up later in the library of Doctor John Dee,
Benjamin Franklin published the latest edition of this and though it was assumed destroyed, it fell into the hands
work, and copies are still found in colonial bookshops. of the mystic Anthony Ramage, who republished it in 1589.

THE GRAND GRIMOIRE WONDERS OF THE INVISIBLE WORLD


Author & Publication Date: Unknown, 1522 Author & Publication Date: Cotton Mather, 1693
Language: French Language: English
Thi s tom e o f black magic teaches the reader “. . . the R ev e r e n d C ot to n M ath e r’ s seminal work
art of controlling celestial, aerial, terrestrial, and infernal documents the 1692 Salem witch trials and is one of the
spirits, [along] . . . with the true secret of speaking with the better accounts of the period. In the Age of Reason, the
dead, winning whenever playing the lottery, discovering events in Salem are mostly seen as a prime example of
hidden treasure, etc.” This is a vile work, and every time what can go wrong when good people give in to fear and
they catch wind of its publication, agents of the Inquisition superstition. Though skeptics may laugh at the accounts of
and Knights Templar seek out the copies to destroy them. powers the accused are said to have possessed, those who
This work is reputed to be so vile that even possessing the actively hunt witches view this grimoire as an important
grimoire is enough to attract the notice of demons. tool in their continuing fight.

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Article  10
L I F E D U R I N G WA RT I M E
T hi s a rtic l e i s de sig n e d to u n de rsta n d w h at ev e ry day l i f e wa s l i k e i n th e

Thi rte e n C o lo ni e s l e a di n g u p to a n d du r i n g th e A m e r ica n R evolu tio na ry


Wa r . Thi s i s by no m e a n s a n e x h austiv e r e s o u rc e , b u t i t ’ s de sig n e d to cap tu r e

th e hig hl ig h t s o f thi s p e r iod a n d h e lp pl ay e rs b et te r emb ody c h a r acte rs f rom

th e Thi rte e n C o lo ni e s . D eta i l s a ro u n d m emb e rs o f I n dig e no us N atio n s will be

c ov e r e d i n th e n e xt a rtic l e .

JOIN OR DIE MARRIAGE & FAMILY


No matter what your character’s background, they will at Marriage during this period is as much an economic
some point have to choose whether their sympathies rest arrangement as a romantic one. However, marriage
with the Rebels—who want independence from Britain— in the Colonies is also a partnership, and the idea of
or the Loyalists (who want the Thirteen Colonies to remain a ‘companionate marriage’ where husband and wife

LIFE DURING WARTIME


part of the British Empire). While each character has their worked together with mutual esteem and respect is
reasons for their sympathies, Rebels and Loyalists share highly prized. One such example is John and Abigail
specific ideas and beliefs about the Thirteen Colonies’ future. Adams, a timeless love story. Additionally, common-law
marriages and queer partnerships are also recognized, if
REBEL SYMPATHIES not always legally certified.
Rebels want true freedom: the freedom to choose their
destiny, freedom of trade and freedom from the yoke of COURTSHIP
a foreign government. Though many Rebels tend to be Courtship rituals differ depending on the couple’s social
firebrands feeding the flames of rebellion, the majority class and wealth and include spending time together,
are clear-minded and temperate and have concluded exchanging gifts such as portraits or miniatures, and
that the only way for the Thirteen Colonies to be truly writing letters. Although many religious denominations
free is through the force of arms. prescribe rules surrounding sex outside of marriage, the
For Rebels, the time for action is now. If words will reality is that most Colonials enjoyed sex regardless, and
not bring the freedom they desire, then war is the only many couples are already expecting a child by the time
way to seize that freedom. they get married.

LOYALIST SYMPATHIES MARRIAGE


Loyalists believe war and violence are not the paths the Thirteen After courtship, if a couple decides to get married,
Colonies should take to gain liberty. It is only through debate, they first have to acquire a marriage license, which is
discussion and patience that the Colonies will earn their posted publicly to announce the occasion and give the
freedom through negotiation. Loyalists believe staying in the community time to respond if there is some objection
British Empire is essential for trade because of how wealthy to the marriage. Though arranged marriages do occur,
the Empire is. Loyalists are hesitant to risk the open market this is more common among wealthy elites, who have to
when they have willing customers in the entire British Empire. consider matters of land and property ownership.
Loyalists do not want to go against the King or take up
arms, but do believe the Thirteen Colonies should have a
seat in Parliament.

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MOST MARRIAGES HAPPEN for a


combination of romantic and practical purposes.
The couple would wear their finest clothes for
the wedding ceremony and generally exchange
rings before celebrating with family and
friends. White wedding clothes are uncommon
during this time and would be prohibitively
expensive for most. Blue and yellow are more
common wedding colors. Likewise, wedding
rings are optional, usually eschewed by couples
accustomed to working with their hands, and
worn on any finger, including the thumb.

RUNNING THE HOUSEHOLD


Though men might decide when and where to build
LIFE DURING WARTIME

a house, when it comes to running one, or a farm and


estate, women frequently manage these and have the
final say. An excellent example of this is Abigail Adams,
who ran John Adams’s farm while he was in France.
Life is complicated and childbirth dangerous in the
Colonies. As such, remarriage is not only encouraged
but quickly arranged. The reason for this is simple: if one
person is missing from the system, the system will grind
to a halt. A wealthy merchant whose estate provides the
bulk of his family’s wealth knows that wealth will be lost
if he passes away.

CHILDBIRTH
Childbirth during this period is dangerous and often
deadly, both for the infant and the parent. Most people
give birth at home, attended by a midwife trained in the
practical experience of caring for people during and after
birth (doctors at this time primarily perform bloodletting,
surgery and other treatments not related to reproductive
care.) Since contraception is not always reliable during
this period, large families are not uncommon (mainly since
many families needed to have plenty of children to work).
Disease and infection pose a severe threat to
parents and children, and many babies do not make
it past infancy. There are many good-luck traditions
surrounding childbirth, such as giving the baby coral
jewelry for protection against harm. Most infants are

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breastfed, either by a parent or a wet nurse, if the family BLACK PEOPLE


is wealthy. Since water is often unclean and there is When we write Black characters, there’s no need to
no refrigeration, babies quickly graduate to drinking emphasize slang. They are not there to just support
warm beer out of a bottle after being weaned. Children others, and exist in their own right simply just as
as young as three or four are expected to keep up with another member of the world. A common occurrence
responsibilities around the house, do farm chores, and be in storytelling can be to give Black characters a conflict
educated inside the home. to fight against, but they do not need to be founded
in stories of tragedy and overcoming that tragedy. This
DID YOU KNOW? brief guide will enable you to play a character who lives
Colonial views on sex and gender roles vary wildly in a world of new acceptance, appreciation and freedom
across cultures and religious practices. Sexual from bondage. What this guide cannot do is give players
orientation is viewed more as a set of specific sex a total understanding of a Black character’s life in a
acts than an intrinsic identity, and gender identity, world linked to racial persecution.
again, is considered primarily through how a
person presents themselves in public rather than
an inherent identity.
HISTORICALLY, BLACK PEOPLE were
Many of the Christian denominations in the treated as nannies, maids, cooks and involved
Colonies have rules about when and how to have sex. in other jobs led by indentured servitude. In

LIFE DURING WARTIME


However, as with most sets of rules, what is expected and the revolution, they hold offices that command
what people do can be drastically different. Although sex respect, lead armies and fight side by side for
outside of marriage is considered taboo, most couples are freedom from the British Empire.
already expecting a child by the time they get married.

DID YOU KNOW?


The Puritans, specifically, believe pregnancy is
only possible if the woman orgasms, and many PLAYING BLACK CHARACTERS
Puritan men tend to keep private ‘spiritual diaries,’ Playing a Black character in FLAMES OF FREEDOM
describing in great detail their sexual encounters. requires social awareness. They are not stereotypes, but
are people building upon a shared culture that has been
Sex workers are also found throughout the Thirteen largely lost through forced separation and bondage.
Colonies, and can turn a tidy profit through their Your characters will be the ones who fight to preserve
profession. The Holy Ground Slum in New York City the safety and happiness of others, knowing their own
is one such example. This two-block area is known for a loss or the loss of family before them. It’s important to
number of brothels. treat your character not as a figure of vengeance or an
identity of negativity. You are playing a Black character,
GENDER NORMS not a Black caricature, and that needs to be remembered.
Many people in the Colonies transcend gender norms, There is an awareness of what the past looked like to
such as Deborah Sampson, who was assigned female inform a clear vision of how the future needs to improve
at birth, but adopted a masculine name and clothing, for so many. A lack of the same resources available to
fought in the Revolution, and drew a veteran’s pension some others in the past has led many Blacks to teach
from congress after the war. The Public Universal Friend, themselves. The spoken word has so much weight
a Quaker who professed to have a genderless divine because Black history is carried from their homeland
spirit living within them, spent their life preaching of through oral traditions. Tales are passed down through
this divine love to their community. generations with art, music and by their religious beliefs.
Song and dance are two things that remain prevalent in

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a Black person’s family history, as a connection to their COMMUNICATING WITH A FAN


homeland. Black characters take these experiences and
hold on to them as something to ensure for the next
K Striking a crossed fan into the palm of your hand:
Anger
generations.
K Quickly fanning yourself: Concern
K Slowly fanning yourself: Coquetry
BLACK CHARACTERS CAN be seen allied K Placing the fan’s tip to your lips: Hush
with the Loyalists and Rebels. Their paths can
lead them to fight alongside the different armies
K Fluttering open fan in front of your face: Jealousy
or to focus on different mediums like mathematics
FOOTWEAR: Shoes and boots are cobbled by hand
and science like Benjamin Banneker, or into the
from calico, leather and various other materials. Boots
arts like the poet Phillis Wheatley. They will have
are typically valued higher than shoes because of their
to consider the question of where can the most
utility for farmers, laborers and trackers. Silk shoes and
influence be made and whether a resolution is
other fineries are uncommon, worn only by the upper
possible through the lens of the rebellion.
class for special occasions.
HANDKERCHIEFS & HATS: One of the most useful
articles of clothing is a handkerchief. From filtering water
LIFE DURING WARTIME

in a stream to covering your face in a fire or whipping


CLOTHING up a makeshift splint, handkerchiefs are versatile and
Clothes are expensive during this period, and most come in various sizes and materials. Another essential
Colonials can afford one, maybe two, complete outfits. article of clothing is the hat. Most Colonials wear hats
Additionally, unless a person is upper class, their clothing to keep warm and protect themselves from the elements.
styles and fashions are slow to change, thanks to the Women also wear bonnets to keep their hair out of the
amount of time and money to make new clothes. way while working and to show off their social status.
SHAWLS: Shawls range from light for spring to heavy
for winter. They are made from various fabrics and used
for carrying goods, hiding children and keeping warm.
THE MAJORITY OF Colonial people own two
Shawls are also perfect for stashing concealed weapons
sets of clothes, one for day-to-day living and the
or carrying secret messages.
other for church. Typically, pants are perfect for
those working in a trade or traveling and come WIGS: The powdered wig is associated with political
in various fabrics and styles. Cloaks are also a and legal professions; however, the wealthy wear them
standard item of clothing: from light ones worn simply to be fashionable. Wigs are made of goat, horse
to protect you from rain to thick ones designed to or human hair and are sometimes dyed or powdered in
keep you warm, a good cloak is essential. pastel colors or white. Wearing one tends to convey rank
and status through the wig’s materials, size and style.
Keeping a wig on your head requires a straight and tall
posture; otherwise, it will slip or flip off, exposing its
FANS: Fans are another everyday accessory, made of wearer to embarrassment and ridicule. Wigs are often
wood or ivory backbones covered with cotton, linen or riddled with lice, too.
satin. Fans make excellent gifts to the gentry class; these
works of art can also convey subtle messages across
crowded rooms.

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FEMININE CLOTHING MASCULINE CLOTHING


Everyday feminine clothing includes a shift or a chemise: Working people wear shirts and pants, with a leather
an ankle-length nightdress with drawstrings at the neck and jacket or apron to protect the clothing. This outfit is
wrists. This is the standard undergarment, both for sleeping often worn by laborers, while artisans and crafters wear
and underclothes. People who work in farms, taverns and waistcoats. On the frontier, clothing includes buckskin
the like wear clothing, both functional and straightforward. jackets and breeches, as well as linen shirts and jackets.
They wear an ankle-length skirt over the shift, and under Both shirts and jackets are long and have a fringe which
the skirt, several small bags are worn on a string hung from helps wick water from the wearer.

LIFE DURING WARTIME


the waist. Known as ‘pockets,’ the bags are reached via holes A suit of masculine clothing has a coat, a fine set of
in the skirt. The upper body is covered with a bodice, and pants and a vest. A suit is tailored in a variety of fabrics,
the entire outfit is protected with an apron or pinafore. anything from silk to wool. A suit is a common form of dress
The most common hat is the mobcap, which is for any merchant, politician or socialite. Shirts are relatively
simply a circle of material drawn up into a cap. Wealthier common pieces of clothing, made in cotton or linen.
people wear mobcaps, mostly at home. Straw hats are If worn at all, hats are felted and round; however,
also typical, decorated with flowers and ribbons, and they are often bicorn or tricorn, with feathers and animal
beaver or felt hats are favored when the weather is cold. tails stuck in for decoration.
During cold weather, the only addition to an outfit is
a hooded cape or cloak made of wool. A lot of the clothing
is also made of wool, especially if living in the north.
AS WITH FEMININE clothing, wealthy people
can afford clothing made from better materials.
Coats are straight and cut in the back if short or
NUMEROUS GOWNS ARE available, with the full if long. Coats are bulky and have large cuffs.
most common being the sack, which has a square Collars were once laid flat, but in 1776, having
neckline that hangs from the shoulders. Another them stand is en vogue.
dress is the caraco, which is a mid-length gown
that flares out. A polonaise is straight in shape
with drawstrings that loop over buttons on the
back. Finally, there is the stomacher, a gown that Breeches are loose and almost balloonish, but as
clasps or laces up in the front. fashions changed, breeches became higher and more
For some people, the color, cut and style of the formfitting.
gown speaks volumes about their political position Waistcoats are worn along with long vests. Garters,
or romantic intentions. Linen and silk gowns are which hold up the hose, are incorporated into breeches
custom tailored and worn only on special occasions. and tabs with the hose rolled above the knee and pinned
in place. Buckles are also used to hold garters in place.

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ECONOMICS SEAFOOD
Currency during this time is confusing and in flux. The most crucial food source for sustenance and the
Various forms of currency are used in the Thirteen growing economy is fish. The Thirteen Colonies teem
Colonies, ranging from barter (trade), book credit with fish, both freshwater and ocean. The sheer amount
(literally, credit), Colonial scrip (paper money), and specie and variety make them a regular part of the Colonial
(coins). Though Colonial merchants accept most cash diet. Clams, crab, lobster and oysters are so abundant
types, they prefer to take gold and silver (a significant they’ve become a staple on many tables. Eels are so
reason why the Spanish Dollar continues to proliferate). easy to catch that many Colonial people do so by hand.
Together, book credit, Colonial scrip, commodities Stingrays, found in the warm southern coastal waters,
and specie are collectively called ‘currency’ and have an are also abundant and hunted with spears. Inland trout
honored valuation throughout North America. and salmon are easily caught and cured, while in the
As FLAMES OF FREEDOM is a game centered northern waters, schools of cod are so plentiful that
around the battle against the occult and supernatural, fishing is a way of life.
playability is essential, not economic verisimilitude. The
pound (£) is the standard unit of currency for gameplay, DID YOU KNOW?
even though historically, there were many different types Unlike the modern age, oysters were seen as lower-
of money with varying values. class food among people in England. However,
this attitude shifted when earlier Colonial settlers
were faced with a choice: eat oysters or starve.
LIFE DURING WARTIME

FOOD & DRINK Oysters became a major staple as the Thirteen


One of the first things newly arrived Colonials noticed Colonies grew because of their availability and
was the availability and variety of foods they hadn’t ease of harvesting. Oysters are so common that
encountered in Europe. This includes avocados, beans, Colonials even use them to feed their hogs.
chocolate, corn, cranberries, peanuts, pears, pepper,
pineapples, potatoes, pumpkins, tomatoes, turkey, sweet
potatoes and vanilla. VEGETABLES
In addition to cultivating plants native to North America,
MEAT the Colonials brought a number of foodstuffs with them
Foods typically restricted to the upper classes in Europe from Europe. Asparagus, beets, cabbage, cauliflower,
are common for all Colonial people, regardless of social lentils, lettuce and turnips thrived once planted in the
class. For example, the British upper class in England Thirteen Colonies and became staple crops for Colonials
had access to deer, but the ordinary person did not. and Indigenous people alike. Two other crops, black-
Venison became a staple of the Colonial table. Besides eyed peas and rice, deserve special mention. Both of
deer, Colonials hunt and cook other game animals; they these crops are so popular that vast areas are turned over
rarely hunt large animals such as bears because of the to their growth and cultivation. Rice cultivation began in
difficulty in preserving such a large amount of meat. 1720 in South Carolina, where growing conditions were
ideal. Known as Carolina Gold, this rice quickly became
QUARRY one of the colony’s most valuable exports throughout the
Game birds are heavily hunted and are another staple at British Empire and continental Europe. Colonials also
the table. Ducks, geese, passenger pigeons, quail, turkey brought beef cattle, chickens, goats, honeybees, pigs and
and woodcocks are a few of the commonly available birds sheep to the New World.
hunted and eaten regularly. Birds are in such abundant
numbers during this period that numerous accounts tell
of flocks being so thick they would darken the sky.

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SERVITUDE AS A PRACTICE INDENTURED SERVITUDE


Servitude is an inescapable reality during this Indentured servitude is one of the main ways new settlers
period. Though this is an insufficient word without are able to afford to travel to the Thirteen Colonies. A
proper context, we have chosen it to capture a broad person voluntarily (or involuntarily, as in punishment for a
understanding of this type of work, which is a reality for crime or to pay off debts) indentured is legally bound for a
many in the Thirteen Colonies. period of time ranging anywhere from two to twelve years.
Indentured servants then work their length of service, and
CONTENT WARNING when it concludes, they generally receive termination pay
Some content is simply not suitable for tabletop of £10, two sets of clothing and a plot of land.
gaming.We remind you that bondage is problematic
content for FLAMES OF FREEDOM. To that SERVANTRY
end, we do not include explicit details or nuances Whether they work as field hands or in the kitchens, those
of its practice below, as it should not be used as a paid for their work are considered servants. Servants live
tool for player characters to emulate. Instead, player where they work; that is, they live with the family they
characters should fight against these despicable work for, sometimes in separate housing depending on
institutions. the wealth of their employers. All servants enjoy a free
day, as well as a small weekly pay. Additionally, servants
are required to purchase their own clothing, whether for
APPRENTICESHIP work or leisurewear.

LIFE DURING WARTIME


Apprentices enter into a skilled trade, beginning at a
young age. As apprentices, they can expect room and
board along with their training. The length of training EDUCATION
depends on what business the apprentice is learning. There are few opportunities to get a formal education
in the Thirteen Colonies. Despite the lack of formal
BONDAGE education, most Colonials are self-taught and have
There is no denying that numerous Black people were a significant degree of literacy, thanks in part to the
brought to the Thirteen Colonies against their will to Puritan belief that to defend yourself from the devil, you
be used for labor. Indigenous people were also taken need to read the Scriptures.
advantage of and placed in bondage. A rare few joined
the ranks of the growing Colonial indentured servant GIRLS & WOMEN
population (‘free folk’ or freemen). Like indentured Education is different for women and men. Young women
servants, they were sometimes given their freedom after are taught the basics of reading and math in the home.
a specific period, as well as land and needed supplies to They also learn how to sew, and depending on their social
begin a new life. background, they learn skills needed to run a household.
Skills like accounting and management are valued just as
important as learning to cook, care for children and sew
because regardless of what social class a woman belongs
PLAYER CHARACTERS WILL never be to, she runs the house. She oversees the servants who carry
slaves in FLAMES OF FREEDOM, and will out many basic tasks, leaving her free to manage the estate.
take part in fighting against these institutions. Girls from working-class and farming families learn
how to cook, dye cloth and make clothes, and make home
remedies and herbal mixtures to treat illness and injury.Those
from wealthier families also learn reading and math skills,
but with greater access to books written in Greek and Latin.
Though this is a typical education, girls born into a more
progressive family have better educational opportunities.

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BOYS & MEN LIBRARIES


Young boys gain their education by learning a trade. All The widespread availability of books has quickly become
boys learn essential reading and math skills, as well as the a reality. With this, a growing sense of nationalism has
foundational skills for their employment. For example, led to an increased role of the university and collection
a boy apprenticed to become a printer works alongside of books.
a more experienced printer, learning how to lay type Book collections in the Thirteen Colonies come in
and print broadsheets. More skilled trades such as law, several forms: private collections, university libraries,
medicine or surveying require more specialized training. subscription libraries and free lending libraries. Private
Both boys and girls whose parents are merchants or have collections are book collections privately owned by an
money have more opportunities to attend college and individual or group. Access to such a collection may
obtain private instruction. require letters of introduction from someone knowing
the owner, a bribe or other more clandestine methods.
University collections may be restricted to alumni,
students and other honored people, and other honored
A COLLEGE EDUCATION is rare, and though people. Some universities may have restricted collections
some colleges existed in the Thirteen Colonies, that are only accessible to a select few.
the cost is so high (£10 to £50 a year) that only
the wealthy can afford to attend. Some attend DID YOU KNOW?
college to be a minister or clergyman. Colleges The Harvard University library is the oldest library
LIFE DURING WARTIME

must be royally chartered to confer a degree, in the Colonies. The 400 books making up the
and therefore only ten ‘official’ colleges exist in library’s core were donated by the clergyman John
the Thirteen Colonies. There are many other Harvard and, to honor his gift, the university was
colleges and academies of higher education, named after him.
but these institutions cannot give degrees, even
though their programs are similar to the officially Subscription libraries allow access to people paying a
chartered colleges. monthly or yearly subscription. The patrons’ subscriptions
go toward purchasing the books and upkeep. This type of
library began appearing in the Colonies around the early
1700s. The first such library is the Library Company of
COLLEGE LOCATION FOUNDED Philadelphia, founded by Benjamin Franklin.

Academy of Philadelphia Philadelphia 1740 SELF-STUDY


Those who have wealth and means gain a better education
College of New Jersey Princeton 1746
by becoming autodidacts: buying books to read and
College of Rhode Island Providence 1764 study independently. A prime example of this is George
College of William and Washington: upon returning to his Mount Vernon
Williamsburg 1693 estate after the French and Indian War, he ordered
Mary
numerous books on agriculture, botany, husbandry and
Collegiate School (Yale) New Haven 1701 the sciences, using the knowledge he acquired to turn
Dartmouth Hanover 1770 his estate and land speculation into a money-making
endeavor. Another example of an autodidact was
Harvard College Cambridge 1636 Benjamin Franklin. Though he studied as a printer in
King’s College the British Empire, Franklin had an innate curiosity that
New York 1754
(Columbia University) turned him into one of his time’s foremost scientists.
Queen’s College (Rutgers) Brunswick 1766

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THE BRITISH SYSTEM


DID YOU KNOW?
Regardless of origin, the Thirteen Colonies and the
Outside the rebellion is another well-known
government is modeled on the British system. Each
autodidact named Benjamin Banneker. Born
colony has a governor appointed by the King, who is
in 1731, Benjamin is a self-taught inventor,
seen as the King’s representative. Similar to the House
astronomer and mathematician. His achievements
of Commons, each colony has an elected Colonial
include inventing the wooden clock, irrigation
legislature or assembly representing the interests of
systems and accurately charting ahead solar and
all Colonials who could vote. Each also has an elected
lunar eclipses through his almanacs. He also enjoys
council, similar in scope and power to the House of
regular correspondence with Thomas Jefferson.
Lords. However, real Colonial power is found in the
legislature, where most governmental decisions are made
and the new policy is debated. Though the governor is
GOVERNMENT charged with carrying out British Imperial law and royal
When the Thirteen Colonies were founded, each decrees, the legislature holds the most power.
followed one of three types of organization: corporate,
proprietary or royal charter. Colonies such as Connecticut SELF-GOVERNANCE
and Rhode Island were founded as corporate colonies, For the most part, the Thirteen Colonies are left to govern
starting as economic ventures with a crown charter. The themselves and manage their daily affairs. Only in matters
Colonies of Pennsylvania and Maryland are examples of of trade and taxes does the British Parliament take any

LIFE DURING WARTIME


proprietary colonies, founded and owned by individuals role in the Colonial government. Because of this hands-off
who held all the political power. Royal charter colonies, approach, the Thirteen Colonies have grown accustomed
such as Virginia, are funded directly by the Crown and to making policies and laws, resisting Parliament’s efforts
have royally appointed governors. to re-assert and exercise their political power over them.

A LACK OF unified government across the


Thirteen Colonies led to problems for all its
citizens. Under pressure from increasing French
aggressions, Benjamin Franklin proposed a union
of all the Colonial governments in 1754, which
would allow the Colonies to respond to the
threat as one. Though somewhat successful, this
effort failed to unite the Thirteen Colonies: there
were too many regional differences and a general
mistrust of each other.

When tensions with France finally boiled over,


the French and Indian War broke out, and Parliament
was forced to take a more active role in defending the
Thirteen Colonies to make sure they remained under the
British Empire’s domain. When the war was over and
the British Empire triumphed, Parliament was faced
with a large budgetary deficit and began imposing taxes

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on the Thirteen Colonies to help pay off the considerable CRIME & PUNISHMENT
debt caused by the war. This action angered individual Like most things in the Thirteen Colonies, crime and
Colonials and Colonial governments alike, forcing them punishment vary from region to region, as well as
to work together against the British Empire’s increasing from colony to colony. What might be considered a
domination, thus slowly merging into the union that punishable offense in Massachusetts could be a simple
Benjamin Franklin had dreamed of. misdemeanor in New York. The severity of punishment
also depends on who you are, socially and politically.
THE STAMP ACT Laws were also enforced more strictly during the early
As Parliament exerts more direct control over the days of the Thirteen Colonies. Though many feel the
Thirteen Colonies, many of the Colonial legislatures early period was harsh, the early colonies saw cultural,
have responded negatively. When Parliament passed the economic and social growth, ushering in a more lenient
Stamp Act in 1765, nine Colonies sent representatives to enforcement of laws than early settlers faced.
New York to form the Stamp Act Congress and formal
resolution against the Stamp Act. Though Parliament
largely ignored the resolution, and the Stamp Act went
into effect anyway, this Congress marked the start of a THERE ARE GENERALLY two types of
more unified political front for the Colonials. crimes: felonies (any offense involving the loss of
Though the Stamp Act was eventually repealed, life or actions causing great harm) and civil suits
Parliament continues to exert its legal right to govern the (any crime involving damages greater than £10).
LIFE DURING WARTIME

Thirteen Colonies. As they pass more acts and enforce laws Cases tried in general courts are officiated by the
to bring the Colonials back under Parliament’s control, Colonial governor and council.
the Colonies respond by unifying even more against
Britain. The old suspicions and grievances between the
Thirteen Colonies dissolve as more pressing matters,
such as Parliament not allowing the Thirteen Colonies TRIAL BY JURY
a say in how they were governed, take precedence. These The majority of Colonials have the right of Common
events paved the way for the Continental Congress in Law. This guarantees several rights:
1774 and the creation of the Articles of Confederation.
The Articles are a pact between all Colonies, creating a
K A trial by a jury of their peers
more unified political front, leading to the boycott of all K Ability to call witnesses
imports, an agreement to expand the Colonial militias
and creating a standing Continental Army.
K Chance to confront their accusers
K Presumption of innocence
INDEPENDENCE?
Open hostilities between the British Empire and
K Services of a lawyer
the Thirteen Colonies broke out with the Battles of In cases involving the seas—such as smuggling and
Lexington and Concord on April 19, 1775. piracy—admiralty courts hold jurisdiction.
On May 10, 1775, the Second Continental Congress
met: tasked initially with trying to avert the impending
war with the British Empire, it now found itself taking
up the reins of managing the war it sought to prevent.
For the next year, the Colonials wrested control of every
colony from the British.
In the winter of 1776, Boston is under occupation.
Under the command of General George Washington, the
Continental Army is making a final push into the city.

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PUNISHMENT
DID YOU KNOW?
Although capital punishment has existed since the
Unlike in Europe, most minor offenses in the
beginning of European settlement in the Thirteen
Thirteen Colonies are not strictly enforced. There
Colonies, the truth is, it is relatively rare except in the
is the belief that a person can see the error of
case of serious crimes. If no one died as a result of the
their ways, firmly rooted in the Puritan ideas of
crime, the guilty party would not face execution. Instead,
redemption through divine grace. In the case of
courts will order the guilty party to be burned at the
first-time offenders, there is a strong belief that
hand, marking them with a brand at the base of the
a criminal can learn from their mistakes through
thumb on their right hand.
seeking reform.
Any verdict can be appealed directly to the King.
However, this appeal has to occur in London, and the
LENIENCY appellant has to pay the expenses of transporting the
entire trial to London. The request includes not only the
The practical need for labor in the Thirteen Colonies
appellant’s witnesses but also the prosecutor and their
necessitates leniency for crimes. Since most Colonies
witnesses. The appellant has to pay for room and board
were founded as economic endeavors, any reduction in
for everyone involved until the King hears the case. As
labor would also spell a reduction in profit. Debtors were
you can imagine, appeals to the King are extremely rare.
typically freed upon conviction because in the eyes of
Colonial law, a debtor could not repay what they owed

LIFE DURING WARTIME


unless they were able to work. Leniency only goes so TRAVEL
far with repeat offenders, who are then put to death to
Most people live in the cities. The Thirteen Colonies are
remove an unproductive member from the community.
large, and it is challenging to travel from place to place.
SENTENCING With sprawling urban centers located in New England,
large port towns located in the Middle Colonies, and
Those who are found guilty and sentenced to death can
widely spread areas of the South, travel is difficult thanks
beg the court for mercy. They can also plead for a Benefit
to the lack of good roads and the trackless miles of
of Clergy or Benefit of Belly. The Benefit of Clergy allows
unsettled land in the Thirteen Colonies. Many Colonials
you to appeal to God for forgiveness, and if it is given,
live their entire lives without ever leaving the region
the death sentence is commuted. The Benefit of Belly
where they were born.
is only granted to pregnant people, and if granted, the
claimant’s execution is delayed until after childbirth. ON FOOT
Once the child is born, the sentence is then carried out.
Most travel is done in one of two ways: walking or hiring
Husbands are always held accountable if their wives
a seat in a coach. Walking is cheaper, and preferable
commit a felony. Unless the husband can prove he had no
for short distances. Walking is not practical for longer
prior knowledge or provided no aid in carrying out the
distances because it is time-consuming, and it is
crime, the husband will suffer punishment. However, if
dangerous to walk in the wild. With population centers
it is proven that he aided in the crime or ordered his wife
so spread out, there is much land still unsettled, especially
to commit the crime, two things can happen. The first is
in western New York, Pennsylvania and Virginia. These
that the wife will not be tried or convicted; her husband
unsettled lands hide highwaymen, creatures of the occult
will face judgment instead. Second, both husband and
and agents of the devil.
wife will stand trial.

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The turf horse is suited for racing and hunting and


is by far the most expensive kind. Field horses are used
by farmers and estate owners to plow fields and do the
heavy work required for farming. Road horses are suited
for riding across the Colonial roads and are the most
commonly found horses for purchase, though they have
become scarce with the flames of revolution in the air.
The last type of horse is the coach horse, suited for pulling
coaches and wagons.

OVERNIGHT STAYS
Taverns are a familiar sight along Colonial roads;
they serve as rest stops for travelers and posts to
change horses. A combination of both a hotel and
restaurant, taverns are places to get a few drinks,
a good meal and a room with a bed. Most taverns
keep beds that people rent space in for the night,
and it is not uncommon for anywhere between
two and six people to share the same bed. In cities,
LIFE DURING WARTIME

taverns catering to a wealthier clientele keep the


number sharing a mattress down to two. To ensure
BY COACH that prices are consistent, all Colonies regulate the
When speed and safety is a concern, the best and most price that taverns charge for sharing rooms.
effective means of travel is hiring space in a coach.
Coaches are an organized system of transport for both
people and mail. To save horses, all coaches follow BY FERRY
methodical procedures of posts. These posts are spread Bridges are standard near larger cities and towns, and in
across the road network to change coaches to continue the country, they cross the numerous rivers and bodies
to their final destination. of water throughout the Thirteen Colonies. Ferries also
When moving goods or people, coaches and help move road traffic across bodies of water. Two types
wagons are always employed. The most common coach of ferries are common: those sailed and those pulled.
is the horse-drawn stagecoach, a four-wheeled vehicle Pulled ferries are typically found near narrow rivers
designed for longer distances. Two-wheeled carriages and involve a barge towed to a far bank via a rope that
are designed to move folks shorter distances, across city hangs over the river. The barge often has room for at
streets and the like. Most coaches are not luxurious and least two wagons and their hitched teams. Traveling on
have no suspension, which means the ride is very bumpy. a ferry is slow going because of the time it takes to pull
When moving goods, four-wheeled wagons are used the ferry across. When greater distances are called for,
to navigate the roads of the Thirteen Colonies. Two- such as crossing the Potomac or Delaware River, sailed
wheeled carts are used in busy port cities, the better to ferries are used. These ferries are large barges with a mast
navigate crowded streets teeming with traffic. and square sail and long poles that are used to push the
ferry when there is no wind. Taverns, usually owned by
BY HORSE the ferry operator, are often located near ferry stations,
Horses are expensive, and only the wealthy have the providing travelers a place to eat, rest and post mail.
money to buy one, let alone maintain one. There are four
types of horses found in the Thirteen Colonies, each
specially bred and sold for specific work and purposes.

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MAJOR LAND ROUTES BRADDOCK’S ROAD


New England has more roads than most Colonies due to Originally this road was known as Nemacolin’s Path, running
the sheer number of towns and cities found there. These from Cumberland, Maryland, to a trading post of the Ohio
roads see heavy use and move numerous goods as well Company in Virginia. During the French and Indian War,
as people. In the South, which does not have many large Major General Edward Braddock left Fort Cumberland
cities, the road network is not as expansive. Because of with 600 soldiers and worked to widen the road leading
this, water transportation is more common, by the river from Maryland into western Pennsylvania. The road was
or coastal boats. With the increased British Imperial 12 feet wide, allowing for horse-drawn wagons to move
presence, water travel along the coast is becoming supplies needed for the Army. Once completed, the road
dangerous. became the first to cross the Appalachian Mountains. This
Many of the towns in the Thirteen Colonies have road is also considered one of the main factors opening the
no roads connecting them. Instead, travelers depend Frontier, as this road also allowed for the easy transportation
on existing Indigenous trails, as merchants use them to of goods across the mountain range.
move goods to the market. Before the outbreak of the
French and Indian War, trains of pack horses loaded CONESTOGA & FORBES ROADS
with grain, furs and other goods were a common sight Linking Philadelphia to Fort Pitt, these two roads were
making their way from the frontier to the colonial vital to British strategy during the French and Indian
markets. The packhorse trains made their way through War. Construction on the Conestoga Road was finished
mountain passes and forests, braving many dangers. It in 1741, connecting Philadelphia to Lancaster. During

LIFE DURING WARTIME


was not until the French and Indian War that more the French and Indian War, General Forbes ordered
roads were made to move troops and equipment from his troops to build a road from Harrisburg to France’s
one battle to another. Fort Duquesne (later renamed Fort Pitt after the British
The best roads in the Thirteen Colonies are located took control). These two roads play an important role in
in Pennsylvania, “and all roads lead to Philadelphia,” as linking the Great Lakes to the Atlantic Ocean.
a common Colonial phrase goes. These roads are busy
year-round, moving people and goods to the heart of
the Thirteen Colonies. In 1766, a regular stagecoach line
was established between New York and Philadelphia. It DERIVING THEIR NAME from the road
takes only two days for a person to travel between these they travel, Conestoga wagons are common in
two cities by coach. the Conestoga Road. These wagons are massive,
enabling them to haul a large number of goods.
BOSTON POST ROAD Pulled by teams of four to six horses, the wagon’s
Created in 1673, this road is used to carry mail between wheels are rimmed with iron, making them
Boston and New York. At the start, it was little more incredibly sturdy for the rigors of travel.
than a crude riding trail, and a post rider made the round
trip in four weeks, covering 250 miles in total. In 1772,
stagecoach service began on the road, and it now takes
only one week to travel between the two cities. With the FALL LINE ROAD
current crisis gripping the Thirteen Colonies, the Post Running parallel between the King’s Highway and the
Road is used to transport soldiers and equipment: all Upper Road, the Fall Line Road was built in 1735 to
other traffic, including mail and stagecoaches, must pull move goods and people not only into Virginia’s interior
to the side when the military is on the move. but also south into the Carolinas and Georgia, making
it the most critical link between the south and the rest
of the Colonies. One of North Carolina’s peculiar laws
allows for roads to be built if they connect to the closest
water landing.

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Most land routes, before the construction of the Fall MOHAWK TRAIL
Line Road, lead only to water routes. Though roads exist, Located in New York, the Mohawk Trail connects Albany
they did not connect towns, and travelers would have to to Lake Erie’s eastern banks. The road cuts through the
board a ferry to continue on to their destination. The Fall Appalachian Mountains, where it exits at the Hudson
Line Road changed this, and now travelers do not need Valley and follows along the Mohawk River. At the end of
to take ferries but can instead make their way relatively the French and Indian War, this route became important
unhindered. for the Colonies, enabling furs and other commodities
from the Great Lakes to move south, and British Imperial
KING’S HIGHWAY goods to travel north. With the American Revolutionary
With a length of 1,300 miles and connecting Boston, War currently underway, the Continental Army and
Massachusetts, to Charleston, South Carolina, the King’s Colonial militias are strengthening their presence here,
Highway is the primary overland route connecting building forts and maintaining regular patrols to prevent
New England to the Middle Colonies and the Middle the British in Canada from using the road to move troops
Colonies to the Southern Colonies. With taverns spread into the interior.
an average of 25 miles apart along its length, a traveler
can make the journey with relative ease along the entire WATER TRAVEL
road in about two months. Given the early stage of the Colonial road systems, water
The road dates back to 1673 when King Charles travel is the easiest way to get from place to place. With
wanted his colonies to communicate with each other the British increasing their naval presence, coastal travel
LIFE DURING WARTIME

more effectively. The first leg of the journey is the has become difficult, but not impossible. It is possible
Boston Post Road, and by 1750, the entire highway to slip past the blockades, a feat which smugglers and
had been completed, making coach and wagon pirates boast of frequently.
traffic possible between all of the Colonies. With the For traveling the rivers and numerous lakes, several
American Revolutionary War underway, this road has types of watercraft are used. The most common is the canoe,
become extremely important to the Thirteen Colonies constructed from birch bark or dug out from whole trees.
in coordinating the war effort. Though the various Indigenous tribes first created and
used canoes, the Colonials, quickly seeing their advantages,
began using them as well. The bateau is another popular
watercraft, a small rowboat with anywhere between two
TO SHOW THEIR displeasure toward Britain, and four banks of oars. The third type of watercraft is
Colonials no longer call it the King’s Highway, the raft, constructed from watertight barrels filled with
instead referring to it as either the Boston Post Road lashed goods together. Traditional fishing boats also ply
or the Continental Highway. With the British the waters, hauling cod to processing plants before they
blockading key ports, this road has become more are shipped to British markets.
critical in the war effort. On the Great Lakes and deep waterways like the
Hudson River, schooners are a regular sight, ferrying goods
and people from coastal ports to interior ports, still the
most common means of transportation in the Thirteen
Colonies. Sloops and ketches ply the coastal and interior
waterways, moving goods from all areas of the Colonies.
Though primarily built for coastal waters, many of these
ships will brave the Atlantic Ocean to transport goods to
and from the British Empire

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RELIGION
Religion plays an extraordinary and essential role in the
Thirteen Colonies. Before the American Revolutionary
War, religion was a guiding force in Colonial governments:
in Massachusetts, due to its initial founding by the
Puritans, church and state were intertwined. Laws had a
very clear tie to religion, and local religious leaders were
often both judge and jury.
As more immigrants arrived, and as the British
Empire took a more hands-on approach to run the
Thirteen Colonies, many of the old structures broke
down, and many of the religious ties began to disappear.
Braving the dangerous oceanic crossing, more immigrants
of different religions came to the New World and began
building a life for themselves. Often, these new sects
and their beliefs clashed with the Puritan way of life,
resulting in conflict.
In a new land far away from the old ways, many
revel in the freedom and opportunities they find in the

LIFE DURING WARTIME


Thirteen Colonies. These new ideas led some to break
out to form their own sect. The new groups thrived in the
New World because of the abundance of land. Unlike in
the British Empire, and Europe for that matter, the New
World has plenty of space, allowing anyone who wants a
chance to live with those of like mind to do so.

FAITH IN YOUR GAME


Religion in a game setting is always a touchy
subject and is even more so in a historically based
supernatural setting. Innumerable books are
written covering the history of religion and its
impact upon the Thirteen Colonies and North
America. The information that follows are the
essentials most Colonials would have known.
When playing a character from this period, you
can use this information to guide what your
character believes in.

CHARACTER FAITH
Characters in FLAMES OF FREEDOM will likely
have different views on religion. For some, their faith
defines them, and it serves as a guiding light in their day-
to-day lives. These individuals feel that it is their calling
to shepherd those in need. Their faith leads them to fight
the forces of the occult, the supernatural and those who

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would infringe on a person’s freedom. Though a strong In urban areas, the Church of England is a
religious belief is not required during this period, some gathering place for Loyalists. Many wealthy merchants
Colonials feel that it helps. are members, as well as all royal officers and Colonial
While most Colonials believe in God and worship, officials. The urban areas have a stronger tie with the
there are some who do not. In the early days of the British Imperial leadership, while rural churches are left
Colonies, this would have been unheard of in public, to their own devices.
but now, this is becoming increasingly common. Still,
there are some whose religious beliefs differ from CATHOLICISM
the Colonials. Whether they are Indigenous people, Catholicism is a denomination of Christianity and
immigrants or even those sailors who come from faraway is led by the Roman Papacy. Though the number of
ports, different beliefs and thoughts are slowly spreading Catholics found in the Thirteen Colonies has never
throughout the Thirteen Colonies. been large, they are present and free to practice their
beliefs. Because Catholics are persecuted in the British
ANGLICANISM Empire, they looked to the New World to safely
Anglicanism is a denomination of Christianity and the practice their faith.
British Empire’s state religion, with the King serving Though still not as widely practiced as other
as head of both church and state. However, because religions, Catholicism is still the primary religion in
of England and the Colonies’ distance, the Church of Maryland and also accepted in Pennsylvania, a colony
England is not a significant religious influence. Plus, already tolerant of many ideas and concepts, thanks to
LIFE DURING WARTIME

all clergy in the Anglican Church must be ordained in its Quaker origins. Though the days of open hostility are
the British Empire. Since the Thirteen Colonies lack a over, there are still some who fear Catholics and harbor
bishop, all young people seeking ordination must brave deeply rooted bigotry toward them.
the dangers of oceanic travel to the British Empire and
then back to the Colonies. Since the journey is dangerous DID YOU KNOW?
and expensive, it’s a rare person who is willing and able Although New France and Canada have
to undertake the voyage. practicing Catholics, the faith is still a minor
one in the Thirteen Colonies. Catholics’ greatest
DID YOU KNOW? concentration is in Maryland. Like the Puritans
In Virginia in 1607, the Church of England was before them, Catholics sought and won a charter to
formally established in the colonies. By 1693, form a colony, where their faith could be tolerated.
it had spread north into the lower part of New
York, concentrated in and around Manhattan. In
1702, the Anglican churches started appearing JESUITS
in predominantly Catholic Maryland, and by The French Jesuits were agents of the Church sent
1706, they could be found in South Carolina. In to convert the Indigenous population. In the early
1758, Georgia saw a growth in membership in seventeenth century, they had concentrated their efforts
the Church of England, where the denomination mostly on the Huron, who called them the ‘Black Robes.’
thrived. It is in Virginia, however, where the real Their efforts met with little success, and the Huron
strength of the Church is found, and the local population was decimated by sickness that the Jesuits
vestry wields great power in administering how inadvertently helped to spread. Defeat at the hands of
services are run and who is appointed as a minister. the Iroquois further reduced their numbers. In all, this
aspect of the Jesuits’ mission was a failure.
The Jesuits were unpopular with the French
Colonials, especially traders who sold alcohol to the
Indigenous population. The Jesuits denounced this trade
loudly, and their zeal in other matters tried the Colonials’

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patience. After 1763, the Jesuits of New France were


disbanded by the British and their seigneuries became DID YOU KNOW?
Crown land. During the early years of the Colonies, Puritans
held great power politically and socially, particularly
DID YOU KNOW? in New England. Their beliefs sustained them
Members of the Sulpician Order arrived in through numerous early hardships and provided
the New World shortly after the founding of them with a strong legal and social foundation. As
Montréal. They received vast expanses of land more people came to the Thirteen Colonies, new
around the island, most of which they converted ideas came with them, which led to a clash. When
into seigneuries where they employed Colonials the British Empire revoked the Massachusetts
and engagés. While they also made attempts to Charter and the colony’s governing reverted to
convert the local Indigenous people, the Sulpicians the Crown, Puritan dominion over New England
focused mainly on building churches and running nearly ended. Puritans are now associated with
schools. They were much more popular than the new sects and new power structures. Their
Jesuits and were helpful to new arrivals. In the late influences are still felt, and for many, Puritanism
seventeenth century the Sulpicians were asked is still the spiritual core of their life. The Puritans’
to expand to other regions, such as Acadie, and legacy lives on through their various sects: Baptists,
lay the foundations of the Church’s permanent Congregationalists, Huguenots and Presbyterians.
presence in these areas.

LIFE DURING WARTIME


BAPTIST
PURITANISM While Puritans continued to preach inclusivity, they
Puritanism is a denomination of Christianity and is actively expelled anyone from the Massachusetts Bay
considered one of the nonconformist religions within Colony who spoke out against them or did not conform
the British Empire. Though many feel the Puritans are a to their accepted beliefs. One such person, Roger Williams,
monolithic group, the truth is, various smaller sects fall preached vocally against the Puritan power structure, and
under the larger Puritan umbrella. Puritans are Calvinists he was expelled from the colony. He secured a royal charter
and shared many of the same philosophies, key among and founded the colony of Rhode Island, which became
them that humanity is inherently sinful and can only be a haven for religious tolerance. Finding a welcome retreat
redeemed through God’s grace. The difference between in Rhode Island, the Baptist faith flourished there and
sects led to numerous schisms, which would be the soon spread to Pennsylvania, the Southern Colonies and
catalyst for forming new religions. Virginia. Because of the Baptist belief that anyone can
Puritans follow the teachings of John Calvin, who preach the word of God without the need for an organized
believed that the Church of England is to be purged of all church, Baptist congregations can be found throughout the
Catholic influences. Those following the Puritan belief rural lands, sprouting up in areas with small populations.
hold that all people are responsible for their actions.
Anyone who does not know God’s teachings, or know DID YOU KNOW?
how to read and understand the Bible, is more readily Baptists do not believe that the Bible calls for the
tempted by the devil’s workings and his agents. This baptism of infants. They also believe that anyone
belief guides many Puritans in their work of converting can attend church and that there is no such thing
and teaching people how to read. as someone destined from birth to go to heaven
when they die. To separate themselves from the
Puritans further, Baptists believe an organized
church is not needed to worship God and that
anyone can preach the teachings of God.

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CONGREGATIONALIST PRESBYTERIAN
Congregationalists are another sect of Puritans that split The first sect to split from the Puritans did so over
with the Presbyterians over the belief that the Bible calls the issue of control. The new church had a centralized
for churches to be governed locally and not through a governing body known as the Presbytery. This was in
hierarchy. Congregationalists believe all people are born direct opposition to the Puritans, who felt that each
with their life predetermined by God. The core belief of church was its own entity and capable of governing itself.
this sect is that each congregation has a covenant with By the start of 1700 there were only twelve Presbyterian
God giving it the right to practice as well as govern churches in the Colonies, but no Presbytery to organize
itself. Since each congregation has a covenant with God, them. This changed in 1706.
many feel that God is their only authority, and thus any Founded in Philadelphia, the influence of Presbytery
higher authority is not recognized. In the early days of was huge. In a ten-year span, the first synod was formed.
the Colonies, this belief allowed many to ignore the This growth continued, and by 1775, the Thirteen
orders of the British Empire, leaving them free to rule Colonies had seven synods, numerous presbyteries and
themselves. churches numbering in the hundreds. Unlike Anglicans,
who had to travel from the Thirteen Colonies back to
DID YOU KNOW? the British Empire in order to be ordained, the Synod
When the British Empire revoked the Charter of (assembly of clergy) ordained their own ministers and
Massachusetts, the political power of the church appointed their own bishops locally. The other reason for
disappeared, leaving the colony to govern itself. this growth was immigration: as Colonials left to settle
LIFE DURING WARTIME

Now with the American Revolutionary War the Southern Colonies and arrived in both New Jersey
brewing, some congregations feel that it is time and the Carolinas, they joined or formed their own
for them to exert their leadership and to return to Presbyterian churches.
the old order.
DID YOU KNOW?
Presbyterian ministers are ordained within the
HUGUENOTS Thirteen Colonies and then sent to their own
The Huguenots are French Calvinist Protestants. Driven parishes. Presbyterian churches have taken over
out of France in the late seventeenth century, they the majority of Puritan churches in New York and
sought refuge in some Germanic states as well as Dutch New Jersey, and Presbyterianism has become one
New Amsterdam and the British colonies. At the time, of the major religious movements in the South.
religious unrest in Europe was a powerful incentive to Adding to this growth is the number of Scottish
leave for the Colonies. Because French Protestants were immigrants, who were members of the Scottish
banned from immigrating to New France, the flow of Presbyterian Church and are now members of the
new arrivals there was much slower than in the British Colonial Presbyterian churches. Ministers receive
colonies. their training at Harvard, Princeton and Yale, and
are ordained only if they have graduated from
DID YOU KNOW? these colleges.
In New France, the Huguenots were few and
marginalized. Their situation was precarious
at best, but they managed to survive despite
oppression spurred by Catholic priests. The British
victory at Québec and the Royal Proclamation of
1763 improved their position considerably.

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JUDAISM With the charter of 1669 by John Locke leading to


Early historical records mark at least four Colonials the establishment of Jewish populations in the Carolinas,
who were Jewish. The first is Elias Legarde, who arrived it would not be until 1740 that large numbers would
at Jamestown, Virginia, in 1621. Solomon Franco, a settle in the Thirteen Colonies. The Jewish communities
Sephardic Jew from Holland, settled in Boston in 1649. would grow and thrive to the point that in 1775, Francis
Franco was a scholar and an agent for a Dutch merchant. Salvador was elected to the Continental Congress: the
Another person of note is Solomon Pietersen, a merchant first Jew elected to hold office.
from Amsterdam who arrived in the Colonies in 1654
and was the first Jew in the Thirteen Colonies to marry QUAKERS
a Christian. Officially known as the Society of Friends, the Quakers
are a group whose political influence has since waned,
DID YOU KNOW? and they are no longer the political force they once
Asser Levy is perhaps one of the most important were. Their religious teachings are still practiced, but
figures of the early Colonial period. The first the Society is more interested in social issues such as
mention of Levy is in 1654 when he and twenty- abolishing slavery, fair treatment for the Indigenous
three other Jews escaped from Brazil. Working as a people and the improvement of all Colonial education.
kosher butcher for the small Jewish community, he The Pennsylvania colony was founded by William
was also vocal on Jewish rights in the Dutch colony. Penn, a Quaker leader who envisioned the colony as
His efforts secured the right of Jews to be admitted a haven for their faith. Quakers believe that all must

LIFE DURING WARTIME


as burghers and to serve guard duty for the colony. follow the teachings of Christ, and that the Bible is the
document of these teachings. Furthermore, Quakers do
New York had a long history of Jewish Colonials. not believe in the swearing of oaths, which regularly
The first known synagogue dates to 1695, when Saul brings them into conflict with Colonial governments
Brown led a private congregation of twenty families. and Royal officials. Further separating them from other
In five years, this congregation grew to a point that the Colonials is the fact that Quakers still speak and write
synagogue was fully recognized. Though the recognition in King James’s English, which sounds old fashioned to
of Jewish rights to participate in Colonial government the contemporary ear.
saw their right to vote revoked, the British Parliament Unlike many Colonial faiths, Quakers do not have
restored voting rights through the Estate Act in 1740, a clergy; instead, they lead themselves to worship.
which naturalized all Jews in the Thirteen Colonies. Meetinghouses are places where members gather to
New England has a small, slow-growing Jewish discuss matters of faith and ongoing issues involving
population. The first mention is in the 1600s when local social work.
a small group arrived after Roger Williams founded
Rhode Island. From here, Jews began arriving in DID YOU KNOW?
Connecticut, as well as New Hampshire and Vermont. All Quakers believe that a person should be
Maryland has a small Jewish population despite being not only frugal but also modest, which means
a haven of Catholics. Pennsylvania is more tolerant of that Quakers tend to dress simply and avoid
the Jewish faith, and Jonas Aaron was the first recorded extravagant clothing. Modesty and temperance are
Jewish resident in 1703. stressed so much that no Quaker drinks alcohol,
The Southern Colonies have a long history of Jewish and any act of drunkenness leads to the member
settlement. James Oglkethrop was critical to their being expelled from the Society. An essential facet
settlement in Georgia, and soon a growing population of a Quaker’s life is their tolerance, be it of another
hailing from Germany, Portugal, Prussia and Spain person’s belief or attitude toward life, and their
arrived. In Virginia, from Richmond to Norfolk, Jews belief that all are meant to be free of bondage.
have found themselves welcome and are creating new
lives for themselves

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New Jersey and Pennsylvania are the two areas with


the strongest Quaker population. The current crisis
between the Thirteen Colonies and the British Empire
has Quakers profoundly concerned. Both the Rebels
and the Loyalists have resorted to violence, making
both sides equally wrong and at fault. Still, the British
Empire has shown an unwillingness to be tolerant and
disregards the Colonials’ concerns, yet some Quakers try
to mediate between the two.

OTHER FAITHS
Smaller denominations are also found in the Thirteen
Colonies. Though they lack the power and prestige of
the faiths previously mentioned, they still hold influence.
LUTHERANS: They came to the Thirteen Colonies
from Germany, Sweden and Switzerland. Every colony
has small pockets of the Lutheran faith. These sects,
though they share similar beliefs, differ in their attitudes,
LIFE DURING WARTIME

creeds and outlooks. As a result, these various pockets


were not well organized.
METHODISTS: These Christians are concentrated
within New York, Philadelphia and Virginia. Although
it is a distinct sect, Methodism stays integrated with the
Anglican Church and is seen as a variant to that religion. LIBRARIES
Though there is no organized structure to the faith, there Libraries are scarce in Colonial America. The first and
are numerous lay preachers. largest library in the Thirteen Colonies is the Library
Company of Philadelphia, established in 1739. To
MORAVIAN: Originating within the Lutheran and
fund the purchase of books and control access to the
Methodist faiths, the Moravian sect took on its own
collection, this library requires its members to pay an
identity based on the belief that all work is holy. From
annual subscription fee of £5.
farming to furniture making, all work is done in honor
In 1730,The Society for the Promotion of Knowledge
and service to God. There are communities of Moravians
was founded in Newport, Rhode Island, by a group of
in Pennsylvania and North Carolina. Since work is
intellectuals gathered every week. They meet to share
considered holy, these communities have become
their latest book acquisitions and the knowledge they
economic forces due to the large agriculture operations
gained through reading. This group exchanges books
and numerous skilled artisans living there.
amongst themselves, and in 1748 after a large donation
by Charles Town, the group created their own library,
open only to members of the Society, and no outsiders
have been granted access to this collection.
Not wanting to be outdone and seeing themselves as
the Thirteen Colonies’ intellectual capital, Boston’s people
opened a library In 1756. A collection of intellectuals—
including John Hancock—formed a circulating library.
To ensure this library stayed funded, they instituted an
annual subscription fee of £1, 8s. Subscribers are allowed

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to borrow one book in the library and keep it until they PRINTING & PUBLISHING
finish reading it. The Thirteen Colonies, especially New England, have
Small libraries opened in New Haven, New York a rich tradition of printing and publishing. Numerous
and Savannah, similar to Boston’s management. As long newspapers and magazines are found throughout the
as members pay their annual dues, they have access to Colonies, along with some imported from Europe and
the collection to borrow books. Colonial colleges also the British Empire. There are also almanacs, books,
had libraries for their students, and unlike most other broadsides and pamphlets printed by Colonial printers.
colleges, these libraries were open to former students. Even though the news is a bit dated because of the time
it takes for mail to be delivered, newspapers are readily
PRIVATE LIBRARIES available and shared by many.
Private libraries are also common, but these libraries’
sizes are limited based on the funds available to purchase COLONIAL NEWSPAPERS
books. Most Colonials have heard tales about the vast K Boston Gazette and Country Journal (1719)
collections of George Washington and Thomas Jefferson,
each believed to be larger than any library found in the
K Boston News-Letter (1704)
Thirteen Colonies, and those who have the privilege K Georgia Gazette (1774)
to gain access to them speak highly of the number of
esoteric works found within. Professionals, such as
K Maryland Gazette (1727)
lawyers and ministers, also have private libraries, but the K Massachusetts Gazette (1768)

LIFE DURING WARTIME


scope of these collections is limited to specific topics.
In the case of lawyers, books will cover British Imperial
K New-England Courant (1721)
crown law, as well as the works of Plato and Aristotle. For K New-York Gazetteer (1773)
ministers, their collections tend to reflect their interests
and contain many religious works, in addition to books
K Pennsylvania Gazette (1728)
on history and geography. K South Carolina Gazette (1732)
In the south, most libraries are in estate houses, with
the library of Savannah an exception. It is common for
K South-Carolina and American General Gazette
(1764)
estate owners to share their books with neighbors and
exchange books amongst themselves. K South-Carolina Gazette; and Country Journal
(1765)
K Virginia Gazette (1736)

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Article  11
I N D I G E N O U S N ATI O N S
‘I
n dig e no us ’ i s a c ompl icate d wor d th at ca n va ry ac ro s s c o n te xt s . F or its

us e h e r e , w e a r e sp e a k i n g ab o u t p eopl e f rom N atio n s th at pr e date d E u rop e a n


e xplor atio n a n d s et tl em e n t i n N orth A m e r ica .

La Baye des Puants (present-day Green Bay), which


INDIVIDUALS, NOT COLLECTIVES was France’s oldest permanent European settlement.
This article will broaden your perspective and help It was with these two events that North America
you create a character ready for the events to come. was opened up for colonization. Though England
It will enable players to conceive of Indigenous attempted to establish two colonies—Roanoke in 1585
characters who live and breathe in a world rife with and Popham in 1602—it would not be until 1607
conflict and change. This guide cannot give players a that Jamestown would be founded. Plymouth soon
total understanding of the Nations impacted by the followed in 1620, which led to the long, complicated
American Revolutionary War. Some ceremonies relationship between the Indigenous Nations and the
and spiritual teachings are omitted out of respect European settlers.

INDIGENOUS NATIONS
for the Nations they come from. At first, relations between the various groups were
symbiotic. European settlers who lacked the knowledge,
let alone means to adapt to a foreign land, came to
INDIGENOUS HISTORY depend on the Indigenous Nations for their survival.
Meanwhile, the Indigenous Nations saw the goods that
Regardless of European Nations’ doctrine of discovery,
the settlers provided a means to aid their lives.
sovereign Indigenous Nations have lived upon this
Up to 1608, the French were more interested in profit
land since time immemorial. When the first European
than land. Apart from a few isolated incidents, the French
explorers arrived, Indigenous people came face-to-face
were not as invasive or destructive as the British settlers.
with Nations alien to them. These strangers brought
They set up trading posts where Indigenous peoples
death, disease and human bondage, often requiring
could acquire European-manufactured goods, including
Indigenous people to leave their ways of life and pay
alcohol, beads and guns (despite laws stating otherwise).
homage to a king living far across the water, as well
as their own religious beliefs. Genocidal events visited FRENCH-CANADIAN TRADERS
upon the Indigenous people of the so-called New World
Traders and coureurs de bois (wood-runners)
have had a lasting effect on hundreds of cultures.
traveled far inland and established good relations
INITIAL COLONIZATION with most of the Nations they encountered. By
doing so, however, they discovered many strange
Four years after Columbus’s ‘discovery’ of the
places—ones considered dangerous by the
Americas, the first permanent colony was founded in
local Indigenous populations, for a multitude
1496 by Christopher Columbus’s brother Diego at
of reasons. Foolhardy and overconfident, the
Santo Domingo. This action would be the beginning
French paid little attention to the warnings of
of the long—and often bloody—colonization of
the locals. Certain that Christian faith would
North America. It would not be until 1565 that Spain
prevail, they exceeded the bounds of wisdom at
refocused their colonization goals and established Fort
their own expense.
Augustine as their first permanent settlement in Florida.
Not to be outdone, in 1634, Jean Nicolet founded

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INDIGENOUS NATIONS

Indigenous people, on the whole, were considerate


of the messages of the land. As the decades passed, they THE BEAVER WARS
grew aware of the effects the Colonies were having on The Indigenous Nations themselves, meanwhile,
the earth and living beings on it. Even if the French had their series of alliances and plots. The
generally proved more agreeable than other Europeans, Haudenosaunee sought and secured a partnership
they still caused trouble and conflicts due to their with the Dutch and British settlers against
ignorance and arrogance. the encroaching French and their Algonquin
The French were apt at befriending a significant allies (especially the Lenape) for their optimal
number of the Indigenous Nations. As was the custom geographic location. This event came to be known
between any sovereign Nations, they offered marriages as the Beaver Wars due to the profound economic
to seal deals and alliances. As time went on, differing impact that controls over beaver pelts caused not
opinions arose. The French could generally be trusted, only for fur traders but also for European powers
but the British offered more of the goods their families at large.
had come to depend upon.
While the European Nations of England, France
and Spain may have considered themselves in an NOTABLE COLONIES
international fight for domination over the New World, In 1565, the Spanish established Fort Augustine in
the reality of their situation was not quite so simple. Florida, which would mark not just their claim to land
People of the Indigenous Nations dealt with European outside their Caribbean and South America holdings.
groups on a case-by-case basis. While there were more Still, it would signal a new wave of colonization that
broad alliances, individual Europeans were individually would have lasting effects over the following years. The
cruel to the Nations from whom they had stolen land origins of growing doom find itself rooted in 1585 with
and were dealt with accordingly. The original people of establishing Roanoke. Founded in large part due to
the land found their guidance was often ignored and the prophecy of Doctor John Dee, this colony marked
their sovereignty undermined. England’s first footprints on the New World.

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POPHAM COLONY & JAMESTOWN resources and roles, which extended to the land itself. The
At the Kennebec River’s mouth, the Popham Colony Europeans’ individualistic desire to own land privately
was founded in 1607: England’s first foothold in North brought trouble. The Europeans took more and more by
America. Fourteen months later, it all ended due to the force or by broken treaties and gave less and less.
actions of the settlers toward the Abenaki. In this same
year, Captain John Smith came ashore and founded THE REVOLUTION CALLS . . .
Jamestown’s colony, and named the land he saw Virginia. With the Colonials rebelling against the British
From 1609 to 1610, disease, hunger and sickness rocked Empire, many young Indigenous people are
what remained of the people in Jamestown. Though considering which side they should support.
nearly extinct, the colony of Jamestown persevered, and They ask themselves: should they help the Rebel
through time, the settlement grew and became the focal Colonials and hope they will deal fairly with
point of expansion and conflict within the area. their Nations if they win? Should they back the
Loyalists and British Empire and expect that after
THE PILGRIMS they defeat the Colonials, they will reward the
December in 1620 would mark the second wave Indigenous peoples for their help? Elders know
of colonization when John Carver and the Puritan that there is much more at stake than a war about
separatists known as Pilgrims disembarked in freedom and which nation of the Europeans will
Massachusetts. It was here that the colony of treat them better.
Plymouth was formed, one that nearly went extinct

INDIGENOUS NATIONS
if it was not for the aid of the various Indigenous
Nations. Instead, in the short term, an easy LIFE DURING WARTIME
coexistence would be established that would soon Every conflict has seen Indigenous peoples choose one
turn to acts of aggression with the arrival of what side. Whether they ally with the Dutch, British Empire,
was an endless stream of European settlers with French or Spanish, they must choose a side that promises
the desire to claim new lands of their own. Sadly, to end the Europeans’ spread. The French and Indian
this claiming involved bloodshed and actions that War, which incited much of the current tensions, saw
would leave both sides forever scarred. an upheaval in the historical alliances between Nations
and European powers. Many Indigenous people, on
As more settlers arrived and began building along both sides, have seen much death and increased reprisals
the coast running north from the domain of the from the victors. Seeing a growing conflict in 1776, the
Massachusett people to the Virginia Colony, relations Indigenous Nations had a choice: who is the lesser of
with the Indigenous peoples ebbed and flowed. In some these evils?
areas, Indigenous and European peoples cooperated,
which benefited both sides; in other areas, conflict arose IMPACT OF COLONIZATION
between both groups for many reasons. As more settlers The majority of Europeans believe the Indigenous
arrived, tensions over trade and land appeared. peoples devoid of culture, lacking in faith, often savage
and uneducated. On the other hand, the Indigenous
WEALTH & LAND OWNERSHIP people view the Europeans as brutish, completely
European settlers highly misunderstood the Indigenous disrespectful and unclean (both figuratively and literally).
mindset concerning land ownership. The Europeans Both groups work to undermine each other and often
thought that since individual people did not exert control seek to take advantage of the other’s perceived naiveté.
over it, no one owned the land. As an Indigenous person Since the first contact in the New World, various
would tell the confused Europeans, this was untrue. Nations have attempted to retain sovereignty over their
The land was used communally and owned lands. As more and more Europeans come over the
communally, whether by clan or the community at Atlantic Ocean to claim North America as theirs, the
large. Wealth and responsibility were community-wide land itself seems to grow angry. Ancient hunting grounds,

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KING PHILIP’S WAR


With the passing of William Bradford in 1657 and War spread out from the Plymouth Colony
Massasoit of the Wampanoag Confederacy in 1660, throughout New England, and when wintering in
the long-lasting peace established with the Plymouth the Great Dismal Swamp, the overstretched British
Colony’s founding came to an end. It was in 1662 Imperial forces scored their first victory. Then, in
that British Imperial forces took Wampanoag leader February of 1676, the war continued, seeing Boston’s
Wamsutta at gunpoint to Plymouth. The reason for apparent attack and a raid in Plymouth. It wouldn’t
this was to force the Nation to pay a ransom in the form be until August 1676 that hostilities would end due
of land. Already suffering from illness, Wamsutta died, to King Philip’s death at Mount Hope.
and his brother Metacom (King Philip) became the The aftermath was devastating for all sides. The
leader and, with the death of his brother, did nothing Indigenous people who fought against the colony
to ease tensions. The final straw was the murder of saw entire families forced to retreat, watching
John Sassamon, who served as a liaison between the their ancestral lands claimed by the victors. King
two groups. It was this one act that began a year of Philip’s War was seen as the flashpoint for all future
bloodshed that would affect both sides equally. conflicts.

which the Indigenous once stewarded, are now cultivated THE NATIONS OF 1776
and settled by the European settlers in their faraway There are many Nations, great and small, that are active
INDIGENOUS NATIONS

kings’ name. Beaver, deer, fish and other game that was throughout the Thirteen Colonies. These Nations have
once plentiful—as long as the land allowed it—are now different beliefs and faiths and strong opinions on how
scarce, hunted by the European settlers and Indigenous they can best thrive in FLAMES OF FREEDOM.
members alike. Peaceful woods that the Indigenous This game intertwines history and fiction in
people agreed to tend to keep docile have angrily awoken intriguing ways. We made a very concerted effort to
from their deep slumber: trees creak and moan, shaking work with scholars, Indigenous cultural consultants and
their branches, scattering the wildlife out into the open editors to bring forward the most relevant parts of each
into the Europeans’ traps, making them easy targets. Nation's history.
The land was not the only thing the Europeans We recognize that Indigenous Nations' history
affected.When they came from across the Atlantic Ocean, covers far more ground than we could possibly in a
they also brought with them strange diseases. Many tabletop RPG book. To that end, we have space below
believed the Europeans’ sorcerers cursed Indigenous each Nation's entry to accommodate your own research.
people with this sickness, but when whole communities Pencil in details that we may have missed or are important
were wiped out after the Europeans weaponized these for your FLAMES OF FREEDOM game.
diseases, medicine people from communities across the
continent stated a harrowing realization: something
deep and dark had allied with the European powers—
something that was supposed to be asleep.
Throughout the years, the British Imperial, French
and Spanish kings have all made pacts with the various
Nations. Though the Indigenous Nations were honored at
first by this gesture of peace, over time, these pacts have
been ignored and discarded as the evil’s poisonous touch
took over. Like the French and Indian War, wars continue
to come and go, scarring the land and the peoples who live
upon it.

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ABENAKI
F or A b e na k i , the world was not created:
th e
it has always existed and always will. They believe their
creator, Tabaldak, founded the land and once cared for it.
It was under His supervision that all living things were
created, and one day He shall return.
The Abenaki’s faith rests in the hope that by ridding
the world of the British Empire, Tabaldak will one day
return to the land and restore it.

CULTURE
The Abenaki Nation move their villages with the seasons.
These bands are large, extended families that trace their
lineage and history through the father. During the
spring and summer months, these bands live near lakes,
the ocean and rivers, surrounded by a simple wooden
palisade. In the fall, the bands move inland to winter

INDIGENOUS NATIONS
villages.
The Abenaki have no central leader; instead,
each band is independent, led by the two eldest men.
The first leader is known as the Civil Chief, and they
together must decide on policies, leading the Nation and
mediating disputes. All Civil Chiefs meet throughout
the year at the Great Council to make decisions that
affect the entire Abenaki people. The Great Council also
sits as a court, presides over legal disputes and serves
punishments to the guilty. The second leader is the War
Chief, whose job is to protect the Nation and lead them
into battle when necessary.
When going into battle, many men wear a young
buck’s skin with the antlers still attached, believing that
the buck’s strength and agility will flow into the warrior.
Skilled hunters, Abenaki boys are given their first bow WHO IS TABALDAK?
at the age of five, and by the time they reach ten, they Abenaki tradition states that Tabaldak created
actively take part in hunting with their fathers and man and woman to help Him care for the land.
uncles. Both boys and girls are tutored by their paternal In His first attempt, Tabaldak shaped them from
uncle or aunt in the skills they need to survive until they stone but soon discovered the creation was not
reach adolescence. perfect and destroyed them. Trying again, Tabaldak
carved both out of wood. Liking what He created,
Tabaldak set them free upon the land. It was from
them that the Abenaki were born.

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HISTORY
= The Abenaki are an ancient Nation that was once split into
two groups, but now they are united against the British
Empire. The Nation calls their homeland Ndakinna or
‘Our Land,’ and encompasses New England’s northern
regions. Due to Colonial encroachment, the Abenaki
now roam between the borders of Canada and New
England.
The Abenaki Nation’s hope to restore the land rests
with the Colonials. Instinctively, the Nation knows that
something is wrong with the land and the British Empire
is responsible. The Abenaki believe that if the British can
be defeated and driven out, the Colonials would then be
in a position to negotiate with the Abenaki and the land
would be restored to its former glory. With war on the
horizon, the Abenaki people now aid the Colonials and
shield them from Britain’s armies.
INDIGENOUS NATIONS

ABENAKI PERSPECTIVES
Here are some example perspectives characters of
the Abenaki Nation may have about 1776:
K “I understand agriculture. With other women
of my Nation, I tend to our beans, corn and
squash. We can trust the land we care for, but
I cannot trust these Colonials. Who are these
sickly strangers? When will they leave?”
K “Making baskets has been a staple of our way of
life as far back as any stories can tell. But the ash
and sweetgrass are affected by the world around
them, and I fear that something unseen lurks as
these newcomers set up their camps.”
K “We will push the British Empire as long as it
takes. I’ve seen my fair share of battle, and with
our allies in the French, I know we will prevail.
This land is Abenaki, as we are Abenaki.”

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A L G O N QU I N
In pr e -C olo ni a l ti m e s ,
the various Algonquin
peoples occupied the eastern sea-board from Canada
down to North Carolina. Algonquin languages are
generally mutually intelligible: a character who has
learned any Algonquin language can understand and be
understood in any other, but to do so is one stage more
difficult than speaking or understanding the learned
language.

CULTURE
The Algonquin are several Nations that share a similar
language and culture. These Nations occupy a territory
north of the Great Lakes and live by fishing, hunting and
trading. Even before the arrival of the Europeans, the
Algonquin peoples deal in beans, corn, squash and tobacco
via an extensive trade network with other Nations.

INDIGENOUS NATIONS
Algonquin peoples generally move with the
seasons. They relocate based on hunting and planting
cycles, traveling over vast expanses of land. After the
Haudenosaunee nearly exterminated the Huron, the
Algonquin mourned the former, with whom they often
traded, and became the latter’s new enemies.
Most Algonquin peoples mix agriculture with the
seasonal harvesting of fish, fruit, game and seafood. Men
are primarily involved in hunting and fishing with spears
and fish traps, while women mainly farm and forage. It
should be noted that gender roles and norms differ for
many Algonquin Nations, and European concepts of
gender cannot be projected exactly onto these peoples.
Gender binaries are not so set in stone, either.
Coastal settlements usually consist of domed or
barrel-roofed longhouses. Inland settlements are mostly MANY NATIONS,
made up of wigwams, which are similar to a plains SIMILAR CULTURES
teepee but covered in birchbark instead of skins, or made The most renowned Algonquin Nations are the
similarly but with rounded domes. Depending on the Cree, Mississauga, Nipissing, Odawa, Ojibwa,
Nation, some houses may hold multiple families. Larger Potawatomi and Saulxteaux. The Algonquin
settlements are fortified with a stockade. religion exists as compatible with Catholicism in
In most cases, Algonquin society is matrilineal, with some communities, and the two are often practiced
clan membership and land rights passing from mother to simultaneously by Algonquin people who hold
daughter. This puzzles the Colonials, especially since an beliefs of both spiritualities.
Algonquin man’s closest male relatives are his mother’s
brothers rather than his father, who usually comes from
a different clan.

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THE THREE SISTERS Even when the Algonquin Nations people tried
to maintain good relationships with Colonials, they
The main crops used in their communities are the
were often met with distrust and prejudice, resulting
Three Sisters: beans, corn and squash. The bean
in hardship. Most notably, in the 1700s there were
plants climb the corn stalks, and the squash grows
additional attempts made to spread disease through
beneath, inhibiting weeds and keeping the soil moist
the use of smallpox-laden blankets. This, along with
under the shade of its broad leaves. This technique
continued efforts to oust Algonquin populations from
ensures the earth remains fertile for several decades.
their land, further solidified the need for Algonquin
Food is stored for the winter and can last for two
sovereignty in the wake of ‘doctrines of discovery.’
to three years. When the soil eventually loses
its fertility, new lands are cleared for cultivation.
Algonquin methods of cultivation and food storage
continue to fascinate the Europeans.
ALGONQUIN PERSPECTIVES
Here are some example perspectives characters of
HISTORY the Algonquin Nations may have about 1776:
The smallpox epidemic from 1616 to 1619, an event K “I am a father and provider before I am a trapper.
created when Colonials sent contaminated blankets My role in my community, trapping beaver and
to Indigenous communities, saw a significant number selling to the Colonials, has brought me many
of deaths among the Algonquin peoples. Up until this opportunities. Yet it pains me to spend so much
INDIGENOUS NATIONS

point, they had been eager to trade with the Colonials, time far from my husband and wife. How long
exchanging furs—especially beaver pelts—for iron tools must our alliances with these Colonials last?”
and weapons that made daily life much easier. European
demands for beaver pushed the Indigenous Nations
K “I was born on the night of the great comet.
There has been much learning in my life, and
to overharvest, outstripping the supply and depleting
now as an Elder, I pass these teachings on to
beaver populations.
the next generations. My dreams have warned
Increasing European demands for land resulted in
me that difficult times lie ahead. As an Elder, I
conflict, as did cultural encroachment by missionaries.
have no time for rest.”
These pressures resulted in attacks like King Philip’s War,
the Pequot War and the Powhatan Wars. Survivors were K “Like my mother before me, I gather medicines.
usually forced onto ever-smaller reservations or into Whether the ailment is spiritual or physical, I
Christian ‘praying towns,’ where they were indoctrinated know what must be done to treat it. But I fear
and told that all their problems arose because they did that these Colonials have brought with them
not follow Christian ways. sickness, one they do not understand.”

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APA L ACHE E
T he A pa l ac h e e m a k e their home in the eastern
region of what is now the Florida Panhandle. Their
territory begins at the Apalachicola River in the west,
stretching as far east as the Suwannee River. The
Apalachee is a sedentary Nation. They cultivate maize,
establish villages and fashion ceramics, using the goods
they produce in trade exchanges with other Nations.

CULTURE
People of the Apalachee Nation traditionally live in vast
villages, with their leaders organizing everything from
social to political life. Their staple foods consist of the
Three Sisters, as well as large and small game. Women
tend to the Nation’s crops while men prepare the fields.
Their clothing is dependent on the local weather, with
men primarily wearing loincloths, while women wear
skirts of Spanish moss. Men also color their bodies with

INDIGENOUS NATIONS
red ochre and place feathers in their hair when preparing
for battle.

HISTORY
The Spanish established a mission in Apalachee
territory near Pensacola. In 1663, they built the San
Luis mission in the eastern portion of the Apalachee
territory. The Apalachee varied in their approach to
establishing relations with each of the European powers
who attempted settlement in the region, entering into
separate alliances and agreements. This resulted in
three distinct groups of Apalachee: one allied with the
French in Mobile, one with the Spanish in Tallahassee
and one with the British Empire located in the north in
Muskogee territory. with the Spanish Colonials were the first to turn sour.
Because of their pragmatic view in dealing with In 1704, the Apalachee suffered extensive raiding from
the European groups, the Apalachee successfully the Muskogee Nations, backed and supported by the
sustained economic ties, enjoying relatively peaceful British seeking to clear the Apalachee out of the areas
and supportive relationships with the British Empire, surrounding St. Augustine and Mobile. The future of the
France and Spain for many decades. Eventually, these remaining Apalachee people in Florida remains unclear
alliances began to deteriorate, particularly with the in 1776, mainly due to the rise of an even greater Nation:
British and Spanish. Due to increased trade restrictions the Seminole.
and Spain’s growing demand for forced labor, relations

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= MOUND-BUILDING
The Apalachee Nation traces its history to a long-
standing mound-builder tradition, using the
earthworks for ceremonial needs. These plazas are
used for religious ceremonies as well as cultural
events. They participate in extensive trade routes,
gathering goods from far-flung Nations of all sorts,
notably trading for copper from the far north.

APALACHEE PERSPECTIVES
Here are some example perspectives characters of
the Apalachee Nation may have about 1776:
K “After doing what was asked of us and
converting to the new religion, we still face
persecution. We are moving our families south,
INDIGENOUS NATIONS

as far as we have to go, to be safe.”


K “I’m told the British have bought the land where
we live, but who can own land? Once again, we
leave. It pains me to see my relatives hide and
say they are not Apalachee, just to survive.”
K “Our ways of trade are disrupted and destroyed.
We have tried to teach our children the right
way to live, but our way of life is no more. We
must move on, and if it means joining relatives
in another Nation, so be it.”

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ATI K A M E KW
L o cate d Algonquin and Innu
b etw e e n th e
Nations, the Atikamekw territory greatly favors trade.
They supplement their diet of fish and game by acquiring
animal pelts and seeds through trade. In spring, they
harvest the sap of maple trees and boil it to make sugar
and syrup.

CULTURE
Living in dome-shaped houses similar to those of
their neighbors, the Atikamekw Nation uses spruce
boughs for their flooring and furs for both beds and
blankets. Their food preservation techniques are unique,
consisting of such methods as both smoking and drying
meat and processing berries into a paste. For hunting,
they use bows, sled dogs and snowshoes. In uniquely
Atikamekw fashion, people of this Nation cover their

INDIGENOUS NATIONS
ceremonial clothing with bells fashioned from marrow-
emptied bones.

HISTORY
The Atikamekw people make their homes in the boreal
forest of Upper Mauricie. Despite their small numbers,
they have an agriculture system, harvesting corn and
maple, and trade for necessities the land does not offer.
In the fall, they leave these trading routes to enter the
boreal forest for the winter months. Between 1670 and
1680, smallpox affected their Nation. As they recovered,
their French allies pushed them toward Christianity.
The Atikamekw generally embrace the new religion,
baptizing their children and giving up their traditional
polygamist practices.
In 1774, the Hudson’s Bay Company opened its ANNUAL TRADITIONS
first trading post on the fringe of their territory, leading The Atikamekw are noted for their masterful
to trade with both the British Empire and French. birchbark creations, specifically ornate baskets and
The traders were surprised to see how much of French canoes. This is a pre-spring activity, which falls in
culture the Nation had taken on, abandoning many of line with the Atikamekw six-way year division:
their own traditions. Externally controlled trade has bark basket making for maple syrup, continuing on
become a mainstay for their culture due to the ravages into the spring, then fishing and partridge hunting,
of disease decimating the usual system through which moose hunting, beaver trapping, followed by fish
the Atikamekw people conducted themselves. Previous netting and snowshoe making.
French efforts to enter the Atikamekw into a trade war
with the Haudenosaunee did them no favors, either, and
further disrupted traditional cultural practices.

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INDIGENOUS NATIONS

= ATIKAMEKW PERSPECTIVES
Here are some example perspectives characters of
the Atikamekw Nation may have about 1776:
K “There is a saying that we are better with an
oar than a sword. My people follow ways that
lead to peace, and we have no interest in these
battles. Yet war follows us. I dread to think what
the future holds.”
K “We have taken on many of these outsiders’
ways, it is true. But we still feast, and we still
hold our ceremonies. That will not change.”
K “We live our lives with the seasons. We fish
in the correct season and move our camps as
the seasons dictate as well. Can the Colonials’
new traditions live in balance with our original
ways?”

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C ATAWB A
The C ataw ba a r e reluctant warriors, though their
reluctance in no way diminishes their strength. Their
early history is proprietary, closed to all outsiders. But
one thing is for sure: the Catawba believe the land is their
lifeblood. As warriors, they not only honor the earth and
all things growing on it, but they also mark their lives by
it. The seasons’ change is very important to them, and
their four main celebrations are tied to the seasons’ cycle.
These are the times when Manatou is honored, and the
Catawba people give thanks for the gifts He gives.

CULTURE
Catawba people live in well-organized villages; their
houses are circular and bark-covered. The Catawba
Nation has a dedicated temple structure located in the
village center which serves as the space for religious

INDIGENOUS NATIONS
ceremonies and public gatherings. Farming is essential
for the Catawba clans; both men and women actively
care for the land. With this matriarchal system in place,
the Nation’s food comes from a myriad of sources, such
as farming, fishing and hunting.
The Catawba are a proud, honorable people who
stick to their word. To relate better to the Colonials,
the Catawba put in place many European hierarchical
structures, such as the status of a ‘king’ within the Nation
(as seen with their now-dead King Hagler). Though they
have kept their culture and religion, the Catawba people
now favor some of the Colonials’ dress styles, as well as a
fondness for Colonial trade goods and foodstuffs.

WHO IS MANATOU?
Manatou is the Catawba Nation’s great creator. When At first, Olos was restless and wandered the land,
Manatou was finished creating the world, He needed exploring and discovering many things. Eventually,
someplace to rest, and that is when He met the turtle Olos became lonely. Seeking companionship, Olos
Kaia. Sitting upon the turtle’s shell, Manatou created asked His father Manatou to create someone in His
all living things in the world. As Kaia moves Her slow image. Manatou, realizing that His son needed a
walk from daybreak until nightfall, the sun rises and falls wife, created from wood the first woman, whom he
along with Her, and the seasons change. After creating called Lourono. Olos and Lourono’s first children
the world, Manatou grew lonely and created His son are the Catawba, and their descendants are the
Olos from the earth. Teaching His son everything He people now living on the land.
knew, Manatou let Olos live on the land.

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SPIRITS OF THE LAND


IT CANNOT BE overstated how integral the
The Catawba view spirits as being a part of all living
now-deceased King Hagler of the Catawba Nation
things, but some of these spirits are evil and do not
was in orchestrating this effort. Before recently
come from Manatou. Catawba medicine people
passing in 1763, he took on a king’s title to more
channel their power from Manatou to fight these
easily discuss sovereignty with the British Empire.
evil spirits, known as Pholankas. It is a Catawban
It was common for King Hagler to bring principal
belief that Pholankas corrupt people, and it is their
warriors with him when visiting the British
duty to the land to rid the earth of these Pholankas
Empire to discuss treaties. His efforts were always
for Manatou. In some cases, spiritual beliefs have
done to preserve Catawba territory, a mentality
led Catawba people to remain neutral in the
that continues in the Nation even now in 1776.
conflict. Many medicine people believe that if the
Catawba Nation comes to the Colonials’ aid to help
them win their war, one day the Colonials will help
them wage their war against the Pholankas.

CATAWBA PERSPECTIVES
HISTORY
Here are some example perspectives Indigenous
Since the British Empire’s arrival in 1660, the Catawba
characters of the Catawba Nation may have
have remained partners with the Colonials, and both
INDIGENOUS NATIONS

about 1776:
groups enjoy fruitful trade and alliances. Among the other
Nations, the Catawba have historically shown no hesitation K “Diseases come from the settlers, not some
in attacking those who threatened the Colonials. With the legend living in the shadow. Of this, I am sure.
Thirteen Colonies in revolt, the Catawba answered the war We engaged in trade for their blankets, and our
drums and will ride to the Colonials’ aid against the British Elders lie sick. We protect our land, and they
Empire. find ways to push in. I have no patience for
these people—British, French or otherwise.”
= K “We fight most often on the side of the British
Empire. We must have strong allies to protect
the land and that which is dear to us. We
are a strong people, and we must protect our
numbers.”
K “Women lead our people, as they always have. It
shocks these Europeans to see women leasing
the very land they live on, but it is simply our
tradition. Just as the river shapes the clay, so too
do women lead us in a good way.”

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C H I C K A S AW
T h e C hick a saw b e l i ev e in a supreme creator who
lives above the clouds, and that they were created from
sparks from their creator’s fire and given K’AK’ NAAB’
as their home. When the first Chickasaw Nation was
still young, the great Losa appeared in K’AK’ NAAB’
and fought Aba Binili, their creator, driving Aba Binili
from their sacred lands. In the aftermath of the fight,
K’AK’ NAAB’ dried up, killing everything on it, so the
Chickasaw left their traditional land.
Besides Aba Binili, the Chickasaw also believe in lesser
good and evil spirits that follow and guide their own spirits,
even after death. This belief is so strong that the Chickasaw
bury their dead facing west, hoping that their ancestors will
return to their sacred lands and make them livable again.
Ancestors who died in fierce battles against an enemy
haunt the Chickasaw until their spirit is avenged.

INDIGENOUS NATIONS
CULTURE
The desire to return their ancestors to their sacred land,
K’AK’ NAAB’, motivates the Chickasaw so strongly
that revenge is the driving force behind the Chickasaw’s
faith. Anyone who is not Chickasaw has the potential to
become an enemy, so outsiders must tread very carefully
with this Nation.
Spread out along the banks of streams and rivers,
Chickasaw villages tend to stretch along the shoreline,
providing the Nation access to fresh water and fishing,
as well as fertile land to grow the Three Sisters. Extended
families live in houses built according to the season, one
for winter and one for summer.
Chickasaw towns and clans are independent and
rule themselves with little outside interference. There Chickasaw women typically wear simple, short dresses,
are fifteen clans making up the Chickasaw, and clan and men prefer to wear buckskin breeches. During colder
membership is determined by the mother. Each town months, both men and women wear ornate buffalo hide
has a Minko, or chief, who oversees the needs of all robes and fur bear pelts. The Chickasaw people also wear
Chickasaw Nation members who live in their village. feather mantles, similar to those of neighboring Nations.
Passed down through the mother’s family, the position Hair is another vital signifier to the Chickasaw; when the
of Minko is usually handed to the eldest son of the Chickasaw are at peace, both men and women wear their
Minko. The High Minko, or king, oversees the councils hair loose and long. When threatened or about to go to
and silently delegates responsibility to his advisors. war, warriors remove all body hair and tattoo themselves
The king’s herald is handpicked by the High Minko with ornate geometric symbols that represent everything
to represent the voice of the High Minko, and they are from their kills in a battle to the number of spirits they
called the Tishu Minko. avenged. Using natural local dyes, patterns are drawn
during ceremonies in black, blue, green and red shades.

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HISTORY Once the High Minko, together with the other


Strangely enough, the British have sought out the Minkos, comes to a decision about which side to follow,
Chickasaw to be their allies for as long as the Nation can there will be no stopping the Chickasaw in their quest
remember. Partnering with the British confuses many to restore and return to the fertile and prosperous land
Chickasaw people because even though the British promised to them.
have never given them any cause to war with them, the
Chickasaw do not typically partner with outsiders who
cannot help them return to K’AK’ NAAB’.
Additionally, the Chickasaw have a hard time CHICKASAW PERSPECTIVES
distinguishing the Rebel Colonials from the British Here are some example perspectives characters of
Empire and believe they are from the same clan. As the Chickasaw Nation may have about 1776:
a result, Chickasaw war parties have helped both the
Continental Army and the British Empire, whichever is
K “I am told that by living like these Europeans, we
will have the respect needed to keep our people
in the best interests of their Nation.
safe. So, we change our farming practices, we
The Chickasaw Nation has successfully maintained
set up schools as the British Empire instructed,
control of their territories, overwhelming and repelling
and we live in their European houses. Will this
French and Indigenous forces as recently as the 1730s.
improve our lives? I cannot say.”
They have single-handedly managed to weaken the
French empire’s expansion into Chickasaw territory, with K “Our people come from a long line of architects
INDIGENOUS NATIONS

the French coming to understand just how the Spanish and warriors, and we have taken on these new
had been driven from Chickasaw territory years prior. technologies from so-called settlers. With guns,
we will protect the people, and with knowledge,
we will keep our alliances strong.”
K “With our help, our British allies have been
able to split the territory of the French. Our
= masterful trade networks ensure that our people
want for nothing, and our men stay equipped
for battle. Who can possibly stand in our way?
Perhaps only the Mandoag, who drove out the
great Cahokian Nation. But you didn’t hear
that from me.”

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HAUDENOSAUNEE
Ca l l e d t h e I r o q u o i s League by early Colonials,
the Iroquois Confederacy later by the British, they are
commonly referred to as the Six Nations in 1776. The
Nations are the Cayuga, Mohawk, Oneida, Onondaga,
Seneca and Tuscarora, and they make their home south of
Lake Ontario. The Six Nations are the Huron’s traditional
enemy and are frequently involved in the various French and
British Imperial conflicts. The Haudenosaunee practice of
agriculture helps to support a larger population on a much
smaller territory. They produce beans, berries, corn, squash
and tomatoes, and even care for chickens and pigs. The
advantage of established agricultural communities allows
the Haudenosaunee to wage successful wars against rival
Nations. To replenish their losses, they often capture and
assimilate rival Nations’ peoples into the six.
Haudenosaunee villages are typically large and
fortified with wooden beams. Longhouses dominate
the center of the village, housing generations of the

INDIGENOUS NATIONS
same family. Longhouses are the women’s domain and
run like a village unto itself. Unlike other Nations, the
Haudenosaunee do not move with the seasons, and
instead they build semi-permanent villages. Some of
these villages have been located in the same place for
hundreds of years. Besides hunting and fishing, the
Haudenosaunee are excellent farmers. Their agricultural
efforts provide so much of the Nation’s food that the
Nation dedicates several ceremonies throughout the
year to the Three Sisters.

MATRIARCHAL SOCIETY
Haudenosaunee social structure is centered on
the importance of women. Women determine Although the women rule each Nation, the men
kinship, own all property and land and pick the play an important role by protecting and defending it.
clan chiefs. Each clan is supervised by a Clan Haudenosaunee warriors wear their hair in the shape
Mother, who is seen as the guiding force for the of a mohawk, scalp locks, or simply wear it long, while
clan and the clan’s respected leader. Because of women of the Nation wear their hair according to their
this, male abuse of power can lead to men being position in the Nation. Chiefs and clan mothers turn to
stripped of their titles or exiled. The primary law of more elaborate, beaded hairstyles. Tattooing is another
the Haudenosaunee is Kainerekowa, or the Great form of social and spiritual expression, used by all
Law of Peace. The Great Law states, among other genders but differentiated based on role.
things, that no Haudenosaunee can take the life of
another Haudenosaunee for any reason.

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THE SIX NATIONS


The Six Nations was formed as a means to create were given the honor of home to the Grand Council
defined borders. Each Nation that was admitted joined fires, as well as the name “Keepers of the Central
to ensure peace between the six, as well as shield their Fire.” They were the political leaders of the Six
borders from encroaching Nations: Nations and kept the wampum.

K Cayuga, ‘People of the Great Swamp,’ are from the K Seneca, the ‘People of the Great Hill’ are also known
northern shore of the St. Lawrence River and south as “Keepers of the Western Door.”Their territory
to the Finger Lakes. The Cayuga Nation was the was not just remote, but also the farthest west.
most open-minded of the Six Nations and allowed The Seneca at any time could summon close to
other Nations or groups to join their Nation, 1,000 warriors—more than all the other Nations
thus making it strong. The Cayuga protected the combined—in the defense of the Six Nations.
northern border of the Six Nations’ territory.
K Tuscarora, the ‘People of the Shirt,’ are originally
K Mohawk, the ‘People of the Flint,’ are known as the from North Carolina. They claimed to have been
Keepers of the Eastern Door. Their lands were the part of the Haudenosaunee, left, and then returned.
farthest east, and they safeguarded the eastern border. Increasing theft of land by European settlers and the
kidnapping and enslavement of their people led to
K Oneida, the ‘People of the Standing Stone’ are the the Tuscarora War from 1711 to 1715. After the war,
INDIGENOUS NATIONS

last Nation to join the Six Nations. They were offered


Tuscarora people either migrated to New York in a
membership because they were seen as possible
bid to escape Colonials or went into hiding in North
adversaries, and it was easier for the other Nations to
Carolina. As with many Haudenosaunee Nations,
admit them than fight them, thereby safeguarding
different bands sided with various European
the western border.
factions. This is exceptionally significant for the Six
K Onondaga, the ‘People of the Hills,’ are the Six Nations due to a historic lack of conflict within their
Nations’ geographical and political center. They ranks since the Great Peacemaker’s time.

CULTURE
WHO IS RAWENO? Haudenosaunee people are animists. They believe that
The Haudenosaunee respect the being known living and non-living beings of all kinds cause changes in
as Shonkwaya’tihson (Anglicized as Raweno, the nature itself and that dreams are a way to understand their
Creator), who caused the earth itself to come relationship to these spirits. For this reason, it is important
to be. It is He who created all life and all spirits to seek meaning within dreams. Haudenosaunee traditions
inhabiting the earth, including other gods and also allow for the dead to be symbolically replaced by
goddesses. captive raids called Mourning Wars. As a result, they are
more diverse than other local Indigenous groups. The
Though they generally consider themselves Haudenosaunee aim to create an empire by assimilating
pacifists, the Haudenosaunee are not naïve, and they conquered peoples. By 1668, two-thirds of the Oneida
now find themselves in a difficult position. While they village were assimilated Algonquins and Huron. The
should prepare their warriors for battle, the British Onondaga had people from seven different Nations, and
Imperials and other Colonials have not attacked the the Seneca had people from eleven.
Haudenosaunee . . . yet. The Nation knows they must The Haudenosaunee are notably different from
come to a decision, but mysterious deaths and illnesses other Indigenous peoples in many ways: they are fully
have forced the Haudenosaunee to focus on their basic sedentary, build complex forts, longhouses and palisades,
survival first. use leather armor before the introduction of firearms and

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wage wars to destroy their enemies rather than simply HISTORY


subdue them. Additionally, they mix farming, fishing and The Haudenosaunee territory was already expanding
gathering in the same way as the Algonquin Nations. when settlers first arrived. The original Haudenosaunee
They net bass, perch, salmon, trout and whitefish in the league consisted of the Cayuga, Mohawk, Oneida,
spring and fish through ice in the winter. Onondaga and Seneca of northern and northwestern
New York. The Tuscarora of North Carolina joined the
WAMPUM BELTS Haudenosaunee in the 1700s. By 1720, they occupied a
In place of a writing system, they use wampum small territory between the Oneida and the Onondaga.
belts (from the Algonquin word “wampumpeag”) They fought the Huron and their French allies to
of Quahog and Lightning Whelk shells, the latter control the beaver pelt trade and put pressure on the
acquired through trade with Floridian Nations. Algonquin and Susquehannock people. Even before
Certain Elders could interpret the stories of the the French and Indian War, the Iroquois sided with the
belts, which often functioned as bookkeeping and British Empire against the French but took the British
treaties, and were stored at Onondaga, the capital Empire’s side against the Algonquin peoples in King
of the Haudenosaunee. William’s War. With war looming between the Colonials
and Britain, the Haudenosaunee Nations are undecided;
For the most part, Haudenosaunee clans bear there is talk of a split between the Nations for the first
animal names, with these clans predating the Nations time in the Six Nations’ history.
themselves. The Six Nations are governed by a council

INDIGENOUS NATIONS
of fifty sachems (supreme chiefs) representing each
clan and Nation. Each of the five founding members
of the Haudenosaunee are represented by a delegation HAUDENOSAUNEE PERSPECTIVES
of eight to fourteen members. Each of these positions Here are some example perspectives characters
was elected as a representative of the Clan Mothers. The of the Haudenosaunee Nation may have about
individual communities and villages are governed by 1776:
councils of their own sachems and chiefs. Clan Mothers
representing each Nation’s clans are entrusted with K “Alliances come and go: so, too, will any alliances
particular responsibilities. Clan Mothers oversee the with these strangers. Their petty squabbles and
actions of the chief and appoint a new one on his death. requests do not scare me! They cannot stand
This state of affairs confused many Colonials, but the against our mighty people.”
fact was that Chiefs relayed the Clan Mothers’ thoughts
and decisions, rather than the other way around.
K “The newcomers confuse me. They often ask
to speak with our leaders, but they refuse to
understand that the words of our sachems are
merely the will of the clan mothers. What is so
unbelievable about that?”
K “These Colonials are too sensitive. They dislike
my tattoos. They dislike my hair. They even
dislike our food, scrawny as they are. Is there
anything they do like?”

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INNU
T h e I n n u (called the Montagnais by the French, as a
reference to their mountainous homes) make their homes
in the northern reaches. Their territory, called Nitassinan
in the Innu language, includes the provinces of Quebec
and Labrador. They share traditional borders with the
Atikamekw, East Cree, Inuit and Maliseet, as well as
the Naskapi. With the arrival of French Colonials and
traders, the Innu devoted themselves to the fur trade.
They allowed the French to build settlements in their
territory. In exchange, the French send a yearly amount of
flour to relieve famine in hard years. The Colonials were
astounded by their tolerance for cold. The Innu people
speak Innu-Aimun, which can be directly translated as
‘people words.’

CULTURE
The Innu Nation make their homes of conical wigwams:
INDIGENOUS NATIONS

huts covered with birchbark and caribou hides. Their


villages often use a single larger central building: a lodge
used for gatherings and cultural festivals. Innu clothing
is broken up by gender of sorts, despite the Innu actively
accepting genders outside of the European binary. For
the binary genders, however, women generally wear
long dresses that sport removable sleeves. Men tend to
wear much simpler breechcloths and leggings, as well
as moccasin boots and long, white leather coats. All
genders wear their hair long and use hoods during the
cold winter months.
Birchbark canoes are the most popular modes
of transportation within the Innu Nation, though
snowshoes and sleds are similarly indispensable.
Their diet consists of bear, beaver, caribou, moose and HISTORY
porcupine, matched with berries and wild plants. So The Innu peoples’ territory yielded an excellent supply of
important is the caribou, in fact, that the Innu people furs, which they traded for lard, tea, tools and weapons.
celebrate Mokashan, ‘The Caribou Festival.’ This festival The clergy established close relations with them, and
feast recognizes the caribou as the leader of all animals. many Innu converted to Christianity. The presence
They have highly important trading partners with the of the Hudson’s Bay Company caused the Innu some
Algonquin peoples and Cree Nation. concern, but they did not respond to its infringement
since its presence did not seem to harm the stocks of
fur-bearing animals.

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JESUIT MISSIONARIES
In 1534, Jacques Cartier met a people he called
=
the Papinachois: the Innu Nation’s ancestors. Later,
Samuel de Champlain drew a map identifying their
presence along the Papinachois and Outardes Rivers,
leading Jesuit missionaries to attempt the conversion
of the Innu whenever they frequented the various
trading posts along the coast of the St. Lawrence
River. Coercive arguments from missionaries
led to the recent decline in traditional methods
of trapping, as well as Innu cultural traditions, as
Jesuits along the water are currently attempting to
move the Innu people into permanent, sedentary
homes. This has generally been quite unsuccessful,
as the Innu are a nomadic people who follow the
caribou. Their people regroup at larger settlements
during the summer months, where the missions are,
and move inland during the winter.

INDIGENOUS NATIONS
INNU PERSPECTIVES
Here are some example perspectives characters of
the Innu Nation may have about 1776:
K “Our way of life has always meant movement.
These strangers who make their homes year-
round have tried to talk some of our people into
living in their dangerous way, and it has led to
death. How can you sustain a family from food
in just one place?”
K “So the priests think we don’t live here. Where
is here? To me, here means where the people
are. Where the caribou are.”
K “The newcomers have made problems for us.
They do not know the right ways to hunt or fish,
and they are so excitable about their religion.
The way they live their lives, harming our land
and animals—it hurts us, too. They worry over
whether my family comes to their church in
the summers, but they do not understand what
their overfishing has done. Dealing with them
is a struggle.”

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LENAPE
T he L e nap e p eopl e (also known as the Delaware)
live in parts of Connecticut, Colonial Delaware, New
Jersey, New York and Pennsylvania. In 1632, they
removed the Dutch Zwaanendael colony following the
gruesome beheading of one of their chiefs (supposedly a
misunderstanding). The Lenape people became involved
in fur trading but were ravaged by European diseases and
conflicts with European settlers and with their traditional
enemies, the Iroquoian-speaking Susquehannock (whom
the Colonials called the Conestoga).

CULTURE
The Lenape people are a Nation that shares many
commonalities with other Northeastern Woodlands
Nations. Their society is matrilineal, and similar to many
other Nations, their name Lenape translates closely to ‘real’
INDIGENOUS NATIONS

or ‘original person.’ Their villages, too, may seem familiar


to those with knowledge of the customs of Woodlands
Nations. Each village is considered its own separate
Nation and is led by its own council, composed of clan
leaders. Villages are autonomous, and Nations often mix
for social occasions but not council meetings or official
ceremonies. Villages are not typically fortified, and houses
tend to be round with a fire pit at the center. The Lenape
favor water travel and spend countless hours carving out
canoes from a single piece of wood. Men hunt and fish,
while the women are responsible for the farming of beans,
corn, squash, sweet potatoes and tobacco.
Fashion and hairstyles are directly related to the age
of a Lenape member. As a Lenape warrior grows older,
they wear their hair long as a sign of respect. Women keep HISTORY
their hair long regardless of age, using ochre for decoration Like any autonomous Nation, the Lenape people make
as they mature. Fashionable ear and nose piercings are their own decisions. Some communities have supported
popular, obtained through trade with Colonials. the Colonials, others have supported the British Empire,
A chief ’s rank is typically denoted by an eagle feather and some choose to keep to themselves. During the
in the individual’s hair, while medicine people often wear French and Indian War, the Lenape initially sided with
a hood made from a bear hide. Clothing is made from the French but later allied with the British Empire.
deerskin and decorated with copper ornaments, feather However, the British settlers quickly betrayed them. In
mantles, glass beads, porcupine quills and shells. European 1758, the Treaty of Easton removed the Lenape from
clothing has become fashionable, and many Lenape people most of New York and New Jersey into Pennsylvania
make use of these styles, so long as they are colorful. The and the Ohio Territory. Many Lenape took part in
Moravian Church has established missions among the Pontiac’s War from 1763 to 1766, especially in the siege
Lenape, but this has not led to the full conversion. of Pittsburgh.

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The Lenape members are worried about the future,


though communicating their fears is difficult. Were these
factions to work together, they may find that along with
the Colonials and British Empire draining the land,
horrible dreams are coming to their medicine people.

LENAPE PERSPECTIVES
Here are some example perspectives characters of
the Lenape Nation may have about 1776:
K “I am an uncle to a young man, and it is my
duty to teach him our ways. Hunting, life skills
and weapon use fall to me as his teacher. But as
we are pushed ever farther from our homelands,
I fear not knowing the talents this young boy
needs to survive.”
K “Listen to what I have to say. I am a woman who

INDIGENOUS NATIONS
has led this family and her clan for many years.
I know that we cannot trust these Colonials,
least of all the Dutch. They can call their camps
whatever they like, but we must not allow them
to stay.”
K “The Moravian Church considers me their
success story. It’s true: I wear the right clothes, =
I say the right things . . . But this is all about
connections. As their translator, I’ve been
rewarded. But a friend to the Colonials? Don’t
make me laugh.”

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MAHICAN
T h e M a hica n stor i e s say the world started on the
back of the Great Turtle, with the water animals’ help.
They also believe in a spirit known as Kche Mannito,
The Great Spirit. Their people traveled far, coming from
the west and crossing great rivers. The Mahican searched
for somewhere as the ice melted when they came upon a
mighty river. The spirit of the river called out to the people:
“Stop and here dwell,” along with many other promises
of bounty. As the Great Sea pushed water upstream, the
mighty river spirit collided with it, rising up. The people
saw the river run in two directions, so those living in that
place were called ‘The People of the River That Runs in
Two Directions’ (anglicized as ‘Mahican’).

DID YOU KNOW?


James Fenimore Cooper’s novel The Last of the
Mohicans is based on the Mahican people. However,
by the time it was published, the Mahican people
INDIGENOUS NATIONS

had been forced to migrate west to their war allies,


onto the Oneida people’s homeland. The story was
written mostly after their departure and included
some cultural aspects of the Mohegans, which
are a different Algonquin offshoot of the Pequot
Nation living in eastern Connecticut. The name
‘Mohican’ is now equally applied to both Nations,
as most are unaware of the difference.

CULTURE
The Mahican believe that guardian spirits affect
everything in their lives. Thanks are offered for all things,
from marriage to partaking in food and water. Mahicans Nations, and many stay in this heavily palisaded village
typically present gifts at their ceremonies, which include to protect it.
those for hunting, gathering and battle. Some choose The Mahican Nation has several scattered members
to favor one spirit guide over the other. These guides along the rivers and valleys of the Hudson River, which
include animals, forces of nature and natural objects collect tribute from Nations wanting access to the
such as old trees and large rocks. wampum on the coast. As such, Mahican men are very
Mahican villages are large, consisting of usually protective of their families, knowing that many other
twenty to thirty midsize longhouses. The villages are Nations are jealous of their prized trade routes. Any major
always heavily fortified with wood and stone, always battle at the village of Shodac would swiftly destroy the
located in the hills or near rocky areas. The entire Nation Nation’s central gathering place. Mahican members are
is led by a council that meets regularly at the island reasonably secretive and cautious regarding the Tsalagi
village of Shodac. Shodac is the heart of all Mahican with suspicion. They do whatever they can to blend into

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their surroundings, making them excellent hunters and and firearms led to overharvesting for hides. With
warriors. Little is known about their ancient manners supplies depleted, the Dutch looked to the Northern
and customs, as they (like their southern relatives, the Mohawk people for fur. The Mahican people migrated
Munsee Lenape) are considered Grandfathers of the into western Massachusetts and Connecticut after the
land and guard their history with their lives. conflict with both the British and the Mohawk Nation.
Active traders, the Mahican have earned a reputation They adopted Christianity in the 1740s (while
as fair and peaceful merchants. Copper and wampum maintaining a degree of Mahican spirituality), converted
among the Mahican Nation are mostly used as materials by Moravian missionaries and Calvinists at Stockbridge,
for arrowheads, jewelry and ornaments. Loyal to no one but Massachusetts. Their Nation would go on to fight on
the Mahican people, members worry about their survival the British side in the French and Indian War, being
and work to maintain the vigilance needed to carry on. the chosen warriors of Robert Rogers (of the Rogers’
Seasonal occupations, such as basket weaving and Rangers company).
pottery making, fell by the wayside as they farmed and
pleased their neighbors for survival. They are currently
sick and tired of British Imperial policies and favorable
to the Rebel cause. MAHICAN PERSPECTIVES
Here are some example perspectives characters of
CONFEDERACY OF NATIONS the Mahican Nation may have about 1776:
The Mahican are a confederacy of Nations, spread
out among villages up and down the Hudson
K “Dutch, their trade was good. British, they
want to dominate me and save my soul. French,

INDIGENOUS NATIONS
River, organized through a clan system called
they lie in the north and start wars between my
wãakootum. Though equal, each clan is known for
relatives and the British Empire. My interest is:
a specific trait:
do they have goods to trade? My family can’t
K Trackers and scouts of the western Nations belong eat coins; that does not interest me. Knives,
to the Wolf Clan, the Ndokwtheetowãakootum. axes, rifles and powder, beads, metal pots, ah!
Now that interests me.”
K The Bear Clan or Muxkwowwãakootum is known
for their strength, and many warriors belong to K “It is strange to be a Mahican person trying to
this clan. understand this thing called ‘the law,’ which only
seems to work in the Colonials’ favor, not mine.
K Those Mahican members that belong to the
As a child, I watched these Colonials declare
Turtle Clan or Ndoonbaawãakootum are keen,
they owned the very land and rivers along which
wise and skilled in healing.
I was raised. Now they call it British Imperial
K The Turkey clan, Na’umaawãakootum, are known land, due to this ‘right of discovery’ from some
for protecting villages and loved ones, and act as sachem that no one has ever seen or heard. That
a home guard. changes with me. I will take up the axe and fight
with the Rebels, so I may have my lands back.”

HISTORY K “We have always lived along the water for travel
and trade. We make our homes from birchbark
When they first made contact with the Dutch Explorer
and reeds and live together as family units in
Henry Hudson in 1609, the Mahicans were mainly
longhouses. Our alliances with other Nations
settled along what is now known as the Hudson Valley,
have maintained peace and only ever made us
from Lake Champlain to the river’s mouth in New
stronger. Hopefully, in time, we can do the same
York. The trade that ensued with the Dutch allowed the
with these newcomers.”
Mahican people to be the first Nation in the interior
with trade goods and firearms. For seventy-five years,
they dominated the area, but the advent of steel traps

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MASSACHUSETT
T h e M a s sac h us et t l iv e in an area stretching from
just north of Plymouth to the west and north of Boston.
They suffered huge losses due to plagues and Colonial
settlements, and the remaining population scattered
after Captain Miles Standish of Plymouth Colony led a
massacre of Massachusett military leaders in 1623.

CULTURE
Like many of the Indigenous Nations across what came
to be called New England, the Massachusett Nation is
matriarchal. While children are put to work keeping birds
from eating away at farmland, women of the Nation both
own and tend those fields, as well as build the summer
and winter longhouses lived in by all genders.
Women, naturally, hold active decision-making
roles within the Nation. They also hold such respected
INDIGENOUS NATIONS

positions as basket weavers, fire keepers, potters and


wood gatherers. Men are responsible for fishing, hunting,
mining, whaling and more generally protecting the land
of their Nation. People of all genders harvest shellfish,
trap small game and gather grains, greens and herbs
for food and medicine. The minerals the Massachusett
Nation mines are highly prized trade items, and they
supply quartz, quarry stone and other minerals used in
tools for Nations far and wide. This further makes the
land of the Massachusett people highly prized, both by
rival Indigenous and Colonial groups.

HISTORY
Massachusett warriors took part in King Philip’s War,
and like the Wampanoag, they were confined in praying
towns following the event. The British missionary
John Eliot converted many Massachusett people and
translated the Bible into a written version of their
language, which he devised. In 1775, ‘praying Indians’
of the Massachusett fought alongside Colonial forces
at the Battles of Lexington and Bunker Hill. Crispus
Attucks, the first casualty of the Boston Massacre, was of
Massachusett descent on his mother’s side. This would
have rippling effects across British and Indigenous
relations, not only within the Massachusett Nation but
also in their alliances with other Nations.

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INDIGENOUS NATIONS
MASSACHUSETT PERSPECTIVES
Here are some example perspectives characters of =
the Massachusett Nation may have about 1776:

K “Have you heard what the Colonials say? ‘Kill


or convert into submission.’ I remember as a
child when they first forced their way onto our
lands. I have survived, and I am ready to fight
back from the shadows.”
K “Our farms are plentiful with the Three Sisters.
The waters are full of fish and whales. Our
quarries provide stone for tools and weapons.
What do these British Imperials have to offer
us?”
K “Sickness. War. Invasion. It’s hard to remember
what losses come from which people anymore.
I have grieved more in these past months than
most do in a lifetime. What I still have, I will
protect at any cost.”

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P OWH ATA N
T he Pow h ata n h e a de d a powerful confederacy
which included the Appamattucks, the Arrohateck, the
Kiskiack (Chiskiack), the Mattaponi and the Pamunkey.
They regarded more than thirty other Nations as allies
or vassals. They were the first people the Jamestown
Colonials encountered in 1607; following the two
Anglo-Powhatan Wars, the Nations of the confederacy
were nearly powerless and separated from each other by
Colonial occupation.

CULTURE
Living in housing structures that may be familiar to
anyone with an Indigenous background, the Powhatan
Nation makes their homes of bent saplings and woven
mats or bark placed over the house’s skeleton. They
grow crops such as maize, as well as fish and hunt, most
notably maintaining open game habitats. As men trail
INDIGENOUS NATIONS

game through forests or partake in fishing, women of


the Nation travel ahead to set up hunting camps. Within
the Nation’s villages, they create elaborate clothing,
gather local nuts and tend crops. Women often form
work parties in order to complete tasks more efficiently.
People of the Powhatan Nation take part in a
unique form of agriculture, clearing land, felling trees
and removing stumps in order to farm the soil most
efficiently. This land is worked until it begins producing
low-quality crops, at which point people of this Nation
choose a new location for their village.

HISTORY
Escaped slaves and indentured servants joined many of
the remaining Powhatan and intermarried with them. Bacon’s Rebellion in 1676, and the ratification of the
The Treaty of Middle Plantation signed after Bacon’s Treaty of Albany in 1684, the Powhatan Confederacy
Rebellion in 1677 re-established peace between the for all intents and purposes no longer existed.
remaining Powhatan Nations and Britain. This same Although the House of Burgesses abolished
treaty also established reservations for many Nations, Indigenous slavery in 1691, the Pamunkey and
Powhatan and otherwise. Reservations were disbanded Mattaponi Nations still bring an annual tribute to the
and treaties were broken as the Colonials forced their Governor of Virginia, in keeping with the treaty that
will on the Powhatan, but two reservations remained: the formed their reservations.
Pamunkey and the Mattaponi reservations. Following

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COLLEGE OF WILLIAM & MARY, 1691


Another change the British brought to their
=
Nation took the form of a university. The college
of William and Mary, founded in 1691, created
minor inroads for Powhatan men to integrate
with Colonial society. While the skills taught at
the university are not highly valued by the Nation,
literacy is. Currently, men who have been educated
at the university send their sons there as well. This
university, paired with an increased number of
marriages between Powhatan and non-Indigenous
people, is believed to contribute to the cultural
change currently taking place in 1776.

POWHATAN PERSPECTIVES
Here are some example perspectives characters of

INDIGENOUS NATIONS
the Powhatan Nation may have about 1776:
K “Do you remember little Martha? The one
who used to live across from the reservation.
I heard she married that general, what’s his
name . . . George Washington! Can you believe
it? They grow up so fast, don’t they?”
K “It all started with one paper being mixed into
the wrong archive. Now I spend all my nights
in the archives at William and Mary . . . yes, I
am a law student. But how much protection
will that offer me if any of these professors
know what I’ve been pouring over? Notes on
ancient baskets, ceremony, traditional medicine
techniques . . . I have to know more. Forbidden
or not, I must learn all I can of our traditions.”
K “Something strange has been here for a very, very
long time. As they call it now, the Chesapeake
Bay was created by a great depression in the
earth. Some people say it was the work of spirits;
others believe this gouge in the earth was the
work of something foreign to our world.”

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SEMINOLE
T he S em i nol e w e r e not endemic to Florida, but
were born there as a result of migration. Migrating
into Florida from Muskogee territories in Alabama,
Georgia and South Carolina, the Seminole people are
an amalgam of various Muskogee (Creek) groups who
had suffered great losses due to European diseases,
previous conflicts with Spanish conquistadors and
current conflicts with the Colonials. The British
Imperial-backed raids by Muskogee groups against
other Muskogee who refused to ally with Britain helped
to further divide and disenfranchise those who would
migrate to become the Seminole people. This loosely
associated group of Muskogee refugees have relocated
to Florida, which was primarily unsettled at the time.

CULTURE
INDIGENOUS NATIONS

Other Nations also fled south into Florida, and though


each group has different cultures, they all share surviving
the onslaught of European culture as a common factor.
Due to the Yamasee War, beginning in 1715, groups
like the Yuchi and Yamasee fled South Carolina.
The surviving members of the Choctaw and the few
remaining indigenous Floridian Nations take refuge
with them as well. All of these groups are absorbed by
the Muskogee who had relocated here.
Adding to this growing collection of remnants came
even more fleeing groups, which helped grow the ever-
expanding new Nation. The Nation welcomes people
fleeing slavery who escaped to Florida and settled near
the Nation’s growing towns. Even a few Colonials
settled near the burgeoning Nation, and they, too, are reasons and was the unifying language for the Seminole.
assimilated. This motley collection of distinct groups, and Every member of the Nation, regardless of their original
their cultures and beliefs, blend over time into a unique background, learned Muskogee as a common tongue.
culture. They begin to call themselves the Seminole, a Mikasuki, the Indigenous language of the Chickasaw
name derived from the Muskogee word ‘simao-il,’ which and Choctaw, also saw significant usage throughout the
was itself derived from the Spanish cimarrón meaning Nation because of the large numbers of those Nations
‘wild’ or ‘runaway.’ that comprised the original amalgam. Furthermore, the
other smaller Indigenous Nations, formerly enslaved
HISTORY people and the various European Colonials also brought
Within this unified Nation of diverse groups, two their languages with them like Creole, French or Gullah
languages dominated: Mikasuki and Muskogee (though dialects, using them within their own groups.
other groups brought their own languages with them as Over time, the Nation not only survived but thrived
well). Muskogee was spoken for both political and social and, in 1776, is now the major power in Florida. They

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have established relations with both England and Spain,


using them to better their position. The diverse makeup
of the Nation led to the creation of a distinct and dynamic
Seminole culture. As for the Indigenous Nations still in
the region, the Seminole are either assimilating them or
pushing them off the peninsula.

SEMINOLE PERSPECTIVES
Here are some example perspectives characters of
the Seminole Nation may have about 1776:
K “Call us runaways if you like, call us wild
people, but never call us cowards. Our people
come from so many backgrounds, and it makes
us strong! We will fight to keep what we have
now.”
K “We will not be conquered, and we will not

INDIGENOUS NATIONS
surrender. Our people exist because we know
what these settlers have in store. They do not
let us rest and grieve, so we will offer them no
peace.”
K “With the knowledge of my grandmother, I
have taught others to plant the Three Sisters
in the right season. The land on which we sow =
seed is new to me, but so is the world in which
we now live. I long for knowledge and have
been listening to Elders teach their medicine
as I teach my own to my people. Muskogee
medicines and medicines from other Nations—
from the Fon, Fulani and Wolof people—all
make up our community. We are all Seminole,
and we are strong.”

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S H AW N E E
M o n eto c r e ate d th e world in the eyes of
the Shawnee. From his spot in the sky, He judges the
Shawnee’s actions. Those who do good, He blesses;
those who cause harm, He punishes. Moneto’s wife,
Kokumthena, sits by his side weaving a blanket called
Skeemotah. This blanket tells the history of the world and
everything in it, going as far back as the dawn of time.
Kokumthena is tormented by a wolf that unravels her
work every day, forcing her to start weaving again. It is
said that when Kokumthema finishes her blanket, she
will use it to cover the light in the sky, and the Shawnee
Nation will be no more.
According to legend, the Shawnee were descended
from Powhatan sent to overtake the Shenandoah Valley
of western Virginia under the leadership of Sheewa-a-
nee. British Imperial accounts tell of them fighting a
losing battle against the Iroquois there in 1671. They
moved south and encountered settlers in the Province of
INDIGENOUS NATIONS

Carolina in the 1670s. Some also moved into Florida,


Maryland and Pennsylvania.

CULTURE
The Shawnee strive to find the balance within nature
so that Kokumthena’s blanket will not be woven
hastily. Medicine people work their magic, drawing
upon Shawnee ancestors to stop her progress, and are
frequently inspired by historical events.
The Shawnee are unorganized and scattered
throughout North America. Sometimes, Shawnee
families and extended families make up one Nation;
other times, generations of Elders might walk together
and form a clan.
There are differences of opinion about the war with EQUAL ROLES
newcomers, but most Shawnee people choose to ignore One side effect of the Shawnee’s constant traveling
the conflicts. A Shawnee person’s primary concern is is that both men and women have equal roles.
survival, regardless of whom they consider allies. The Women are highly trained in archery, and men learn
Shawnee have high regard for life and will only fight how to set camp and make weapons from an early
when it is necessary. Some say that the Shawnee are on age. Both are skilled trackers, but most Shawnee
a holy pilgrimage due to the tainting of the land. “When are not experts in the art of communication, as
the Land is healed,” one Shawnee wise man says, “the Shawnee justice is swift and immediate. Unlike
Shawnee will come together as one family again.” many other Nations, the Shawnee tend to act fast
since they are incredibly vulnerable.

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HISTORY
The Shawnee fought with the French in the French
and Indian War, made a peace treaty with the British
and then joined in Pontiac’s Rebellion. They were also
involved in Dunmore’s War, as more European settlers
poured into the Ohio Country. They are divided over
the coming war with Britain. Some advocate an alliance
with Britain to drive out the Colonials, while others
prefer to remain neutral.
While their people originate from places now
referred to as Ohio and Pennsylvania, there has been
talk of the Shawnee Nation moving westward as
non-Indigenous groups encroach on their traditional
territories. Joined by other Nations, who are similarly
locked in conflict with the Colonials, they are currently
working to push non-Indigenous people toward the
Appalachian Mountains in an effort to exert their legal
and military might in the area.

INDIGENOUS NATIONS
SHAWNEE PERSPECTIVES
Here are some example perspectives characters of
the Shawnee Nation may have about 1776:
K “I’m told there is some agreement that states
we’ve given up our hunting grounds. From =
what I was told, we’re not supposed to go past
the Ohio river. What a shame . . . you know I
couldn’t bear the thought of getting in trouble.
Anyway, are you ready to go hunting?”
K “Neutrality is what is most important. We can’t
protect the people when our ranks get so thin.
Anyone who takes a chance with their life takes
a chance with all of our lives.”
K “The fur trade is evil. It is simply a way for these
outsiders to force their way on in. Just as we
outlawed alcohol, we must outlaw interactions
with these traders.”

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TSALAGI
T h e Tsa l ag i a n c e str a l lands contain the southern
end of the Appalachian mountains in the Carolinas and
Georgia. Their people have long-standing traditions of
art, language, spirituality and storytelling. Culture and
beliefs may vary across clans and families, with much of
their traditions not discussed with outsiders out of deep
respect for their knowledge-keepers.

CULTURE
The Tsalagi people honor their ancestors and the spirits
of living and non-living beings through dance and prayer.
As with many Indigenous Nations, caring for and being
cared for by spirits and ancestors is considered part of
Tsalagi’s daily life.
The Tsalagi people also believe that words themselves
hold great power. For this reason, the Tsalagi language
did not have a written form for millennia; giving words
INDIGENOUS NATIONS

a physical form gave those words too much power. Using matters that affect the Tsalagi Nation as a whole.
specific words or formulas invokes the words’ power. The The matrilineal Tsalagi culture is made up of seven
effect of this tradition around words would lead to the clans, led by a council of female Elders from the clan.
fastest literacy acquisition in human history when the One outcome of this matrilineal society is that the
Tsalagi syllabary was introduced. The Tsalagi people also women determine who is Tsalagi. Someone with a
believe in a powerful creature known as Uktena, a fearsome Tsalagi father but a non-Tsalagi mother may not be
serpent of knowledge, with a glowing gem in its forehead. accepted as Tsalagi.
Tsalagi villages are composed of thirty to sixty The female Elders’ decisions and rulings are absolute;
spacious circular houses, marvelous feats of engineering, the chiefs respect and defer to their authority. Within
which use ingenious building methods that require the broader community of villages, groups of Elders
fewer resources than their European counterparts while come together in a grand council to discuss and make
housing more people. The structures themselves are decisions that affect the entire village. Each of the seven
partially sunk into the earth, lending them additional clans has a different traditional focus, meaning that
hardiness. Each of these homes houses a fire, which is different skills and resources falling under the focus of
used for a multitude of purposes. In the center of these that clan become that clan’s responsibility. Each clan is
villages, a larger house serves as the council house. part of the larger Nation, similar to how districts may
Council meetings and religious ceremonies take place operate within a larger city, rather than states within the
here. Each town houses a large council fire, with fires European continent. Their different specialties led to a
also along the perimeter of the village. Located on the strong Nation with varied skillsets across clan lines.
outskirts of each village are the Three Sisters, which join The Tsalagi Nation is fairly secretive and tends
fish, fruits, game and vegetables in the traditional Tsalagi toward neutrality. They have few long-standing allies
diet. For special occasions, a stew made from hickory and have an extensive history of trade, so this must
nuts is prepared for the celebration. not be misinterpreted as a lack of diplomatic interest
Each clan operates on its own (though there is on their part. There is a long history of Tsalagi Nation
constant interaction between them) and the Elders and peacekeeping with settlers, due to being recognized as one
chiefs hold leadership. Though each village is independent, of the Five Civilized Nations. That is not to say there were
chiefs meet throughout the year to decide on important no arguments with the Colonials. The Tsalagi Nation also

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has conflicts with the Catawba, Muskogee, Shawnee and


Yuchi Nations over matters of trust, with the Muskogee
TSALAGI PERSPECTIVES
being the group most commonly in conflict with the
Here are some example perspectives characters of
Tsalagi Nation. Treaty violations and land removals loom
the Tsalagi Nation may have about 1776:
on the horizon and are certain to cause more conflict
between the Tsalagi Nation and Colonials. Currently, K “I see no reason for us to have any kind of
the Tsalagi are taking no sides in the Rebel and British alliance with the Rebels, the British . . . what
conflict. Outsiders believe that the Elders consider their can they trade that we cannot get elsewhere? If
alliances before declaring their allegiance. you ask me, we’re better off never speaking to
the Europeans again.”
HISTORY
For millennia, the Tsalagi people have made nation-to-
K “We deal with the British Empire as a sovereign
Nation, using treaties and trade as we always
nation agreements and negotiations. Their first large-
have. They refuse to honor their own word.”
scale interaction with non-Indigenous people dates
back to 1540, upon meeting Hernando de Soto’s team K “Well, trade with the Europeans is bad again.
of ragged explorers. They had previously seen Europeans My father had this one trade partner; we’ve
during trade missions, but this was their first interaction. known him for years. When I was little, he’d
Eventually, trade increased in European goods coming bring me along and the man would give me little
to the Tsalagi Nation. This did not stop the Nation from toys he carved from wood. When the rest of his

INDIGENOUS NATIONS
defending themselves against European machinations. leads dried up, he would still be around. Always
Sovereignty and protection of culture is of greatest brought good beads and cloth at fair prices!
importance, despite the actions of European powers. But nobody showed up to the trading post this
The Tsalagi are tenuous allies of the British, with that spring, and I worry for him.”
relationship entirely dependent on what was currently
best for the Nation. The Nation’s alliances with the
British date back to the Tuscarora War, and before that
to conflict with the Shawnee, who were French allies. WABANAKI CONFEDERACY
In 1735, the Tsalagi were estimated to have sixty-four The Wabanaki Confederacy (Abenaki, Maliseet,
settlements and 6,000 warriors, until intentional smallpox Micmac, Passamaquoddy and Penobscot) occupy
exposure by colonizers gifting infected blankets destroyed northern New England and southeastern Canada.
around half of their population by 1739. This was done Initially, the fur trade with the Europeans was mutually
regardless of the fact that they had been previously beneficial, but it soon led to Colonial control. Their
labeled one of the Five Civilized Nations by the British, numbers were further depleted by the ongoing conflict
as they were considered more easily reasoned with than with the Mohawks. The Wabanaki Confederacy took
other nations outside of the Five Civilized Nations, and the French side in the French and Indian War. The
who could be turned more European through education. Spencer Phipps Proclamation of 1755 put a bounty on
The Tsalagi sided with Britain during the French and the scalps of all Penobscots. After the Battle of Quebec
Indian War, but serious misunderstandings resulted in the in 1759, many people under this banner withdrew to
Anglo-Tsalagi War of 1760. Canada. Surviving Wabanaki are distrustful of the
Tsalagi’s defense of territory during Colonials’attempts British and are either neutral or inclined to take the
to encroach upon their land sparked Lord Dunmore’s War Colonial side in the coming war.
in 1773. Relations between the Tsalagi and the Colonials
are currently strained due to the increased erosion of
Tsalagi sovereignty, with no indication of which side—if
any—they might take in the coming war.

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WA M PA N O A G
F rom a s e a r ly as 1614, the Wampanoag people
of southern Massachusetts and eastern Rhode Island
were sold into bondage in Europe. Squanto (also known
as Tisquantum), who showed the Plymouth Colonials
how to grow corn, had been enslaved in Spain before he
joined an expedition to Newfoundland as a translator
and worked his way back to his Indigenous land.

CULTURE
Like the Algonquin Nations, the Wampanoag Nations
no longer move with the seasons. They have become
an agrarian Nation and augment their diet through
hunting and fishing. Their residences are not completely
fixed, however; instead, they have summer and winter
dwellings. They move closer to the coast to fish and
harvest the sea’s other bounties, such as seaweed and
crustaceans during the summer. In the winter, the
INDIGENOUS NATIONS

Wampanoag move inland to hunt in territories that are


carefully defined, in order to avoid disputes and conflict
with the Colonials.
The Wampanoag are organized as a loose
confederation of lesser sachems and sagamores (both
translate as ‘chief ’) under a grand sachem’s authority.
Though the Colonials often referred to Wampanoag
sachems as ‘kings,’ there is nothing royal about the
position, though it does convey respect and very limited
authority. Property and titles are passed on from father
to son. If there is no suitable male heir, it’s not unusual
for a woman to become the sachem themselves.

HISTORY
When the Pilgrims arrived in the 1620s, the After King Philip’s War, the head of Metacom was
Wampanoag were decimated by disease, which mostly displayed on a pike in Plymouth for over twenty years.
affected groups with regular contact with the French. Only around 400 Wampanoag people survived the
They were under attack by the Micmac from the conflict, and most of these individuals were also forcibly
north and the Pequot from the west, and they were converted under extreme duress before being resettled in
also paying tribute to the Narragansett of Rhode the four remaining praying towns: Hassanamesit, Natick,
Island. They hoped an alliance with the British Empire Ponkapoag and Wamesit. Niope, also called Martha’s
would improve their situation, but this was not to Vineyard, has great significance to the Wampanoag
be. The pilgrims who had first attempted to settle in people, as this site was considered their last refuge. For
Wampanoag territory found they garnered little respect the Wampanoag people living within the praying towns,
from the Wampanoag people due to their penchant for alliances shifted almost entirely in favor of the Colonials.
robbing graves at Corn Hill. The people within these towns have begun to struggle

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with a strain on language and culture while still making


efforts to integrate socially with the cities springing up WAMPANOAG PERSPECTIVES
around them. There is talk of integrated Rebel units with Here are some example perspectives characters of
the Wampanoag people, many of whom have mixed the Wampanoag Nation may have about 1776:
families through intermarriage with Black townsfolk.
There is also a deep-seated hatred for the British that
K “I will fight alongside the Colonials, the ones
who call themselves the Americans. They are
shows no sign of stopping.
our best allies . . . for now. In the future, I cannot
METACOM, KING PHILIP say. But I know we cannot trust the British.”
By the middle of the seventeenth century, many K “The way we respect our ancestors is to take
Wampanoag had undergone forced conversions what we can from the Colonials. I am a student
to Christianity and settled into fourteen praying at their college not because I long for their
towns. This occurred concurrently with King teaching, but because they only listen to words
Philip’s War, an event that took place between on paper from foolish men. Well, I plan to do a
1675 and 1678. Known within his community little writing of my own.”
as Metacom, this leader had been christened
Philip at his brother, King Alexander’s, request.
K “When my children grow older, I don’t think I’ll
tell them about the village of my grandmother.
This was done to mark the death of their father.
It hurts too much. I will show them how to
The war named for him was also known as
farm, how to survive. The world I live in now is

INDIGENOUS NATIONS
Metacom’s Rebellion and marked a stark parallel
not the world of my ancestors. But I will teach
to the upcoming conflict between the Rebels
them to never trust a British man.”
and the British Empire. Indigenous allies sided
predominantly with the Colonials over the
British, with Mohegan and Pequot Nations on
the British side.
=

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Article  12
COLONIAL OBSCURA
Ev e ry jo u r n ey b e g i n s s om ew h e r e , a n d i n FL A MES OF FR EEDOM, c h a r acte rs
sta rt i n th e Thi rte e n C o lo ni e s . Wh at fol lows i s a n ov e rv i ew o f e ac h c olo n y,

i t s abbr ev i ate d hi story, deta i l s ab o u t i t s s o ci ety, lo catio n s w i thi n i t a n d

lo ca l fo l k lor e to spu r a dv e n tu r e .

DISTRICT
OF MAINE

RE
M EW
HI
PS
HA N
NEW
YORK MASSACHUSETTS

CONNECTICUT

RHODE ISLAND

PENNSYLVANIA

NEW
JERSEY
M
AR
YL
AN
D
DELAWARE

VIRGINIA

COLONIAL OBSCURA

NORTH CAROLINA

THE
Thirteen Colonies
SOUTH
CAROLINA

GEORGIA

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Connecticut
BEFORE THE WAR
The colony of Connecticut originated as a Dutch trading
od post and officially became a permanent settlement when
Fi rst S et tl em e n t : House of Go
the Dutch purchased the Pequot Nation land in 1633.
Hope, 1623 The English arrived in the area in 1636 when dissenting
C api ta l : Hartford and New Haven Puritans began to search for a place to live outside of the
Puritan-dominated Massachusetts Bay Colony. Tired
S et tl em e n t s : Saybrook,
of European interference and loss of their ancestral
Killingworth, Mystic, New London, lands, the Pequot went to war with the Colonials and
Norfolk, Greenwich and Waterbury attempted to reclaim their homeland. After heavy
E c o nom y: Agriculture, fishing, casualties on both sides, the English-controlled militia
COLONIAL OBSCURA

shipping, trade pressed forward, effectively wiping out the Pequot and
cementing the Europeans’ presence in the territory.
I n dig e no us N ati o n s : Lenape,
Mohegan and Pequot LIFE DURING WARTIME
G ov e r nor in 177 6: Jonathan Connecticut is paramount among the Colonies in
Trumbull shipbuilding and trade. Today, Connecticut is growing
extremely dissatisfied with the British Empire’s pressure
Popu l ati o n : 197,806
and its parliamentary control over the colony. The
embers of rebellion will soon engulf the region in flames.
Connecticut fears that unless Parliament’s acts are not
stopped, the freedom that all Colonials enjoy will be over.

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They have seen what a blockade has done to Boston and LOCAL FOLKLORE
worry about their livelihood. GUNGYWAMP RUINS: Across the river from New
London, this prehistoric stone complex includes standing
SOCIETY & POLITICS stone circles, multiple stone chambers with astronomical
Connecticut has long been accustomed to governing alignments and a bluff called The Cliff of Tears—which
itself, thanks to its charter: The Fundamental Orders causes inexplicable bouts of sadness and depression in
of Connecticut, ratified in 1639. With many Colonials those who stand near it. The site is at least 2,000 years old
arriving from Massachusetts, Connecticut has always and might have once been a temple.
leaned toward Puritanism but tolerates Anglicans,
MOODUS NOISE: Since pre-Colonial times, the area
Baptists and other ‘sober dissenters.’ However, tensions
around Moodus—near Hartford—has been noted for
are growing over the Loyalist tendencies of Connecticut
strange rumbling and crashing noises that fill the air.
Anglicans, who are mainly concentrated in Fairfield
Puritans attribute the noises to a demonic origin.
County.
HOBBOMOCK, THE SLEEPING GIANT: The
LOCATIONS Quinnipiac say this hill near Hamden is the body of
HARTFORD: Hartford stands on the Connecticut a troublesome giant named Hobbomock, cast into an
River. It was founded as a farming community but has eternal sleep by Keihtan, the creator-god. Apocalyptic
since grown into a commercial and administrative center. cultists could cause enormous destruction by waking
The leading founder, Thomas Hooker, was a Cambridge- him.
educated Puritan who maintained that “the foundation of
authority is laid, firstly, in the free consent of the people,”
which was a challenge to Britain’s “divine right of kings.”
The original Connecticut Colony was based at Hartford
and had North America’s first written constitution.
NEW HAVEN: New Haven is a prosperous port, but was
eclipsed by the rise of Boston and New York. New Haven
was laid out over a century ago according to a nine-square
grid plan that can still be seen at the town center. Founded
by the Puritans, New Haven was a stricter community
than Hartford to the north. Even after the two colonies
merged, some members of the New Haven Colony
departed to found Newark in New Jersey.
YALE COLLEGE: Founded in 1701 as a Collegiate
School for the training of Puritan ministers, the college
COLONIAL OBSCURA

moved to New Haven in 1716 and was renamed. Yale


College focuses on the study of theology and Biblical
languages. It is home to two literary and debating
societies: the Brothers in Unity and the Linonian
Society. All freshmen join one club or the other, and
each maintains its library.

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Delaware
Fi rs t S et tl em e
nt : Zwaane
near Lewes, 1631 ndael,

C ap i ta l : Dover
E c o no m y: Toba
cco
I n di g e no u s N at
io n s : Lenape
Nanticoke ,

G ov e r no r in 17 76 : John Penn
Pop u l at io n : 33
,300

BEFORE THE WAR


The first European to explore Delaware was Henry
Hudson, who traveled through the area in 1609. Dutch
merchant Samuel Argall initially claimed the territory
and named it for his patron, Lord De La Warr. Over
time, Dutch, Finnish and Swedish settlers arrived in
the area to trade and conduct business, and Delaware
remained Dutch until 1664 when the Duke of York
captured the territory and claimed it for England. After
some initial disputes, Delaware became a distinct colony
and elected its first assembly in 1704.

LIFE DURING WARTIME


COLONIAL OBSCURA

Delaware is split over the cries of rebellion. The colony’s


wealthy merchants and power brokers are firmly on
Britain’s side and feel that the New Englanders are
nothing but ungrateful rabble-rousers. Meanwhile, the
farmers and the working classes see that Britain and
those in power have done nothing but grow rich off the
backs of the poor.

SOCIETY & POLITICS


Because of its history, Delaware is a diverse colony, both
in terms of religion and culture. Improving conditions

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in England have slowed the flow of new immigrants,


causing a labor shortage. Agriculture is also shifting
from tobacco to mixed farming in response to declining
tobacco profits.
Politically, Delaware is divided between the Court
Party and the Country Party. Members of the Court
Party are mostly Anglican residents of Kent and Sussex
counties and Loyalist in their sentiments.

LOCATIONS
CAPE HENLOPEN: A towerlike block of rough stone
rises from the sea near Cape Henlopen. Since 1655, many
ships have wrecked here. It is believed the phenomenon
dates back to a Lenape curse of “a drum of stone signaling
death to all Europeans.” On occasion, the ghost of a lone
Indigenous warrior is sighted atop the rock immediately
before a ship is wrecked.
NEW CASTLE: New Castle is the latest of many names
for this settlement. The Lenape originally had a village
here called Tomakonck, or ‘Place of the Beaver.’ The
Dutch West India Company named it Fort Casimir, and
as part of New Sweden, it was called Fort Trinity. Upon
recapturing it, the Dutch called it New Amstel, and
after the demise of New Netherland, the British gave
New Castle its present name. The courthouse in New
Castle serves as the administrative center of the colony
and the seat of New Castle County. However, nearby
occasional remains of half-eaten carcasses of dogs and
Wilmington has eclipsed it in terms of population and
other animals suggest it might be carnivorous, it seems
commerce.
to avoid humans.
WILMINGTON: Quaker communities settled in the
THE GHOSTLY FIDDLER OF RABBIT’S FERRY:
area under the auspices of Proprietor William Penn, and
According to local legend, two young men courted the
in 1739, King George the Second granted a borough
same woman. One of them was a fiddler and decided to
charter, which changed the name of the settlement from
give his rival a scare by hiding in a tree and making wild,
Willington (after Thomas Willing, an early developer of
COLONIAL OBSCURA
unearthly music with his fiddle. His trick succeeded, but
the land who laid out the town in a grid pattern similar
he fell out of the tree and broke his neck. Locals swear
to that of Philadelphia) to Wilmington—presumably
they can hear the fiddling from the tree at night.
after British statesman Spencer Compton, Earl of
Wilmington. WILD HARRY & THE MANITOO: A local legend
tells of an Indigenous woman named Manitoo who fell
LOCAL FOLKLORE in love with a Wilmington settler named Wild Harry.
CREATURE OF CYPRESS SWAMP: Cypress Discovering that he had been unfaithful to her, she
Swamp, on the Delaware-Maryland border, is home to threw herself into the river from a flat rock, and now her
many mysteries. One of the most common legends tells anguished spirit is said to haunt the area. It might be that
of a solitary apelike thing, similar to the Sasquatch of the woman’s real name has been lost—or perhaps Wild
Canada and the Skunk Ape of Georgia. Although the Harry did enjoy the love of a supernatural woman.

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Georgia
Fi rs t S et tl
em e nt : Yam
(near Savannah), 17 acraw Bluff
33
C ap i ta l : Savann
ah
E c o no m y: Rice,
indigo, sugar cane
I n di g e no u s N at
io n s : Chero
Creek, Yamasee kee,

G ov e r no r in 17 76 : Sir James
Wright
Pop u l at io n : 32
,000
COLONIAL OBSCURA

BEFORE THE WAR


Georgia was initially chartered as a penal colony
where debtors and convicts would be transported from
England to serve their sentences. The colony’s mission
soon shifted toward having the prisoners produce wine
and silk for export back to England, ensuring the colony
remained profitable. The territory also acted as a buffer
between the Carolinas and Spanish-controlled Florida.

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However, the climate in Georgia did not support of the many protecting Savannah.
silkworm cultivation. After twenty years of financial
SAVANNAH: Savannah is famous for its Masonic
struggles, the trustees ceded the colony to the Crown,
Lodge, established in 1734 by James Oglethorpe. There
which took a more active role in its government and
are moves afoot to rename it Solomon’s Lodge, but for
economic improvement.
the time being, it is known as the Lodge at Savannah.
LIFE DURING WARTIME Until recently, Savannah was also home to the Bethesda
Orphanage, founded in 1740 by evangelist George
Georgia is far removed from events in Boston and
Whitfield; sadly, the buildings were destroyed by fire in
Philadelphia, and the opinion here is mixed on the
1773. There are plans to rebuild the orphanage and even
question of separation from Britain. As the youngest
add a college to the establishment.
colony, it does not yet have the militia strength most
other Colonies boast, even though it was conceived as a LOCAL FOLKLORE
buffer to protect British America’s southern flank.
ALTAMAHA OF THE RIVER: The area near this
SOCIETY & POLITICS river’s mouth is haunted by a giant water-serpent called
Altamaha-ha by local Indigenous folk. It has also been
Georgia boasts a polyglot society, including German
sighted in some of the river’s tributaries and the more
Lutherans, Scottish Presbyterians, Moravians, French
massive irrigation ditches of nearby rice fields. There
Huguenots and Jews. Protestants were encouraged to
are no reports of any attacks or other dangerous activity,
come to the colony to counterbalance the French and
though the serpent sometimes rears its head out of the
Spanish Catholic presence to the south.
water, startling nearby boaters.
Although the Colonials generally approve of the
Royal Governor James Wright for brokering peace THE GREAT SKUNK APE: The heavily wooded
between the Georgians and local Indigenous Nations, swamps of Georgia are said to be home to this foul-
many still regard him with anger because he represents smelling, sasquatch-like monster, although its main home
Parliament’s heavy hand and British rule in the Colonies. range seems to be farther south in Florida. The skunk ape
avoids humans when possible, and the only evidence for
LOCATIONS its existence consists of giant footprints and occasional
FORT FREDERICA: Fort Frederica stands on St. fleeting glimpses of it moving through the foliage.
Simons Island alongside the small town of Frederica.
THE MOUND BUILDERS: In the far reaches of
Both are named after Frederick, Prince of Wales, the
western Georgia, close to the Mississippi River, stand
son of King George the Second. About 630 British
the remains of a culture even older than the Cahokians.
troops were stationed at the fort, and the town outside
Earthen mounds both large and small stand among the
had about 500 residents. The garrison was disbanded
remains of abandoned villages. Most keep away for fear
in 1742 as the Spanish threat receded, and the city
of offending the spirits of these ancient peoples. However,
was abandoned after a fire in 1758. Pirates and other
COLONIAL OBSCURA
news of lost cities makes its way back to Georgia’s settled
brigands now call it home
parts, and antiquarians and treasure hunters searching for
FORT JONES: Fort Jones is the fortified home of lost cities of gold are sure to follow. Both researchers and
physician and carpenter Noble Jones. Built as a means tomb raiders could cause irreparable damage to the site,
to protect the colony from the claims Spain had on the perhaps even unleashing ancient, corrupt spirits onto the
territory, it saw the start of the War of Jenkins’ Ear. It was world.
one part of the larger conflict for Austrian Succession
(1740 to 1748). Noble Jones was active during the war,
and it was here he took part in raids along the St. Johns
River. The Battle of Bloody Marsh in 1742 was also waged
from here, aiding in the defense of Frederica. Though the
war was over in 1748, the fort still stands and is still one

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BEFORE THE WAR

Maryland Maryland was founded by a royal charter granted to the


Calvert family, who wished to establish a colony in the
y, New World as a haven for Catholics fleeing persecution
Fi rst S et tl em e n t : St. Mary’s Cit in England. In 1649, the assembly passed the Maryland
1634 Toleration Act, which established freedom of religion
C api ta l : Annapolis for all Christians, regardless of creed. This brought many
non-Anglicans, particularly Puritans, to Maryland.
E c o nom y: Tobacco, corn Because the original charter was somewhat vague
I n dig e no us N ati o n s : Nanticoke in defining Maryland’s boundaries, conflict erupted
COLONIAL OBSCURA

between Maryland and Pennsylvania over who had the


G ov e r nor in 177 6: Robert Eden
right to settle what land, resulting in establishing the
Popu l ati o n : 320,000 Mason-Dixon Line in 1767.

LIFE DURING WARTIME


In 1774, when British forces occupied Boston and closed
the port, revolutionary committees appeared in several
Colonies. These committees formed to support popular
causes and act as the people’s voice since the Colonial
administrators paid little heed to anyone except their
superiors in Britain.

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Boston’s call for a Continental Congress to address


its grievances was gaining support across the Colonies,
and Maryland’s colonial assembly wished to participate.
The Royal Governor, Robert Eden, opposed this and shut
down the assembly to prevent it from being debated. This
infuriated the assembly, which then created an ad hoc
revolutionary government: the Assembly of Freemen.

SOCIETY & POLITICS


In large part, Maryland has rapidly grown because of
the switch to a plantation economy. Maryland supports
more religious diversity than most other Colonies, despite
occasional friction between the Catholics and Protestants.
Initially, Maryland did not support full independence
from Britain. Its delegates to the Continental Congress
favored other solutions and attempted to persuade
Congress to take a less radical approach. Over time,
though, it became clear that Britain was intransigent in
its demands and would not agree to any compromises
with the Colonies, causing Maryland to join the chorus
calling for independence.

LOCATIONS
ANNAPOLIS: Founded in 1649 on the Severn River,
Annapolis eventually became the capital of Maryland LOCAL FOLKLORE
in 1694. The city is noted for its affluent and cultivated THE BLUE DOG: The road outside Port Tobacco
society. Other significant trades include oyster packing, is haunted by a massive blue dog, killed along with
boatbuilding and sail-making. It has an influential his master on the way home from a local tavern. One
newspaper, the Maryland Gazette, and a theater—a sure version of the story says that the man was robbed, but
sign of its status as a cultural hub. another maintains that his treasure—whatever it might
have been—is still guarded by the faithful ghost.
BALTIMORE: After Charles Town in South Carolina,
Baltimore is the second most important port in the SCHNELLER GEIST OF BLUE RIDGE: A strange,
southern Colonies. Named after Lord Baltimore, it was clawed beast haunts the Blue Ridge Mountains near
founded in 1729 on an existing tobacco port. The city has Braddock Heights. Ever since German immigrants in COLONIAL OBSCURA
grown swiftly over the last fifty years, eclipsing Annapolis. the 1730s settled the area, there have been accounts of
It acts as a repository for Caribbean sugar and other goods the Schneller Geist, or ‘quick spirit’ in German. It swoops
and is also the colony’s main shipbuilding center. silently from the sky to pick up and carry off its victims.
Seven-pointed stars, which reputedly keep the quick spirit
PORT TOBACCO: Port Tobacco was the second-largest
at bay, can be seen painted on local barns.
town in Maryland until the rise of Baltimore. Situated
on the Port Tobacco River, it is a thriving port, and since TREASURE OF GIBSON ISLAND: There are many
1658 it has been the seat of Charles County. The most locations up and down the east coast where Captain Kidd
notable building is Christ Church, an Anglican church buried his mysterious treasure. Gibson Island, off the western
built in 1683 in the town square. Although tobacco has shore of the Chesapeake Bay, is one such location. A local
made the town prosperous, its name comes from the legend tells that a ghost guards the treasure—perhaps that
original Indigenous settlement on the site: Portopaco. of Captain Kidd himself—which chases off treasure hunters.

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Massachusetts BEFORE THE WAR

& Maine The first Europeans to arrive in the area were the
Pilgrims, who founded Plymouth in 1620. Another
7, wave of settlers called the Puritans came in 1628 and
Fi rst S et tl em e n t : Popham, 160 settled in the area dubbed Naumkeag, later renamed
and Plymouth, 1620 Salem. Two years later, John Winthrop arrived with a
C api ta l : Boston charter in hand and became the Massachusetts colony
governor. Winthrop made the city of Boston the seat of
S et tl em e n t s : Plymouth, his power; it would become the center of New England
Dartmouth, Charlestown, Salem, life and culture. The Puritan influence on every aspect
COLONIAL OBSCURA

Concord and Lexington of life in Massachusetts, from the legal system to social
E c o nom y: Agriculture, shipping, mores, cannot be overstated.
trade, fishing.
LIFE DURING WARTIME
I n dig e no us N ati o n s : Abenaki, The center of Massachusetts life is in Boston, which many
Massachusett, Nipmuk, Pennacook, liken to the Biblical City on the Hill the Puritans longed
Wampanoag to recreate. Though the time of the Puritans’ attempt at
G ov e r nor i n 177 6 : Thomas Gag
e theocracy is over, the colony still retains an air of intolerance
toward different ideas and outlooks. Even though it is not
E sti m ate d Popu l ati o n : 343,916 as wealthy as the southern Colonies, Massachusetts is a
significant player in fishing, whaling, lumber and shipping.

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Massachusetts is a hotbed of Rebel activity, and


many living here bristle under the yoke of the British
Parliament’s rule. The numerous acts Parliament has
passed resulted in a few groups calling for rebellion. At
first, the cries were ignored, but this changed in Boston
on March 5, 1770, when British soldiers fired on a
group of protestors and killed Crispus Attucks and five
people—an event later dubbed the Boston Massacre.

SOCIETY & POLITICS


Massachusetts is one of the oldest colonial settlements
found in the New World. The colony is also home
to numerous colleges, the most famous of which is
Harvard in Cambridge.Residents here are hardworking
and have a reputation for being stubborn, taciturn and
ill-mannered. The Puritans, though long past their
heyday, cast a long shadow over the colony’s culture.
The descendants of those involved in the Salem witch
trials, both accusers and accused, remember the dark
side of Puritan zeal very keenly.

LOCATIONS
BOSTON: Dominated by three hills, Boston sits on
a peninsula connected to the mainland by a narrow
neck. It is one of the world’s wealthiest trading ports,
and since 1673 it has been linked to New York by
the Boston Post Road. Boston is the default starting
point for FLAMES OF FREEDOM through the decipher the marks have been without success, with
included adventure and sandbox Boston Besieged. reports of strange illnesses and seizures among those
who spent too much time in their efforts.
HARVARD COLLEGE: Founded in 1636 as the New
College, Harvard adopted its current name in 1639 from MERMAID OF BILLINGSGATE: This oyster-bed
a local minister who bequeathed his library and half his town on Cape Cod is haunted by a beautiful woman who
estate to the school. In 1708, the college elected John walks the shore and repeatedly ventures into town to lure
Leverett as President, the first non-clergyman to hold this lonely sailors to their doom. According to some accounts, COLONIAL OBSCURA
office. His election prompted the college to broaden its she often has a black cat with fiery red eyes following her.
curriculum beyond theology and the tenets of Puritanism.
WIDOWS OF DOGTOWN: Dogtown is a wooded,
SALEM: This town in northeastern Massachusetts was torn rocky plateau overlooking Gloucester, Rockport and
apart by a series of witch trials from 1692 to 1693. In 1776, Ipswich Bay. The place is home to around 100 families,
Salem is renowned more for privateers than for witches. and it has a long-standing reputation for witchcraft. Many
of its inhabitants are widows of soldiers or fishermen, and
LOCAL FOLKLORE some freely admit being witches to scare outsiders away.
DIGHTON ROCK: This rock sits at the junction of The settlement gets its name from its many free-running
the Taunton River at Assonet Neck. It is partly covered dogs, which often pose a threat to outsiders. Perhaps
at high tide, with one smooth, vertical face, carved because of these dogs, whispers abound that some of the
with strange symbols, jutting skyward. All attempts to people living here can turn into dogs.

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New Hampshire
Fi rs t S et tl em e nt : Hi
lton’s Point,
1623
C ap i ta l : Exeter
S et tl
em e nt s : Concor
d, Hampton,
New Durham, Portsmou
th
E c o no my: Agricultur
e, fishing,
shipping, timber
I n di g e no us N at io n s
: Pennacook,
Wabanaki
G ov e r no r in 17 76 : Meshech Weare
E st i m at e d Pop ul at io
n : 81,716

BEFORE THE WAR


New Hampshire was founded in 1623 with a land grant
to Captain John Mason, who had retired from the
British Navy and wanted to start a colony in the New
World to make money. Unlike other colonial ventures,
New Hampshire was well planned and supplied. Mason
provided the Colonials with ample provisions and supplies,
including ships for their exclusive use and land upon which
to live and develop. Much of the colony’s wealth came from
the fishing and timber industries and its abundant natural
resources.

LIFE DURING WARTIME


COLONIAL OBSCURA

Though seeds of dissent are being sown throughout the


Colonies as the British Parliament tries to maintain its
iron grip upon them, many in New Hampshire’s leadership
structure, including the Governor, are firmly on the side
of the British Empire. Many fought for the British in
the French and Indian War and are eager to protect the
lands and settlements they claimed for Britain during that
conflict. However, the people of New Hampshire pride
themselves on their independence and self-reliance, and
they are confident in their ability to govern themselves.

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SOCIETY & POLITICS


The people of New Hampshire are self-sufficient and
independent. In particular, they dislike what they see as
the expansionist ambitions of Massachusetts—which
has tried to bring New Hampshire under its control
more than once. They are an enterprising lot, and since
the French and Indian War, they’ve expanded the
colony’s holdings to include thirty-eight new towns, a
vast network of trade routes and roads, and Dartmouth
College, the colony’s first institution for higher learning.

LOCATIONS
DARTMOUTH COLLEGE: The college was founded
in 1769 by Eleazar Wheelock, a Puritan minister from
Connecticut, to convert and train people as Christian
missionaries. Initially known as Moor’s Charity School,
it was later renamed after the Earl of Dartmouth. The
college’s charitable arm hasn’t been successful, as its focus
is shifting toward providing more general education.
EXETER: The current capital of New Hampshire is a
busy port and industrial town situated at the point where
the Exeter River meets the tidal Squamscott River. The
Provincial Congress meets at the Town Hall, having moved
away from Portsmouth for safety from British attack—and
the scrutiny of Loyalist Governor John Wentworth.
PORTSMOUTH: As far as the British are concerned,
Portsmouth is still the capital of New Hampshire. It is the
seat of the governor and a busy port with a fine harbor.
Situated at the northern edge of New Hampshire’s coastline,
it benefits from coastal trade from Canada to the Carolinas
MEGALITH AT MYSTERY HILL: A megalithic
and transatlantic trade coming down from Newfoundland.
structure crowns this mysterious hill. The stones’ exact age
The harbor is (or rather, was) protected by Fort William
is unknown, but their existence has given rise to stories of
and Mary on New Castle Island. In 1774, this impressive
druids or Vikings visiting the area in pre-Colonial times,
structure’s six-man garrison was quickly overpowered, and
COLONIAL OBSCURA
as well as rumors of magical powers granted to those
the fort stripped of arms and ammunition, which, according
capable of harnessing the site’s mystical energy. Some
to rumor, are on their way to Boston.
believe it could be the ruins of a Cahokian or Mandoag
LOCAL FOLKLORE temple protected by curses.
DROWNED FOREST OF RYE: The remains of a MYSTERY STONE OF LAKE WINNIPESAUKEE:
sunken forest can be seen at low tide just off of the coast Some regard the Lake Winnipesaukee Mystery Stone as
near the port town. It is believed that the forest drowned, evidence that advanced people lived in the area at some
but the cause could be much more sinister. What things time in the past. It might be a Mandoag relic or Cahokian,
may be found beneath the depths off of the Rye? And and the lake itself might have been created during one of
who are those cannibals who dwell on its periphery? their sorcerous conflicts. The stone rests in a lump of clay
at the fringes of the lake, primed for discovery.

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New Jersey
Fi rs t S et tl em e nt : Fo
rt Nassau
26
(later Gloucester City), 16
C ap i ta l : Elizabeth
S et tl em e nt s : Dover
and Willington

E c o no my: Farming
: Lenape
I n di g e no us N at io n s
G ov e r no r i n 17 76 : W
illiam
Franklin
Pop ul at io n : 120,000

BEFORE THE WAR


New Jersey was originally part of the New Netherland
colony and tied to Henry Hudson’s exploration efforts.
In 1664, the Dutch lost the territory to the British, and
New Jersey became a province of New York. The colony’s
founders sold off parcels of land to prospective settlers
and speculators for low prices, which combined with the
colony’s reputation for religious tolerance, makes the colony
a desirable location for people looking to start a new life.

LIFE DURING WARTIME


In 1763, William Franklin—the illegitimate son of
Benjamin Franklin—is appointed governor. A staunch
Loyalist, he finds the recent call for rebellion challenging
COLONIAL OBSCURA

to deal with. Though many New Jersey Colonials are


becoming vocal in their favor for revolution, Franklin
and the bulk of the government are loyal to Britain.
Governor Franklin is a staunch Loyalist and a former
officer in the British Army. However, his influence has
not been enough to quell furious protests against the
Sugar, Stamp and Tea Acts.

SOCIETY & POLITICS


New Jersey is mostly a society consisting of farmers and a
handful of indentured servants. It is one of the most diverse

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Colonies in terms of European settlers: New England


Congregationalists have settled alongside Scottish
Presbyterians and Dutch Reformed migrants from New
York. While most residents live in towns with individual
landholdings of 100 acres, a few wealthy proprietors (mostly
Quakers and Anglicans) own vast estates.

LOCATIONS
PRINCETON: The College of New Jersey was founded
at Elizabethtown and moved to Princeton ten years
later. The town of Princeton is small and dominated by
the college. In addition to courses in divinity, the college
teaches rhetoric, history and moral philosophy. Since
1768, the college president has been John Witherspoon:
a Presbyterian minister from Scotland who came to New
Jersey to take up the post. As a Scotsman, Witherspoon
has no love for the English and is an active member of
the local Committees of Correspondence and Safety.
QUEEN’S COLLEGE, NEW BRUNSWICK: Queen’s
College was founded by ministers of the Dutch Reformed
Church to counter the Presbyterian influence spreading out
Scratch himself. The newborn transformed itself into a
of Princeton. At the time, potential ministers had to make
chimaera with hooves, a horse’s head, bat wings and a
the long and hazardous journey back to the Netherlands to
forked tail, and then killed the midwife before flying up
be educated and ordained. In addition to divinity, subjects
the chimney. Most recorded encounters blame the Jersey
offered include arts, sciences and languages. Perhaps
Devil for livestock killings.
strange, given its focus on divinity, the college holds classes
at a New Brunswick tavern known as The Sign of the Red THE SIN EATER: A Rebel spy, Miriam, was last seen
Lion. However, the British have come to regard all taverns heading toward Boston carrying a vital object of power that
as hotbeds of rebellion. It might become necessary for the leaders in the besieged city needed. Last seen in Trenton,
classes to transfer to private houses. she has gone missing. Locals say that there has been a string
of missing people, including children. An old Quaker and
TRENTON: Trenton is an important Delaware River
Rebel sympathizer named Livingston Hobb has lived in the
port and a hub for shipping grain and other goods between
area for a long time and knows a lot about local going-ons.
Philadelphia and New York City. Trenton is also a stop
Livingston could be of help finding Miriam.
on the stagecoach line between the two cities. A ferry,
COLONIAL OBSCURA

chartered in 1727, connects Trenton with Philadelphia. WHITE STAG OF SHAMONG: Quaker Bridge in
At present, Trenton is about a hundred homes, which Shamong was built in 1772, named after the Quakers
hold mixed sentiments about the impending war. who would cross the Batsto River to monthly meetings
at Tuckerton. One stormy evening, a stagecoach was
LOCAL FOLKLORE making for the Quaker Bridge Inn through torrential
LEEDS DEVIL: The Lenape called the area around rain when a huge white stag appeared in the road. When
the Pine Barrens of southern New Jersey Popuessing, the driver dismounted to drive it off, the stag mysteriously
meaning ‘place of the dragon.’ Swedish explorers named disappeared. It was only then that the driver noticed that
it Drake Kill, or ‘dragon river.’ The most common story the bridge had collapsed. The creature’s nature remains
tells that a creature was born in 1735, the thirteenth unknown, but some believe the White Stag warned the
child of a witch named Deborah Leeds, fathered by Old travelers and thus may be a beneficent spirit.

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New York
Fi rst S et tl em e n t : Fort
Amsterdam, 1625
C api ta l : New York City BEFORE THE WAR
, The first recorded European presence in New York dates
S et tl em e n t s : Brooklyn, Jamaica
to 1524 when the explorer Verrazano sailed into present-
Albany, Greenbush, Tarrytown and
COLONIAL OBSCURA

day New York Harbor. The Dutch eventually built a


Sleepy Hollow
trading post on the Hudson River in 1613, signaling
E c o nom y: Shipping the start of their presence in the New World. For the
next forty years, the Dutch ruled New Netherland and
I n dig e no us N ati o n s : Lenape,
grew wealthy from their access to furs and other goods
Mahican
coveted in Europe. The Dutch held on to the territory
G ov e r nor in 177 6: William Tryon until 1674, when they ceded it to the English after
prolonged conflict.
Popu l ati o n : 187,890

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LIFE DURING WARTIME NEW YORK CITY: New York City has grown under
Many regard New York as the most important colony British rule but is used to conducting its own affairs. The
in the New World due to its size, excellent harbor Sons of Liberty are engaged in a running battle with
and fertile Hudson River Valley. Much of the English the British authorities, raising liberty poles under which
Colonies’ wealth flows through New York, making Colonials can assemble to air their grievances. Some
Manhattan and the surrounding towns the Thirteen traders are afraid of losing income by boycotting British
Colonies’ economic heart. trade or breaking with Britain altogether, but the Rebels
Unlike many of their fellow Colonials, New Yorkers have widespread support among the other citizens.
are incredibly loyal to England. Though they might
grouse at the various acts Britain imposes, they see it as LOCAL FOLKLORE
their duty as loyal subjects to follow all Parliamentary THE CATSKILL GNOMES: In 1610, in the shadow
decrees. Unlike Boston or Philadelphia’s political of the Catskill Mountains somewhere between New
hotbeds, Manhattan has not yet experienced the growing York and Albany, legend holds that Henry Hudson
trend of rebellion. encountered a group of gnomes. They appeared at night
to sing, dance and play ninepins in the firelight. They
SOCIETY & POLITICS love to entertain visitors, but their hospitality has a
New York is divided into two regions: the Hudson sinister side: drinking more than a single glass of liquor
River’s mouth—where most Colonial settlement has will turn a person into a ghost. It is said that their spirits
taken place—and the backcountry, which is dotted with still play at ninepins with the gnomes at night.
European trading posts but is still primarily controlled
SEA SERPENT OF LAKE CHAMPLAIN: This lake
by the Iroquois. New York City is a polyglot community
runs along the present-day border of New York and
with English, Dutch, German and Jewish settlers, and
Vermont and extends just a little north of the Canadian
many Black artisans and other free folk. The central
border. For as long as anyone can remember, a serpentlike
Mohawk Valley has been settled by German immigrants,
beast similar to the monster of Loch Ness in Scotland has
who serve as a buffer against the Iroquois.
been spotted swimming in the lake.
LOCATIONS LEGEND OF TARRYTOWN: Located on the Hudson
FORT TICONDEROGA: Fort Ticonderoga is situated River banks, this small area is home to much history
near the southern end of Lake Champlain. It was built and mystery. The Haudenosaunee’s oral histories tell of
by the French and captured by the British in the French mysterious strangers who visited them, promising magical
and Indian War. The fort commands the access point aid in ending their war against the Weckquaesgeek. The
from Lake Champlain to Lake George. It is almost resulting conflict nearly destroyed both groups and caused
impervious to direct assault and has its bakery and large vast swaths of land to wither and die. So powerful was this
underground powder stores, which enable it to wait out magic that it took many years for both sides to recover.
a siege. Its only strategic weakness is that several nearby Some suggest the strangers were spirits of darkness,
COLONIAL OBSCURA

hills overlook it; the British used this weakness to drive determined to unleash evil upon the lands. As with many
out the French garrison. stories about the Mandoag, no one knows for sure.
KING’S COLLEGE: King’s College (later Columbia
University) was founded in response to New Jersey’s
Princeton and is one of the wealthiest educational
institutions in the Colonies. It is thoroughly Anglican
in outlook, and Loyalist officials dominate its governing
body. Some skeptics fear the university could be used to
spread Anglicanism and pro-British propaganda under
the guise of academic debate.

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North Carolina BEFORE THE WAR


After regaining the throne in 1650, Charles the
Fi rst S et tl em e n t : Albemarle Second granted a charter to eight key people who were
Settlements, 1655 instrumental in returning him to his throne. Collectively,
these people were dubbed the Lords Proprietor of the
C api ta l : New Bern Province of Carolina, and all were granted lands between
E c o nom y: Tobacco, cotton Virginia’s southern border and the border of Spanish-
held Florida. They decided to name the colony Carolina
I n dig e no us N ati o n s : Cherokee, in honor of King Charles the Second. To encourage
Tuscarora settlement, and to make Carolina self-sufficient,
G ov e r nor in 177 6: Josiah Martin Governor William Drummond granted prospective
Colonials every freedom they could desire. Thus, the
Popu l ati o n : 47,000 colony became independent and began attracting those
COLONIAL OBSCURA

seeking a place where they could practice their beliefs


freely.

LIFE DURING WARTIME


Merchants and wealthy plantation owners have been
outspoken in support of New England and the growing
cries of rebellion. Meanwhile, the poor and working
classes who have settled the region remain steadfast
in Britain’s support. Though this split is rocking the
colony, North Carolina has sent representatives to the
Continental Congress regardless.

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SOCIETY & POLITICS LOCAL FOLKLORE


The society of North Carolina is divided in much the THE HEADLESS ONE OF OCRACOKE ISLAND:
same way as its land. The west’s hills and mountains are The Pamlico Sound side of Ocracoke Island was a
collectively called the Cohee and are the home of Scots- favorite hideout of the pirate Edward Teach, better
Irish and German Protestants who survive by farming, known as Blackbeard. Teach’s headless ghost is said to
raising small crops of tobacco and distilling whiskey. The haunt the area by land and sea (in the latter case, walking
east is dominated by the Tuckahoe, mostly from northern upon or floating just under the water), looking for his
and western England and the Scottish Highlands. This missing head. The head was last seen with Governor
group includes wealthy tobacco and cotton planters and Alexander Spotswood of Virginia.
holds almost all the wealth and power.
THE HUNT FOR VIRGINIA DARE: Virginia
Each of these groups derives its name from
Dare was reputedly the first European child born in
disparaging references made to each by the other. The
the Colonies, and she disappeared with the rest of the
colony is divided over independence, with the Cohee for
Roanoke colony. One story tells of an Indigenous leader
separation from Britain and the Tuckahoe against it.
taking the Colonials to safety through a secret tunnel and
LOCATIONS sheltering them at their village. Individuals with European
hair and eye colors—perhaps descendants of the Roanoke
HILLSBOROUGH: Hillsborough was founded in
people—might yet be found in isolated villages.
1754 as Corbin, then renamed Childsburgh in honor of
Thomas Child, North Carolina’s Attorney General from LOST LOVERS OF THE GREAT DISMAL SWAMP:
1751 to 1760. In 1766 it was renamed again after the This appropriately named wetland is near the town of
Earl of Hillsborough, the British Secretary of State for South Mills, which abuts the Atlantic Ocean. The swamp
the Colonies. covers a large area from the northeastern corner of North
In the late 1760s, its court was broken up and Carolina to the southeastern corner of Virginia. Strange
allegedly corrupt officials were dragged through the lights are often spotted over the giant swamp, described in
street by members of the Regulator movement. Governor folklore as the will-o-the-wisp. There are many local stories
Tryon and North Carolina militia troops marched to of people led to their doom by these lights. One such tale
the region and defeated the Regulators at the Battle of claims the wisps are the souls of a woman who disappeared
Alamance in May 1771. in the swamp and her lover who went to search for her—
both of them were never seen or heard from again.
NEW BERN: Named after the city in Switzerland,
New Bern was founded in 1710 by Swiss and German
immigrants. The immigrants’ leader, a native of Bern
named Christoph von Graffenried, laid out the town in
the form of a cross. The town’s most notable building is the
Governor’s mansion, completed in 1770 and named the COLONIAL OBSCURA
Tryon Palace after then-Governor William Tryon. Tryon
conceived the building as both a lavish personal residence
and the administrative center of North Carolina.
THE ROANOKE COLONY: The Roanoke Colony
was found abandoned in 1590, with no trace of any
inhabitants found. The only clue was a carving in a tree
reading ‘CROATOAN,’ the name of a nearby island; no
trace of the missing Colonials was found there, either. It
is perhaps a clue to a supernatural attack that may have
wiped out the colony . . . or worse.

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BEFORE THE WAR

Pennsylvania
There is much dispute over which European first explored
the land known as Pennsylvania. When Henry Hudson
explored the region, he sailed into the Delaware Harbor
Fi rst S et tl em e n t : Philadelphia, and claimed it for the Dutch in 1609. The territory was
1682 granted to the Penn family in 1681 as repayment for
C api ta l : Philadelphia a debt. After converting to Quakerism, William Penn,
COLONIAL OBSCURA

an outcast from his family, traveled to this territory and


E c o nom y: Farming named it after his family. He envisioned the colony as
I n dig e no us N ati o n s : Lenape, a utopia where people of many different cultures and
Susquehannock backgrounds could live together in harmony. Another
tenant of Penn’s was fair dealings with the Indigenous
G ov e r nor in 177 6: John Penn population.
Popu l ati o n : 300,000

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LIFE DURING WARTIME SWEDEN TOWNSHIP: Near this settlement in north-


With the growing voices of dissent, Philadelphia is central Pennsylvania, there is said to be a massive silver
the center of Colonial rights and where the British lode. It is well-known to the Iroquois of the area, and
Parliamentary powers debate. Many of the vocal they have traded silver from the mine on more than one
opponents to Parliament’s Acts publish their arguments occasion. No European has ever set eyes on the lode,
in Philadelphia’s numerous pamphlets, broadsides, though many have sought it. The mine must be hidden
newspapers and magazines. Philadelphia may well by mundane or magical means, as a vast fortune awaits
become the heart of a new, purely Colonial government. anyone who can find and lay claim to it.

SOCIETY & POLITICS LOCAL FOLKLORE


Philadelphia is regarded as the colony’s hub of culture BLOODY MARY: A Pennsylvanian variant on this
and society and a center for education and study. The common legend tells that Bloody Mary was a witch who
College of Philadelphia started in 1740 as a private kept her youth by eating young girls. She would cast
academy devoted to teaching any who wanted to learn, a spell that caused her victims to rise from sleep in an
and by 1755 became a public college open to all, despite undead-like state and stagger off to their doom. Mary
their status or gender. The arts and sciences flourish in was eventually captured and executed, and as she died
Philadelphia, and it is no secret that this city produced she invoked a curse: she would appear and kill anyone
the colony’s greatest thinker: Benjamin Franklin. who dared to speak her name before a mirror. The
Pennsylvania, much to Boston and Manhattan’s legend’s details are sketchy, but Mary’s pronouncement
displeasure, is considered the Colonies’ heart. It has was clear.
produced great leaders, countless discoveries and
GOBLIN OF EASTON: Easton is a small town about
innovations. Though much of the area near Philadelphia
40 miles north of Philadelphia. A ruined building
is settled, its western portion is still predominantly
was once an old mission house where a corrupt monk
frontier. The colony is a mix of urban and rural, scientific
blackmailed unfortunate travelers using the confessions
and supernatural, old and new.
he had heard from them. He was hanged for beating an
LOCATIONS old woman to death, but just after his body was cut down,
it transformed into a monster with tusks and a fanged
PHILADELPHIA: Shaking off a grimy and disorderly
mouth. The creature ran into the woods and returned to
past, Philadelphia is the model of a modern city. Streets
murder the other monks at the mission, one by one. The
are paved and illuminated by gaslight lamps, and the town
last few brothers abandoned the mission, and it fell into
boasts multiple newspapers, a fire company, a college and
ruin. What happened to the monster remains unknown.
the first hospital in the Colonies. Distinguished citizens
like Benjamin Franklin and the newly arrived Thomas STORM HAG: The waters near the Pennsylvania shore
Paine add luster to the city’s growing reputation, making of Lake Erie are haunted by a woman called the Storm
it the jewel of the British Colonies. Hag. She is said to have pale green skin, luminous eyes,
COLONIAL OBSCURA

clawlike nails and sharp, green teeth. She summons storms


PITTSBOROUGH: Named for British Secretary of
on the lake to capsize vessels and takes the drowned to her
State William Pitt the Elder, Fort Pitt was built during the
underwater lair, or waits until the storm is over when the
French and Indian War in the fork where the Allegheny
sailors have relaxed their guard and then leaps from the
and Monongahela Rivers meet to form the Ohio River.
water, spewing forth lightning and wind like venom to
The town that grew up around the fort in the 1760s and
sink the ship and its crew. No one knows the fate of the
became known as Pittsborough. Today, Pittsborough is
sailors she takes, although some are convinced she feeds
home to about 1,000 people and is a center of trade for the
on their bodies.
frontiersmen and homesteaders of western Pennsylvania.

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Rhode Island
Fi rst S et tl em e n t : Providence,
1636
C api ta l : Providence
S et tl em e n t s : Newport and
Providence
E c o nom y: Agriculture, dairy
farming, fishing, shipbuilding
I n dig e no us N ati o n s :
Narragansett, Niantic
G ov e r nor in 177 6:
Nicholas Cooke
Popu l ati o n : 63,439

BEFORE THE WAR LIFE DURING WARTIME


Before the Europeans’ arrival, the lands encompassing Rhode Island’s politics are a two-party affair, based mostly
Rhode Island were populated by the Narragansett, who on the rivalry between Providence and Newport. The
used their power to keep all the other Nations in the merchants and farmers of north and south vie with each
COLONIAL OBSCURA

region in line. It was not until 1620 that Europeans other for control of the legislature but have put aside their
would establish a permanent settlement—Plymouth differences to speak out against the recent Intolerable Acts
Colony. of the British Parliament. There are plans to assemble a
In 1636, Roger Williams—who had grown tired 1,500-man ‘army of observation’ under the command of
of the Puritans of the Massachusetts Bay Colony—left assembly member Nathanael Greene.
to seek a place free from their influence. Seeing other The colony’s tradition of independence and plain-
dissenters’ success in the lands to the south, Williams speaking has lent itself to revolutionary sentiment,
sought permission to settle from the Narragansetts and and the Rebels are not averse to taking direct action.
purchased a sizable chunk of land from them. This land However, Newport remains in the hands of the Loyalists,
became the basis for the founding of his colony, which primarily because of the wealth that comes into the city
he named Providence. from British trade.

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SOCIETY & POLITICS George’s arsenal for the Colonials. Plans to re-arm the fort
Rhode Island is a fiercely independent colony, and against a possible British attack are underway.
more than any other colony holds firm to its founding
PROVIDENCE: The city of Providence grew up around
principles. Rhode Island believes in independence,
Williams’s original Providence Plantation. Providence
which is not limited to thoughts, ideas or beliefs. For a
was destroyed in 1676 during King Philip’s War but was
Rhode Islander, there is no greater crime than the crime
rebuilt shortly after that. Since rebuilding, Providence has
of intolerance. Because of this freedom of view, this
grown from a mainly farming and fishing community to
colony is a hotbed of radicals who chafe at the British
a thriving industrial and commercial center.
Empire’s growing demands on the Colonies. The ports
are also home to many wealthy merchants who see the LOCAL FOLKLORE
growing trends of taxation as a threat to the very liberty
GHOST SHIP OF BLOCK ISLAND: The morning
and freedom the colony was founded upon.
after Christmas of 1738, the Princess Augusta ran
LOCATIONS aground and burned on Sandy Point—the northern
tip of Block Island. She carried about 150 passengers,
COLLEGE IN THE ENGLISH COLONY
German Palatines seeking a new life of religious freedom
OF RHODE ISLAND AND PROVIDENCE
in Philadelphia. One version of the tale claims that
PLANTATIONS: Its charter states that applicants
the mate was responsible, aiming to conceal the crew’s
“into this liberal institution shall never be admitted to
plunder and mistreatment of the passengers. Another
any religious tests, but on the contrary, all the members
accuses Block Island people of luring the ship onto
hereof shall forever enjoy full, free, absolute, and
the shoals with false light, murdering the passengers
uninterrupted liberty of conscience.” Its stated mission
and ultimately burning the ship and setting it adrift to
is to prepare students for discharging the Offices of Life
conceal their crime. The ghost ship is said to reappear,
with usefulness and reputation by providing instruction
wreathed in flame, on the anniversary of the wreck.
in the Vernacular and Learned Languages and the
Liberal Arts and Sciences. STORMALONG & THE GIANT SQUID: Captain
The college’s Chancellor is former governor Stephen Stormalong is a well-known figure up and down the New
Hopkins, an outspoken Rebel and the author of a pamphlet England coast.The only ship that called Portsmouth home,
entitled “The Rights of the Colonies Examined.” his ship Leviathan is seen by many as more of a creature
than a ship. One story about the ship and its captain
NEWPORT: Once a haven for Baptists who had been
tells that as Stormalong was sailing to Portsmouth, the
expelled from the Massachusetts Bay Colony Newport
ship’s anchor was knocked loose. Seeing a storm rushing
quickly became more diverse. It boasts the second
toward Leviathan, the anchor dropped into the sea, and
oldest synagogue in North America and a Quaker
Stormalong dove into the ocean to free the anchor himself.
meeting house dating to 1699. In 1732, James Franklin,
Benjamin Franklin’s brother, published Newport’s first THE NEWPORT TOWER: Overlooking the sea at the COLONIAL OBSCURA
newspaper: the Rhode Island Gazette. Newport was also a top of Mill Street in Newport is a squat, roofless stone
notorious pirate haunt; after complaints from the British tower raised on eight columns. The structure is supposed
government, local authorities cracked down in the 1720s. to have been the base of a windmill built for seventeenth-
Many pirates were arrested and hanged, and their bodies century governor Benedict Arnold, whose grandson bears
were buried on Goat Island in Narragansett Bay. Goat the same name in 1776. Some believe the tower is of
Island is also notable for Fort Liberty. Viking origin, while others suggest that its oddly spaced
In 1774, the assembly voted to remove all cannons from windows have some kind of astronomical alignments,
Fort Liberty except two 24-pounders and one 6-pounder. which suggest it was used as an observatory. Still others
The other thirty-three cannons of various sizes were sent to believe it was built by the Knights Templar, who visited
Providence, both to protect that town and to preserve Fort the area in the late fourteenth century.

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South Carolina BEFORE THE WAR


The region that would become South Carolina has a long
Fi rst S et tl em e n t : Charles Tow
n,
history of European attempts at colonization. The colony
1670 traces its origins to 1670 when three ships of settlers with
COLONIAL OBSCURA

orders to settle the southern portions of Carolina arrived.


C api ta l : Charles Town
Under the leadership of William Sayle and Joseph West,
E c o nom y: Rice, indigo the ships anchored in what they dubbed Port Royal
Harbor, with the settlers disembarking at Beaufort Island.
I n dig e no us N ati o n s : Yamasee,
The early settlement at Beaufort spent the next year trying
Cherokee
to survive and take advantage of the surrounding land.
G ov e r nor in 177 6: Henry Laurens
LIFE DURING WARTIME
Popu l ati o n : 125,000
Contrary to its fellow Colonies, South Carolina was
always grateful to the Crown and Britain. Many
remember what life was like before the Crown took

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over administering the colony, and they fear what They built Stuart Town (named for the Anglo-Scottish
might happen if Britain lost control. However, all these kings, whom they still supported) that was later burned
sentiments are not shared, and the British Parliament’s by the Spanish in 1686.
passage of the Stamp Act and Townshend Acts did not In 1710, the Lords Proprietor of the Carolinas built
go over well in South Carolina. the town of Beaufort on Port Royal Island. Only the
second town in the colony, its population suffered the
SOCIETY & POLITICS ravages of pirates, hurricanes, smallpox and yellow fever,
Many South Carolinians came from Barbados rather than and was almost destroyed in 1715 during the Yamasee
directly from England, and they were already experienced War. Fort Frederick, built in 1732, became the base for
in rice cultivation. South Carolina is more prosperous and two scout boats which comprised the colony’s entire navy.
commercially influential than North Carolina. In the peace which followed, Port Royal has
The population of the western part of the state flourished. In 1776, it is a thriving and cultured town,
consists mainly of Germans, Scots, Protestant Irish and thanks to the indigo and rice plantations in the Low
Welsh, who were encouraged to settle there as a buffer Country area. Though it lacks the size and wealth of
against Indigenous attacks. Charles Town, Port Royal still claims to be its equal in
As in neighboring Colonies, there is much distrust refinement and civilization.
between its people. Low-country people regard the
uplanders as rough and crude, while the up-country people LOCAL FOLKLORE
dismiss the lowlanders as untrustworthy and snobbish. BOO HAG: Locals describe the boo hag as a demon
that is something like a succubus. It ‘rides’ its victims at
LOCATIONS night to steal their breath, leaving them exhausted. Most
CHARLES TOWN: This is the wealthiest city south of victims find themselves unable to move or cry out when
Philadelphia and the fourth-largest port in the Colonies. attacked, but those who do suffer a worse fate. The boo
The current town, located at Oyster Point, was laid out hag steals their skin, and if they cannot get back into it
as a model town in 1680. It is a wealthy and ethnically by dawn, they are effectively flayed alive. According to
diverse city, and because of its moderate to warm climate, some accounts, the boo hag appears as a normal young
people of means often spend winters here and summers woman by day but at night slips off her skin. The boo
in Boston. hag is said to be unable to pass through doorways and
In addition to English Colonials, there are Protestant windows that are painted blue.
Scots, Irish and Germans and a few French Catholics
DEVIL’S TRAMPING GROUND: It is said that out
and Sephardic Jews. Free folk also comprise a significant
in the country where darkness gathers and all paths
portion of the population. Trade with Bermuda and
converge, there is a circle where the devil paces. It is here
the Caribbean is brisk and prosperous, and many
where he thinks and plans evil deeds. On the night of the
Charlestonians originally hail from those areas.
new moon, if a person visits the circle, they can ask Old COLONIAL OBSCURA
THE COWPENS: This is a very small community that Scratch himself for one favor, and he is obliged to grant it.
lies along the Green River Road. The only major feature But only in exchange for a part of one’s soul.
of the Cowpens is the road itself, allowing for travel over
SINGLETON MONSTER: Singleton’s Crossroads
the Thicketty Creek and Pacolet River. The road allows
(now in Bishopville) is a tavern on Charlotte and
travel into North Carolina, eventually joining a road
Georgetown’s coach road. The local swamps are said to
leading into the Tennessee Frontier.
be home to a bipedal lizard-like monster. It stands about
PORT ROYAL: Not to be confused with the fabled pirate seven feet tall and has three long, powerful claws on each
haunt in Jamaica, Port Royal is located on the Port Royal hand and foot. It ranges over a three-mile radius from
Sound on the southern end of South Carolina’s coastline. the swamp and has been known to attack coaches on the
It was the site of short-lived French and Spanish colonies road. It is unclear whether this thing is an aberration or a
before being settled by Scottish immigrants in the 1680s. member of a previously unknown species.

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BEFORE THE WAR

Virginia
As with many of the Colonies, Virginia was founded
for the sole purpose of making money. The land which
became the colony was explored by Sir Walter Raleigh
Fi rst S et tl em e n t : Jamestown, in 1584. Raleigh claimed it for England and named the
1607 land Virginia in honor of his patron, Queen Elizabeth
the First. Virginia was not really colonized until 1606
C api ta l : Williamsburg
when the Virginia London Company was founded by
COLONIAL OBSCURA

E c o nom y: Tobacco a collection of wealthy merchants and royalty for the


sole purpose of exploiting the rich bounty found in the
I n dig e no us N ati o n s : Powhatan,
land. The colony’s charter empowered the Company to
Shawnee
establish and fund a settlement in Virginia.
G ov e r nor in 177 6: John Murray,
Fourth Earl of Dunmore LIFE DURING WARTIME
Though separated by distance, culture and outlook from
Popu l ati o n : 500,000
New England, Virginians have a lot in common with
New Englanders: namely, a desire for independence
from Britain and the belief that a new government must
be established to represent the rights of all Colonials.

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Many of the rebellion’s most respected leaders are WILLIAMSBURG: Middle Plantation was established
from Virginia. More importantly, the financial backing in 1632 and became the temporary capital of Virginia
of Virginian merchants is funding the Continental while Jamestown was rebuilt following Bacon’s Rebellion
Army. Further, Virginia’s favored son, General George in 1676. The College of William and Mary was established
Washington, has become one of the greatest assets to here in 1694 and is the permanent college colony.
both the Army and the Colonies as a whole.
LOCAL FOLKLORE
SOCIETY & POLITICS APPALACHIAN BLACK PANTHER: The woods
The population of Virginia is mostly in favor of separation and mountains of western Virginia are home to bears,
from Britain in the wake of the Intolerable Acts. More cougars and other dangerous wildlife. One creature
moderate Virginians argue that as part of the British that has been widely reported but never tracked down
Empire rather than Britain proper, the Colonies are not is the Appalachian Black Panther. There are reports of
subject to the will of Parliament but still owe allegiance melanistic (black) jaguars in the Spanish colonies of
to the Crown. South and Central America, but jaguars have never been
Anglicanism is the dominant religion, but small known to range as far north as Virginia.
communities of German Lutherans and Scottish
THE MOTHMAN: This creature is said to haunt
Presbyterians fund their ministers. Since the 1760s,
western Virginia. It is reputedly winged, standing around
Baptist ministers have found growing congregations
seven feet tall, with gray skin and glowing red eyes.
among small farmers, merchants and free folk; this
Even in the ancient legends of local Indigenous folk,
faith’s egalitarianism appeals to these groups much more
the Mothman has never been known to attack anyone
than the hierarchy supported by the Anglicans.
directly, but poltergeist-like phenomena occur wherever
LOCATIONS it has been sighted. The Mothman sightings usually
coincide with a period of heightened supernatural
COLLEGE OF WILLIAM AND MARY: The
activity, culminating in an unexplained disaster. Whether
College was founded to educate both Colonials and
it causes the disaster or is simply a harbinger, no one
the Indigenous Nations children. It is an Anglican
knows.
institution, and faculty members are required to declare
their adherence to its doctrine. SNARLY YOW: When the first German settlers arrived
In addition to being a divinity school to train in the 1770s and settled the Potomac Valley, they soon
Anglican ministers, the College teaches moral were menaced by a beast they called the Snarly Yow. It
philosophy (logic, rhetoric and ethics) as well as natural reputedly resembles a dog with a mouth full of too many
philosophy (physics, metaphysics and mathematics). It is teeth and gums redder than blood. If that was not bad
financed by tobacco taxes and the export duties on furs enough, the Snarly Yow’s howl is said to paralyze a person
and animal skins. in place. Many have tried to kill the Snarly Yow, only to
turn and see the thing walking toward them, baring its
COLONIAL OBSCURA
THE PUBLIC HOSPITAL FOR PERSONS OF
teeth and howling for all to hear.
INSANE AND DISORDERED MINDS: The Public
Hospital for Persons of Insane and Disordered Minds
is a two-story building capable of housing twenty-four
patients. Among the means employed to return these
poor souls to sensibility are a variety of restraining
devices and drugs, a ducking stool to administer cold
plunge baths, bloodletting, cupping glasses and blistering
salves, all helped with heavy doses of physical and mental
intimidation.

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Article  13
HISTORIAN’S SECRETS
T he

HISTORIAN’S SECRETS
A m e r ica n R evo lu tio n i s a r em a r k ab ly c ompl icate d ca nva s u po n w hic h

yo u ca n pa i n t m a n y di f f e r e n t stor i e s i n m a n y di f f e r e n t ways . Th e m ate r i a l

pr e s e n te d h e r e for m s a ba s e l i n e th at yo u s ho ul d f e e l f r e e to ta i lor to yo u r

ow n stor i e s as yo u see f i t, usi n g w hic h ev e r approac h b e st su i t s yo u and

yo u r pl ay e rs .

In order to get the most out of FLAMES OF FREEDOM To ensure immersion and a fun game, you can use
—and to avoid some of the most common pitfalls that many techniques, a full list of which is too comprehensive
can plague historical role-playing games—the following to list here. However, we’d like to cover a bit of general
article offers advice and insights on running the game. advice on how to run a successful FLAMES OF
FREEDOM game.
BEING THE HISTORIAN
CHANGE RULES THAT DON’T WORK
As with many other tabletop role-playing games, there
As the Historian, you’ll frame the narrative, bring the
are many players, but there is one Historian to run the
world of 1776 to life and most importantly, help everyone
game. You have many responsibilities in this role:
have fun around the table. However, the rules sometimes
K You will be a fan of the characters. get in the way of the story moving forward. If you feel
a rule doesn’t fit within your vision or gets in the way
K You will play the role of both enemies and friends of of a satisfying narrative—change it with your players!
the characters.
Remember the Golden Rule? Put it on an index card,
K You will translate mechanics into the narrative. and stick it on the front of your Historian’s Screen as a
reminder to all players that they are as much responsible
K You will convey the supernatural themes and tone to for house ruling as you are.
the players.
K You will remain flexible when players chase down THE GOLDEN RULE
spurious leads. Remember the most important rule: keep the game
moving forward! Rulings are far more important
K You will craft the story and set the stage for adventure. than rules. If you forget a specific game rule, make
K You will interpret the difficulty and ease of Skill Tests. your call in the moment and look it up later. If
a rule gets in the way of having fun, your game
K You will be the final arbiter of the rules. group should work together to create a house rule,
You’ll describe your own vision of FLAMES OF personalizing it for your table.
FREEDOM in rich detail and let players immerse
themselves into the narrative. Your job is like that of We encourage you to think of new, creative ways
a writer. Not only do you have to frame the world the you can incorporate FLAMES OF FREEDOM’s rule
characters live in, but you must also describe what they set to fit your group’s standards. Don’t be afraid to
experience and determine the outcome of events based brush aside a rule and focus on the now; simply make
on their actions. In some ways, you are directing the a ruling, and address the rule later. However, you must
adventure, but the players are driving the actions while remember to be consistent in your decisions. If you make
you determine the consequences. an important change to the way a rule works, make note

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of it and address it with the players either at the end of NARRATIVE & STRUCTURED TIME
the session or at the beginning of the next one. For the most part, a game session is handled using
Remember: you are the Historian. Your players trust narrative time. Interactions within the campaign world
HISTORIAN’S SECRETS

you to make good narrative choices and fair decisions can transpire over hours, days or even months of in-game
when the rules are concerned. Do not get into needless time. In fact, the majority of time that passes during a
rule debates with players. Make your decisions and keep game session is in narrative time, moving in flux with
the action moving. Continue playing, and address their the choices players make. Fluidity is key; you need to
questions at the end of the session or the beginning of have in mind how long interactions take so that you may
the next. Give concessions when necessary, but always— better frame the adventure and the story as it progresses.
always—keep the game moving forward. The key to engaging players in the story is to make sure
everyone gets equal time in the spotlight.
FOCUS ON THE PLAYER CHARACTERS When the story leads the players towards a moment
FLAMES OF FREEDOM assumes that all actions where you need to take control of the narrative flow in
matter, even if they are unrecorded by history. The a stricter fashion, the game can be adjusted into a more
characters, even in adventures that involve regular formal structure using structured time. You can use this
interactions with famous personages, must remain the to carefully track the passage of time, allowing a cycle of
stars of the show. characters to get equal play and attention.

WHEN IN DOUBT, SAY YES


Don’t be afraid to say yes to a player when they suggest
an out of the box idea or solution to a challenge you’ve LIMITING THE ECONOMY of actions a
placed before them. When you approve of a player’s player can take is key to using structured time.
agency to try something that’s outside of the rules, it You can use it to carefully control the chaos of
encourages teamwork and cooperation, and reminds multiple players acting at once, slowly turning up
players that you’re not their adversary. the dial to enforce tension and a sense of urgency
Sure, having players run roughshod over a carefully as required.
plotted adventure you worked hours on can be a bit
distressing. But it’s simply impossible to account for every
idea the players come up with to overcome challenges.
Encourage their out-of-the-box thinking! Learn from PACING THE SESSION
the players how they prefer to solve problems . . . and use When using both narrative and structured time, you
those same approaches to your benefit. will need to learn how to transition between the two.
This doesn’t mean that you have to always acquiesce You’ll want to allow the players time to speak among
to player demands. The world the player characters themselves, role-playing out interactions with one
inhabit has to hold up to scrutiny, as all actions must another, but be mindful of when it’s time to move from
have consequences. A good guideline to follow here is narrative and structured time. Don’t be afraid to rein
this: if the idea is creative and fun and would add to things in to keep the story focused. Pacing is important
the story, but may be a bit outside of the characters’ both in writing and in storytelling. Find a way to keep
capabilities, impose a stiff Difficulty Rating or some sort each character engaged. This will prevent a situation
of mechanical cost. We encourage you to rely on a tried where some players are interacting, while others are left
and true mechanic that has worked in our playtests of, staring blankly at their character sheets.
“. . . if you fail, you suffer 3D10+3 Peril.” Alternatively, you Use the Initiative Tracker as a guideline to move
can impose some sort of Injury or condition in cases seamlessly between the four modes of gameplay. For
where players are attempting something incredibly risky instance, players may be parlaying with a cornered enemy,
during combat. but a hasty word and ill-timed insult sets their enemy to
draw their weapons. Switching from narrative time—

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when the scene was focused on a Social Interaction—and


then into structured time—when they begin engaging
in a Combat Encounter—is one of many instances

HISTORIAN’S SECRETS
where the Historian must handle the transition without
disrupting the core flow of the adventure.

DON’T SWEAT THE SMALL STUFF


It’s easy to become overwhelmed by the burden of
creating stories told during a historical time period
fraught with real-world details. In a fantasy RPG,
everyone accepts that the events, locations and people
are entirely fanciful. The setting may be based on history,
medieval legends and myths, but the game world is not
the historical Middle Ages. For that reason, players and
Historians alike feel freer to improvise details and are
less likely to worry about minor details, such as whether
a certain type of food was available at this time, or the
proper form of address for someone at each level of
social standing.
On the other hand, a game like FLAMES OF
FREEDOM takes place in real locales and often involves
real people and events. Thus, there is a temptation to
fret over even the smallest details to ensure that they are
completely accurate and true to the period. While this
is understandable, it is also pointless. Most people never
notice the details in FLAMES OF FREEDOM are not
always completely true to history. Does that mean that you
should introduce blatant anachronisms into your games?

FOCUS ON ESSENTIAL ELEMENTS


Fortunately, there are not simply two extremes: those of is no need to know exactly what types of ales are served
deferential—and likely boring—historical verisimilitude or how pheasant was prepared (or whether it was even
and blatant anachronism. The key is to home in on the on the menu).
essentials and focus what matters most in the game
that you are running. Everything else will fade into the LET PLAYERS FLEX THEIR KNOWLEDGE
background. One potential ‘problem’ that may arise is having a player
The needs of characters and the story at hand are more knowledgeable about some aspect of colonial
paramount. For example, if you are running a murder North America than you. That’s perfectly fine! Simply
mystery adventure, then it is important to have at least incorporate the player’s knowledge into your game. For
some understanding of the types of scientific deductive example, if the player is an expert in eighteenth-century
techniques that were available at the time. Likewise, if religious practice, use them as a source of knowledge
the conclusion of an adventure depends on the use of and incorporate it into the game. The next time your
explosives, it might not be a bad idea to know the types players encounter a fiery Congregationalist or a worldly
of incendiary devices that existed in 1776. However, Anglican bishop, the knowledgeable player can provide
if the characters enter Gadsby’s Tavern in Alexandria, everyone with valuable details that makes the encounter
Virginia, unless the adventure’s flow depends on it, there come alive.

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K Determination can replace Fate Points in


YOU SHOULD NEVER fear player knowledge. ZWEIHÄNDER; however, do not allow it to modify
If anything, it saves you time and helps draw the Damage Threshold.
HISTORIAN’S SECRETS

player into the game further, which is always a


laudable goal.
K Ancestries can be ported into FLAMES OF
FREEDOM; however, remove the Primary Attribute
Modifiers.
K Archetype Traits can easily replace Ancestral Traits, or
FLAMES OF FREEDOM is not intended to be vice versa.
a wholly accurate simulation of eighteenth-century
America, and attempting to make it so will probably ruin
K If using Social Interaction in ZWEIHÄNDER, simply
replace Allegiance with Social Class.
the fun for most players. Remember, as the Historian,
your decisions and interpretations are final. No amount K When it comes to purchasing wares & weapons or
of real-world knowledge should ever get in the way of a trappings, coins are 1:1 between both systems.
good story.
K Some weapon Qualities share the same name between
FIDDLY BITS BE DAMNED! both games, use FLAMES OF FREEDOM’s
Qualities when in doubt.
Most players will not care if you do not know how
many buttons were on the jacket of an officer of K Combat Rounds in FLAMES OF FREEDOM can be
the Continental Army in 1776, or if you invent the moved into ZWEIHÄNDER and vice versa.
name of a member of a Pennsylvania freeman who
did not actually exist in the real world.
K Rough &Tumble can be moved into ZWEIHÄNDER’s
combat system, and Perilous Stunts can be ported
Unless the adventure specifically calls for it—
into FLAMES OF FREEDOM with a few minor
or the players really are interested in it—very little
adjustments.
is gained by providing specific historical details.
Stick to the details that matter and you won’t go K In ZWEIHÄNDER,you Resist effects at the beginning
wrong. of every Turn. In FLAMES OF FREEDOM, you only
get one shot to Resist effects, which naturally go away
MERGING FLAMES OF FREEDOM at the end of combat.
& ZWEIHÄNDER K Injury tables can be mixed and matched as needed, but
As with all games Powered by ZWEIHÄNDER, both are be sure to account for Permanent Injuries.
meant to complement one another. Rules can be moved
almost seamlessly between games, which share the same
K Threats and creatures can be mixed and matched, but
know that FLAMES OF FREEDOM’s threats do not
foundational ruleset. Here are some considerations to
have armor (they instead have passive bonuses to their
think about when bringing the two together:
Damage Thresholds based on their Risk Factor).
K Basics of gameplay between both are exactly the same.
K Coins and Fortune/Misfortune can be used in either
game, but keep in mind that Coins flow more freely.
K Conflict is similar to Corruption, with only a few
minor differences in execution.
K Beliefs& Flaws are synonymous with Order and
Chaos Alignment.

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USING HISTORY
FLAMES OF FREEDOM is set in a fascinating and
tumultuous time. Rather than dwell on minutiae or

HISTORIAN’S SECRETS
become overwhelmed by esoteric details, you should
look on the time period as a touchstone for crafting your
own adventure ideas. History provides plenty of great
characters, events and locales, but only you and your
players can provide the imagination and energy that
makes role-playing such a fun diversion.
So, how does a Historian effectively use history in a
FLAMES OF FREEDOM game? There is no single right
answer to this question! You need to answer this based on
your own interests and those of your players. There are,
however, some general guidelines that should be of use.

ALTERNATE HISTORY
Alternate history gives the Historian freedom to
determine how things came to be and how history
will unfold in the future. At some point, the ‘normal’
flow of events diverges, and history in your game takes
an alternate route from the one it took in our world.
Alternate histories have several distinct advantages. The
characters can interact with major historical figures, any
one of whom can be elevated to become more prominent
than in our own history, eliminated or even killed. This
gives the Historian a huge amount of latitude for both
creativity and dramatic freedom.

WHAT IF?
What if Henry Knox did not return in time from
Fort Ticonderoga with the needed cannons that
were placed at Dorchester Heights? If the Rebels this is just a role-playing game, and even real history can
hadn’t aimed those canons at the British, they would make unexpected and even implausible turns.
not have retreated. This would have then allowed
the siege to continue on, eventually destroying the SECRET HISTORY
young Continental Army. Additionally, this might Important ‘historical’ events occur behind the scenes,
have led many within the young army to desert and away from common view and public knowledge. While
return home, thus extinguishing the revolution. everyone may experience the consequences, the true
reasons for those events remain hidden in a shroud
To make alternate history work, the Historian of mystery. Because the course of history has been
should probably have some grasp of history from this ‘predetermined,’ characters’ actions cannot change
book, or at least access to reference materials about the certain historical facts. Thus, George Washington will
period. To create a wholly new timeline, it is always wise die in 1799 and not before, which means that adventures
to know how and why events unfolded as they did in which depend on jeopardizing the safety of the future
the real one. However, your alternate history does not first president of the United States require a great deal
need to stand up to the scrutiny of professional scholars; more creativity to pull off.

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WHAT IF? That is not necessarily a bad thing. FLAMES


OF FREEDOM is a game rather than a historical
Returning to the alternate history of placing
reenactment. If the players enjoy hobnobbing with the
George Washington in jeopardy, we noted that it
HISTORIAN’S SECRETS

famous, why spoil their fun?


is hard to threaten a historical personage whose
ultimate fate is a matter of public record. What if NPCS ARE NOT THE FOCUS
the shadowy cabal in your story seeks not merely
There is nothing wrong with using historical figures
to eliminate Washington, but to replace him
in your game, but be sure that they don’t overshadow
with an alchemical duplicate, a homunculus that
the player characters themselves or belittle the players’
will do their bidding? In this scenario, the real
very real achievements in the campaign world.
George Washington can die at any time, but his
doppelgänger survives, acting as a minion of occult
Consequently, you must take care when introducing
forces for nefarious ends!
historical figures, especially when using the secret history
approach.Many famous people,such as Benjamin Franklin,
Outwardly, a secret history world is just like our
for example, make fine patrons for the characters. These
own. The same people live and die, the same events occur
patrons are individuals who could plausibly employ the
in the same timeline, and so on. What differs is the cause
characters to undertake unusual missions, asking them to
and effect behind all that happens; this is where history
perform great deeds under a vow of secrecy. The downside
crosses over with the goings-on of secret societies like
is that such powerful NPCs might make the players feel
the Freemasons and Knights Templar. Stories will be
like their characters are superfluous. The Historian should
smaller in scope, and framed around micro-events that
never allow this to happen.
occur during the larger campaign of the revolution.

HISTORICAL EVENTS ADDRESSING COLONIALISM


History is chock full of inspiration for adventure ideas. There are other harsh realities that the Historian must
The most obvious way to do this is for you to find a remember when playing FLAMES OF FREEDOM.
historical event, or place, that seems interesting and Colonial men were clearly the ones who benefited the
involves your players in some way. most from the advantages Colonial society had to offer.
You should try to directly involve players in some Those with wealth held much of the power, and through
historic events, such as the Siege of Boston with General exercise of this power, they were able to shape events
Washington. Take care to involve the players in these and situations to their favor. There were also the realities
events in such a way that makes sense within the overall of the enslavement of Black people. Furthermore, the
approach to the history you have chosen for your story. Indigenous Nations were enslaved, exploited, forcibly
In a secret history game, it would be hard to justify converted, given European diseases and murdered at the
the prevention of British forces from occupying the hands of outsiders. There is no denying these facts.
Charlestown Peninsula, as happened in the real world,
although in an alternate history that might not be an issue.
IT SHOULD GO without saying that just
HISTORICAL FIGURES
because FLAMES OF FREEDOM is set during
As noted above, the vicarious thrill of interacting with
this period and uses history for gaming purposes,
famous persons from history is incomparable. Crossing the
the harsh reality of that history is not forgotten.
Delaware with General Washington, or visiting Thomas
In the end, history should serve your needs and
Jefferson as he is penning the Declaration of Independence,
your players, not the other way around.
or participating in the debates of the Continental Congress
would be memorable events in any character’s life. Thus,
there is a temptation to have the characters rub shoulders
with as many famous people as you can throw at them.

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We’ve set out in the Preamble—and several other


articles in this game—how Historian and players alike
should treat these tough topics: players should act against

HISTORIAN’S SECRETS
these brutal, exploitative practices when encountered (if
you include them in your game at all). This game presents
an alternate history where the player characters’ generation
has broken free of these practices. Article 10: Life During
Wartime is a remarkable resource for Historians and players
alike to understand how they can incorporate America’s
history into a game that’s exciting, fun and inclusive.

USING HORROR
This genre works hand in hand with the historical bent of
the game. It should be something that you slowly build
until you reach the point that the ‘bad’ thing happens.
Horror takes many forms and has many definitions. As
with all horror, we recommend using the Entreat The
Darkness TTRPG safety tool .
What follows is a description of several types of As the Historian, there is a lot of potential within
horror to consider injecting into your FLAMES OF this short tale for you to work with. Who was the witch?
FREEDOM game. Is the coven still active? Is the ‘gift’ of a darker nature?
All of these prompts form the basis for an adventure!
FOLK HORROR
For folk horror, the goal is to create situations that create MYTHIC HORROR
a sense of disbelief. As the characters get to know their What started as a folktale has taken on a life of its
surroundings, the folktales they have been hearing take own, becoming something much darker, and growing
on a different meaning, as events begin taking place that to mythic proportions. This horror is more sinister,
cannot be explained. blossoming into something far worse than local legends.

FOR EXAMPLE, THE characters arrive in RETURNING TO THE example above, let’s
Apple Cove, a township on the banks of the say that Apple Cove is home to an actual witch’s
Connecticut River. This small village is located coven, one which has its grip over the whole village.
some thirty miles south of Hartford and has a tale Over time, the old tree grew to bear apples, and its
centered on a legendary tree the locals christened fruit is the most wicked. Each resident of the small
‘The Old Oak.’ This oak is said to be the resting village, through magics most vile, has had their
place of a witch. When she died, her coven buried heart replaced with the black fruit of the tree. This
her heart at the base of the tree. Now, the heart gives the coven not only control over the village
beats deep within the oak. It is said those who but also has made the village a place that does not
dare touch the tree on the night of the harvest feel right. How do the players deal with this type
moon are visited by the witch, who will bestow of horror? Will it resemble something akin to the
upon them a magical gift. Stepford Wives or Invasion of the Body Snatchers?

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PERSONAL HORROR SUPERNATURAL HORROR


This is an individual fear, one which affects one person. This type of horror is filled with things that go bump
It is something that plays up on a personal situation, but in the night. There is a chewing behind the walls that
HISTORIAN’S SECRETS

unlike a phobia, it is one that can be overcome. Personal characters cannot be rid of. A heart beats in the room,
horror hinges on the person being controlled by the fear, and searching for it, they find an old cameo of a woman
and it guides the person towards isolation and a fate who was killed in the house.
worse than death. Great examples of this are films like
The Descent or Bone Tomahawk.

THOSE WHO PARTOOK of the apples have


died. A fortnight later, their graves are found
WHAT IF AFTER spending the night in disturbed, seemingly dug up. The characters’
Apple Cove, one of the characters wakes up and investigations lead to a startling discovery: the
feels strange? By eating the apple pie the night bodies weren’t exhumed: they seemingly dug
before, their heart has grown rotten and is being themselves out. Now these corpses have returned
replaced by the terrible fruit of the tree. How does to Apple Cove to attend to their normal routines,
the character react to this? Will they view their haunting the town by reenacting the same things
friends in the same way as they are corrupted? they did in life: seeing their children off to school,
Will they have to hide this terrible fate from squabbling in the town hall, arguing for the
them? Is it possible to have their heart restored? rebellion in the public. True, they perform their
duties with a lot of shambling and moaning,
terrifying their relatives. How will the characters
handle this strange situation?
PSYCHOLOGICAL HORROR
This is perhaps the most direct one to use. Psychological
horror storytelling plays upon the fears a character has,
and then has them face those fears. However, Historians FINAL THOUGHTS
must take care when using this. In no way should you Dread is a growing sense of fear that develops as
use fears a player may have in the real world, unless the characters realize they are in danger, or that the
they agree to it beforehand. Great examples include The world is not as it seems. Horror is difficult to plan in
Shining or the works of Alfred Hitchcock. advance, because it’s most effective when it arises from
the consequences of the characters’ actions. Amplify
suspense by dropping occasional contextual hints their
characters pick up on. Feed those hints out slowly, so
AFTER LEAVING APPLE COVE, the character that players are never 100 percent sure what is true and
who ate the apple over time begins hearing a what isn’t. Allow their minds to wander, and if they
woman’s voice. She whispers that their friends ask to use a Skill Test to intuit what’s happening, this
are harboring an evil and are possessed by Satan is one of those rare occasions where it’s okay to tell a
himself! The voice begins driving the character player no.
into delusions that everyone around them is
possessed—or worse, plotting to kill the innocent.
How does the character react to these voices? Do
they act fast by killing those who are plotting vile
acts? Or do they treat the voices as a mystery to
be solved, perhaps through supernatural means?

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CONFLICT & PLAYSTYLES K 1 to 2 Conflict: While hunting in the Pine Barrens,


FLAMES OF FREEDOM is about internal and Felicity Cross stumbled across a dead deer. The wounds
external conflict and how it affects people. Playing with upon it are strange, and the claw marks are too large

HISTORIAN’S SECRETS
this central ebb and flow is a constant conversation to belong to any of the natural predators that live here.
between the payers and the Historian. While some Felicity’s hackles rise as she sees a weird rot undulating
actions cause a player character to gain Conflict (such as from the infection.
with Withstanding Horror), a Historian will determine
how much Conflict player characters gain for their
K 3 to 4 Conflict: Under Boston, ghouls are feasting on
dead bodies. A strange mask allows its bearer to listen
actions. Its use and frequency will set the style and tone
to the ghouls’ thoughts. Ar-Ke-Kee-Tah wonders
of the game.
why they even put the mask on. Now with each day,
There are three main playstyles in this game, and each
they hear the ghouls more and more. Each time Ar-
of them has a different driver of Conflict. Characters
Ke-Kee-Tah sees a dead body, they have to succeed a
involved in a Supernatural Horror story (such as hunting
Resolve Test or feel the hunger in the back of their
down the Leeds Devil) will draw Conflict from vastly
mind, gnawing forward.
different places than characters charged to unravel the
occult goings-on of the Freemasons using the Occult K 5 to 6 Conflict: Ichabod, already on edge from hearing
Mystery investigative playstyle. The same goes for strange sounds as he crosses the river, is confronted
characters involved in a High Action story about trying with a headless Hessian on horseback, with a large
to help the daughter of a wealthy Patriot escape from sword in hand. Ichabod immediately takes flight,
the besieged city of Boston. When players understand running for dear life. While Ichabod escapes today, the
what playstyle you’ll be using for the adventure, they specter of the Headless Horseman always hangs in the
can make choices that reflect their Belief and Flaw more back of his mind . . . and in every shadow.
accurately.
K 7 to 8 Conflict: The party chases a Rebel deserter into
SUPERNATURAL HORROR the cave, only to be confronted by piles of corpses,
ripped apart, with their chests opened and eyes gouged
Characters are facing threats that push their
out. Isabel Mackenzie is taken aback by the horror,
understanding of the world to the brink: the stuff of scary
bringing back traumatic memories of a Ghoul killing
stories made manifest. Player characters may have some
one of her friends inside Boston.
inkling of what they are going to face, but as they plunge
deeper into the adventure, those ideas will be challenged, K 9 to 10 Conflict: Geneviève Deverox stumbles back into
reframed and shattered. As the game progresses, the their village, having just avoided death at the hands
Historian must look at the characters’ core to see how of creatures that can change their skins. Their friends
they are affected, what pushes them over the edge and seem strange, and upon making a successful Scrutinize
what they fall back to for comfort and stability. Test, Geneviève realizes that the same creatures have
Horror is ever-present in this style of play, as magic taken them over.
and monsters start to reveal themselves. Unlike the slow
boil of Occult Mystery, characters will realize quickly OCCULT MYSTERY
that monsters have always been there lurking in the Alchemy, magical conspiracies and profane rituals:
shadows. Characters who are prepared for this will find these are all hallmarks of Occult Mystery. This is a real-
their entire worldview eventually shattered. Others world, human-centered approach to FLAMES OF
might find a wellspring of comfort in their Belief or lean FREEDOM, where monsters are exceedingly unique.
into their religion to give them strength. Secret societies such as the Freemasons, Inquisition
When it comes to giving out Conflict for and Knights Templar are at the heart of these stories,
Supernatural Horror stories, you can use these examples using their knowledge to control the revolution. How
as a guide: player characters interact with them and how those
societies manipulate them will be the drivers of Conflict.

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Stumbling upon the occult is common, and characters K 9 to 10 Conflict: A prominent leader within the Knights
never fully grasp the machinations of the societies Templar sent Abigail McHenry to retrieve his son, who
around them, as they are used and manipulated by the had run away.When she found him, the child told Abigail
HISTORIAN’S SECRETS

powers that be. Getting even the smallest look at the that his father only wanted him back so he could use
grand schemes of a secret society is stress inducing. his sacred blood for a sacrifice to the demon Baphomet.
Characters face even more Conflict as they witness The money was too good to pass up, and Abigail turned
their assumptions and beliefs about the world peeled him in. The screams as the child was dragged away to a
back layer by layer, like an onion rotting from the inside. gruesome fate still echo in Abigail’s mind.
When telling these types of stories, player characters
will be pawns for larger organizations and might have HIGH ACTION
some of their agency stripped from them, often through This style of game downplays the occult and supernatural
psychological manipulation. Make sure that this is elements, replacing them with more human-based issues.
something your group is comfortable with before diving The main driver of Conflict will be based on the horrors
into it. While manipulation fuels Conflict, it can also be that humans inflict upon each other. War and political
harmful to those around the table. intrigue are highlights of this playstyle. The violence and
When it comes to giving out Conflict for Occult trauma of war leave their scars and marks upon people,
Mystery stories, you can use these examples as a guide: both visible and hidden.
How much death and pain have characters inflicted
K 1 to 2 Conflict: Father Jacob Allan has been
upon other people in the name of their ideals? What
investigating the Freemasons, and while talking to a
did it cost them? This conflict forms the focus of High
kindly old shopkeeper, he notices Masonic symbolism
Action storytelling. In these types of games, it is vital to
subtly placed around the shop. This shopkeeper is
know how a player character’s Beliefs and Flaws directly
not what he seems . . . and Father Jacob knows the
affect their opinions and views of the political world
Freemasons are after him.
of 1776. The revolution cannot be ignored, and as the
K 3 to 4 Conflict: Rosenstein wasn’t of the Knights Historian, you must know what the characters stand for
Templar. Félix Pacheco just handed over the book of so you can understand what they will fall for.
names to him, and only now does Félix see the signs.
Rosenstein was part of the Inquisition! Now, because
K 1 to 2 Conflict: Ferrow Mason presses the bandage
tighter as the wounded soldier looks up at them. With
they didn’t see the deception in time, good people will
fear in his eyes, the soldier gives Ferrow a knowing look
die.
that it is over. Holding Ferrow’s hand, the wounded
K 5 to 6 Conflict: Witashnah has been asking about person pushes away the bandage, letting the blood
for a week, but nobody has heard of the town of pool as their lifeblood ebbs away.
Castlerock, nor do they know anything about the
covered bridge that leads to it. By the light of a harvest
K 3 to 4 Conflict: As the fight is ending, Steffi Schäfer sees
a fleeing Loyalist soldier. Steffi knows if he escapes, the
moon, Witashnah finds a bridge, one that wasn’t there
entire operation will be exposed. Raising her pistol, she
yesterday. Crossing it, she feels a pit of dread start to
fires! With a blossom of crimson, the Loyalist falls to
form in her gut.
the ground, shot dead in the back.
K 7 to 8 Conflict: Ellington Daniels’ contact in town, Beth K 5 to 6 Conflict: Wynn Hamilton smacked the flank
Goodkind, has been accused of witchcraft. Ellington
of her horse again as the crack of musket fire echoes
presented evidence at Beth’s trial and spoke out for her,
in the darkness. Looking back, Wynn sees her friend
but the village turned against her, and today she is to
Samantha fall from her horse to the ground. She is still
be hanged. Beth tells Ellington to disavow her, to save
alive but gravely wounded. There is no time; Wynn’s
themselves. It’s a horrible notion, but Ellington knows
secret correspondence is too important and must make
she is right.
it to the Rebel general. Wynn keeps riding . . .

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K 7 to 8 Conflict: Fenimore Sage is a friend and confidante Faith can also insulate a person from the harsh
of General Washington’s, well-trusted before the Siege realities of the horrible things they are doing in the
of Boston. Ruby kept the Rebel intelligence in a secret name of their religious convictions. Strong, decisive acts

HISTORIAN’S SECRETS
compartment of her boudoir, and now, here it is in the that could be viewed as immoral or wrong are sometimes
hands of a Loyalist officer. There is no choice; the leak seen by the extremely faithful as necessary and might
must be plugged. The apothecary assured Ruby that mitigate some of the expected Conflict. On the other
the poison would be quick. That doesn’t make Ruby side, though, people of strong faith have breaking points
feel better, as Fenimore is her lover. different from those not taught in religiosity.
It should go without saying, but at no point should a
K 9 to 10 Conflict: The Pamphleteer needs to go. His
player character use religious fervor to justify committing
readership and influence reach too far and wide for a
genuinely heinous acts, such as genocide or slavery.
mouthpiece of the Crown. His house and press are in
the same building, and the man has a family, but it all
must burn. Victoria throws a torch inside, waiting only CHARACTER BELIEFS & FLAWS
to see the house start to burn before leaving.
Most choices that a character faces during a session of
FLAMES OF FREEDOM will be driven by their Belief
FAITH & CONFLICT and their Flaw. A character’s Belief is the core of their
being and informs how they approach all situations. As
A character’s faith may be a driving factor in their
they come across the horrors of the supernatural world—
approach to the world and will likely push them to gain
or just the mundane horrors of humanity—their Belief
Conflict. Usually, we see Conflict arise from zealotry,
will come into question. This questioning is what allows
causing characters to become inflexible and unable to
their Flaw to shine through.
change or adapt. This might be true for some, but we
How players make use of these traits will directly
should also look at faith as a stabilizing force in the inner
determine how much Conflict they gain through their
life of a religious character.
actions. In most cases, you do not want to overburden a
character with too much Conflict because that will make
them feel as if none of their choices can have a positive
outcome. This is a grim & perilous world on a collision
FOR EXAMPLE, A character of science raised in
course with numerous plots and schemes, but not
the study of the natural world and enlightenment
everything is doom and gloom. When a player acts fully
might have a much harder time wrapping their
within the range of their Belief, they should be narratively
mind around seeing the devil’s literal agents made
rewarded, or at least not beat down by the world.
flesh, whereas a person of strong faith, while
Don’t be afraid to pause the narrative and encourage
scared, would find inner resolve in this moment.
the players to think about how their Belief and Flaw
As such, you as the Historian might give a
would impact their actions within the moment. The
character of faith less Conflict in that moment
litany of hard choices that they will have to make during
than the character of science and reason.
any given session will take care of that. Remember, as
the Historian, your position isn’t antagonistic; your job
is to facilitate story and character growth. Conflict is one
of the many tools at your disposal. It is a powerful one
that should be used with care.

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SECRET SOCIETIES

S e c r et just one of the many tools the


s o ci eti e s a r e FREEMASONS
HISTORIAN’S SECRETS

Historian can use to craft adventures and provide new


Allegiances for players to profess themselves for and
against. Societies and their members work in the shadows
to pursue mysterious goals. The hidden machinations
and goals of secret societies add an extra layer of intrigue
to the conflict between colonial Loyalists and Rebels
and provide opportunities for characters to test their
mettle against sinister forces.

SECRET SOCIETIES TEND to be indifferent


or outright antagonistic to player characters.
While players can attempt to infiltrate or work
against these societies, the Historian should make T he F r e em a s o n s (or more simply, the Brotherhood)
it clear that there will be consequences for doing began as a simple artisans’ guild in antiquity. The
so. The characters will only delay the society’s organization has since transcended its humble roots and
agenda at best. is largely responsible for the events currently plaguing
the Colonies. The Masons’ current incarnation was
formed at the tail end of the Wars of the Roses to aid
in consolidating King Henry the Seventh of England’s
This article presents Historians with the tools and political strength and keeping an eye on his potential
information they need to utilize secret societies in game, rivals. Since the beginning, the Masons took an interest
give their players compelling role-play opportunities and in the supernatural and the political, and this all
create motivations within a society. Additionally, players began with the appointment of Thomas Wolsey as the
and Historians wishing to develop their own secret Freemasons’ Grand Master in 1514.
societies can find guidelines for doing so at the end of Under Cardinal Wolsey’s guidance, the Freemasons
the article. became England’s secret protectors. They responded to
magical threats, assembling to defeat demons, devils and
SECRET SOCIETY NPCS mages working the Black Arts. As Queen Elizabeth was
The Freemasons, Inquisition, Knights Templars crowned, the Freemasons worked tirelessly to ensure she
and Rosicrucians all have higher ranks within not only kept the throne, but also that all challenges to
their organizations. Attaining these ranks comes it were squashed. When Queen Elizabeth’s Secretary of
with increased responsibility and greater intrigues. State and Spymaster Sir Francis Walsingham was raised
This level of commitment leaves little time for to the Freemason’s Grand Master in 1574, he quickly
adventure. If players are keen on advancing in their expanded its influence through his vast spy network.
ranks, you must decide for yourself how this works.
CURRENT ACTIVITIES
In recent years, a schism between the British Freemasons
and their Colonial counterparts threatens control over
the organization. In the beginning, all Masonic Lodges
reported to the Grand Lodge in England, whose Grand
Master controls the organization worldwide. Within

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the Colonies, Freemason Lodges began to be founded ENCOUNTERING THE FREEMASONS


independently of the British structure. Though these The Freemasons in the Colonies are dedicated
lodges followed the same philosophies of the British fighters seeking the betterment of humankind,

HISTORIAN’S SECRETS
Lodges, they were outside of the traditional power sometimes through forbidden ritual and other
structure, and therefore out of Southwell’s control. times through fighting for freedom in the field of
battle. They seek aid in liberating people from the
authoritarian monarchy and in protecting their
communities. Though secretive, the Freemasons
AS SOON AS they discovered these independent are pragmatists and do whatever they must to
Lodges, the Grand Lodge moved quickly to get ensure safety and liberty. Through sacred rites and
their own people into place. The Grand Lodge traditional bonds, the Freemasons seek to sway
appointed Henry Price as Grand Master of the tide of history through political alliances and
North America and charged him with bringing personal connections.
the rebel Lodges under England’s control, or
failing that, shutting them down entirely. Henry
Price quickly established Lodges in Maryland, MEMBERSHIP
Massachusetts, New Jersey, North Carolina, When Sir Walshingham became Grand Master, he
Pennsylvania, Rhode Island, South Carolina and needed a better way to control the Freemasons. This
Virginia. These Lodges helped keep tabs on the spurred him to create two divisions within the order:
Colonies and their growing elite class. In addition Ancients and Moderns. Though no one else knew of these
to their regular duties, these Lodges tried, divisions, Walsingham did, and he used them to separate
unsuccessfully, to close down the rival Lodges. the Freemasons. The Ancients, unaware of the Moderns’
With the expanding influence of these Lodges, magical power, are blissfully unaware of the members
as well as new Great Lodges in France and Spain, who are skilled in magic.
Southwell is anxious to preserve his monopoly on
ANCIENTS: This group feels that the supernatural
occultic power.
is nothing more than legends run amok and view the
Freemasons as nothing more than a social club where
members educate themselves. This group allows anyone
from all walks of life the chance to learn and better
MAJOR HAROLD WINCHESTER: Characters
themselves. The Ancients strongly believe that the group’s
will likely encounter Freemason agent Major Harold
sole purpose is the betterment of self and society.
Winchester, either during their playthrough of Boston
Besieged or in later adventures. Winchester is a Mason MODERNS: They view the supernatural and occult as a
and a Loyalist agent of the British Empire tasked tool that should be used to safeguard the British Empire.
with both breaking the Siege of Boston and bringing This group has its roots in King Henry the Eighth, and
the Lodge in Boston back under England’s control. they have gotten more robust as time progresses. Only
However, his occultic practices have taken a horrible applicants who are of the Mage Archetype are accepted
toll on him, even as they have increased his influence, into the Modern Brotherhood.
and he is a formidable enemy for any character to face.
Additionally, Elizabeth Gould, the Rebel mage from
Boston Besieged, is wanted by the Freemasons, who wish
to use her powers to change the course of the siege.

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OFFERINGS
ANCIENT AND MODERN FREEMASONS While they are often charming and fixtures of their
have never gotten along, and both feel that the communities, Freemasons are wary of outsiders and
HISTORIAN’S SECRETS

other is ruining the order. As the organization deeply bonded to each other. They are not above giving
grows beyond Europe, leadership gives little help to non-Masons, but they are more likely to aid the
thought to limiting the number of Lodges, let characters if someone from their Lodge is at risk, needs
alone trying to integrate the two groups into one. help or vouches for the characters. Characters who appeal
Instead, what happened is Ancient Freemasons to a Freemason’s inner sense of being a good person, or
would found one Lodge, and Modern Freemasons their goal of bettering humanity, are more likely to secure
would launch another. This fuels tensions and a Mason as an ally and access the following offerings:
makes things even more challenging. The current
conflict is inflaming these tensions further.The fact
K Aid in twisting politics to characters’ advantage
is that Loyalist and Rebel members make up the K Assistance from a few fighters to defeat a local threat
different divisions, not just in opposing Lodges,
but also within the very same Lodge. What this
K Discover a local’s hidden truth
means for the coming conflict is anyone’s guess. K Introduction to useful contact
Many Masons recognize they might need to put
their differences aside to better the cause. After
K Reveal the source of a rumor
all, the enemy of my enemy is my friend. DEALS
Although no Freemason will reveal their secrets or
rituals to an outsider, they will sometimes ask others
to support their cause. Working with the Freemasons
While there are many different degrees of
requires patience, trust and a willingness to participate
membership, every Freemason Lodge has the same
without having all the answers. The Masons are likely
leadership structure: Entered Apprentice, Fellowcraft
never to explain the choices they make to the characters
and Master Mason.
or why specific duties must be performed, but as long as
K Entered Apprentice is where all begin their journey into the characters’ cause does not conflict with the Masons’,
the Brotherhood. Members are charged with carrying the Masons may be true allies. Some examples of deals
out the works of the Lodge and attending to the the Freemasons might offer characters are as follows:
needs of those in higher positions of power. Entered
Apprentices do the society’s dirty work and answer to
K Aid the Freemasons in defeating a local threat
a Fellowcraft. K Help the Freemasons retrieve an item
K The Fellowcraft are members who sponsor new K Gather information on a political rival’s plans or
Apprentices’ admittance to the Brotherhood and act as allegiances
teachers in many ways. They teach the Brotherhood’s
history and the necessary skills needed to prosecute
K Protect a local person or family important to the
Freemasons
the secret war underway.
K The final degree of the Freemasons is that of a Master K Save a local community member or institution
Mason. Master Masons are the leaders of the Lodge. It
is their sworn duty to ensure they carry out the orders
of the Brotherhood at large.

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THE INQUISITION
THE INQUISITION’S GOALS have since
shifted, and now they focus on preventing the

HISTORIAN’S SECRETS
Protestant British from taking over Canada,
as well as hunting down surviving Templars
and recovering their treasures. Subsidiary goals
include sabotaging efforts by lesser Catholic
societies—such as Saint Sacrament and the
Knights of Malta—or sponsoring their efforts to
recruit their most able members while fabricating
evidence of heresy against the rest.

F o u n de d
CURRENT ACTIVITIES
in 1228 by Pope Honorius the Third, the
The Inquisition has been active in the New World ever
Inquisition serves as the Roman Catholic Church’s
since the first Europeans arrived. They have cells in
secret police force. Since its inception, the Inquisition
British, French, Portuguese and Spanish colonies that
has worked tirelessly to find and destroy the devil’s
protect the local populace from evil agents and root out
agents, hunt heretics and protect the Pope’s interests. The
potential heresy. The New World is a dangerous place,
Inquisition considers itself above all earthly authority,
teeming with supernatural and otherworldly threats.
both secular and religious: to question them or their
However, the Inquisition is now spending more time
methods is to question God.
fighting those threats than protecting the interests of
Headquartered in the Vatican, the Inquisition uses
Spain and the Papacy.
the Church’s vast network of churches and monasteries
Between these battles, the Inquisition continues
to stand a vigilant watch. The Inquisition is especially
to war against the remaining colonial Templars—their
active in Spain and its colonies—particularly Maryland.
ancient hatred is strong, and both would love nothing
Despite numerous claims to the contrary, the Spanish
more than to destroy the other. Many factions within
branch of the Inquisition has repeatedly proved to be
the Inquisition also support the Rebels, as they believe a
more devoted to advancing Spanish interests than the
strike to England’s strength would allow the Inquisition
Church as a whole.
to expand even further across the globe. The fact that it
Nowhere is this more apparent than in the
also will give the Catholic Church a stronger foothold in
Inquisition’s attempts to reinstate a Catholic monarch in
the Colonies is a happy coincidence.
England, which turned toward Protestantism ever since
The Inquisition is experiencing internal strife as
King Henry the Eighth declared himself head of the
well, as many feel the Spanish branch has been perverted
Church of England in 1534, encouraged by none other
and no longer has the Church’s best interests in mind.
than Sir Richard Southwell. Even though England has
Some whisper that the Spanish Inquisition has become
become more tolerant of Catholics since King James
corrupt and that their actions are rotten. The French-
the First ascended to the throne in 1603, several groups
based Inquisition is beginning to uncover some damning
work to ensure the Inquisition does not secure a firm
evidence of this corruption, which has created a growing
foothold on the island.
rift within the society.

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ENCOUNTERING allocate resources when the need arises. Though the


THE INQUISITION Fiscal might seem a simple bookkeeper or clerk at first
glance, they are, in fact, the most skilled and experienced
The Inquisition is fierce and proactive when it comes
HISTORIAN’S SECRETS

Witch Hunters. Numerous cells are spread throughout


to securing their hold on the world. Believing the
the Colonies, and each reports to a higher organization
end justifies the means, they manipulate and utilize
structure. How this structure is designed, or even how it
people as resources, blackmailing and threatening
functions, are questions left unanswered.
to gain power. With eyes and ears everywhere,
they will force anyone who comes too close into OFFERINGS
a terrible bargain, or terrorize them before finally
The Inquisition is challenging to deal with at best.
causing them to disappear. Anyone can be a heretic
Engaging them means they now know who the
in the Inquisition’s eyes, regardless of what they
characters are and will begin to track and follow them.
truly believe. What if you are a heretic, or worse,
They will offer information for a price or exchange. Any
someone skilled in the mystical arts? Then flee,
knowledge they have on their targets is gained through
fast: the Inquisition has a single-minded devotion
sinister means, and these means will be directly or heavily
to ridding the world of all agents of Satan.
implied. This generally provokes a Withstand Horror
check on the part of player characters. The Inquisition
MEMBERSHIP might offer characters things like things like:
The Inquisition’s members were once strictly Catholic. K Insight into a common enemy
Though this is a hard-and-fast rule, the Inquisition
has realized that there aren’t as many Catholics in the
K Knowledge of demons or their agents
Colonies outside of Maryland (yet!). They revised the K Location or state of missing people
requirement so that anyone who felt the calling to serve
as a warrior against the forces of darkness could gain
K Rumors of where evil creatures of night nest
the chance to enter into the order. Though anyone can K Weapons for vanquishing evil entities
join, they must know of a current member and seek their
patronage to join. DEALS
While the Inquisition is reticent to allow non-members
WITCH HUNTER: All members begin their life as
to participate in their machinations, they will demand
Witch Hunters. Most members operate at this level, and
characters aid them, regardless of whether they’ve helped
it is here that they perform God’s holy work. Typically
the Inquisition or not in the past. These requests are rare,
working alone, a Witch Hunter’s primary duty is to ferret
and they generally imply that ignoring or disobeying the
out and terminate all forms of heresy. Though being a
Inquisition’s requests will result in a character’s suffering.
Witch Hunter is a solitary calling, that does not mean
The Inquisition might ask characters to perform the
Witch Hunters do not answer to others, or work in
following tasks in exchange for their offerings:
isolation. All Witch Hunters belong to a cell, and it is the
cell that offers aid, instruction and support. K Aid Inquisitors in ending an unnatural threat
FISCAL: Witch Hunters who have distinguished K Appear in court and bear witness at a particular location
themselves are promoted to Fiscal and control a cell. For this
to happen, the Witch Hunter must convert to Catholicism.
K Do not interfere in an Inquisitor’s plans
The reason is twofold: it shows the member’s devotion and K Help the Inquisition complete an ancient rite
helps grow the Catholic population in the Colonies, thus
contributing to the Papacy’s overarching goals.
K Spy upon another human
The number of Witch Hunters, as well as their
identities, is known by the Fiscal. The Fiscal’s job is to
ensure that the Inquisition’s work is carried out and

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KNIGHTS TEMPLAR After the end of the early Crusades and the fall
of Jerusalem in 1187, the Templars transferred their
headquarters to Paris for a time. King Philip the Fourth

HISTORIAN’S SECRETS
visited their headquarters in 1306 and was infuriated by
their great wealth. Philip had borrowed heavily from the
Templars to finance a war with England, and, like many
medieval kings, he was perpetually short of money.
In that same year, Pope Clement the Fifth discussed
with Templar Grand Master Jacques de Molay charges
leveled against the Order by an ousted Templar. They
concluded that the accusations were false, but Clement
still wrote to King Philip requesting his investigation.
Using the charges as a pretext, Philip began to pressure
Clement to take action against the Templars out of spite.

B etw e e n 1096 a n d 1099, the First Crusade


made its way from Europe to Jerusalem, ostensibly to
reclaim Jerusalem from Muslim control and establish IN A WELL-COORDINATED operation
a Christian kingdom there. What followed was nearly across France in 1307, de Molay and many other
two centuries of violence motivated by greed and Templars were arrested on charges including
religious intolerance, as self-proclaimed ‘holy warriors’ financial corruption, fraud, heresy, homosexuality,
lined their pockets with the spoils of war, all the while idolatry and obscene practices. Under torture,
professing to follow the will of God. some Templars confessed to many of these
Around 1119, two French knights, Hugues de crimes, along with worship of a supposed idol
Payens and Godfrey de Saint-Omer, approached King representing Baphomet—an ancient devil.
Baldwin the Second of Jerusalem with a proposal. With
his permission, they would establish an order of knights
along monastic lines—holy warriors sworn to protect
pilgrims as they traveled through the wilds of Outremer Once freed from torture, many Templars recanted
to Jerusalem. They named their order the Poor Knights their confessions, but this was not enough to prevent
of Christ and the Temple of Solomon. Today, they are Philip from burning dozens of them at the stake for
called the Knights Templar (or more simply, the Order). heresy—including de Molay. Clement issued a series
In 1139, Pope Innocent the Second issued a Papal of Papal Bulls in 1312 which officially dissolved the
Bull titled Omne Datum Optimum (‘Every Perfect Gift’), Order. The Templars’ wealth was formally given to the
which exempted members of the Order from the laws of Hospitallers, although most of it found its way into
the kingdoms in which they operated. They could pass France and England’s royal treasuries.
freely across borders and claim exemption from taxes, Despite their near total destruction in France, the
and they answered only to the Pope. By design, no king Templars survived. In many countries in Europe, such as
could command the Templars. England and Spain, the knights simply dissolved before
Although individual Templars took a vow of poverty, they could be charged with any crimes. These disbanded
the Order grew rich and powerful from donations of land knights simply joined other orders, such as the Knights
and money from European benefactors. They established Malta or the Teutonic Knights—or even fled west to the
a banking system for pilgrims, maintained a massive naval Colonies.
fleet and even owned Cyprus for a time. Their authority
was unchallenged by local government, allowing them to
maintain their baileys with little oversight.

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CURRENT ACTIVITIES
The Templars first came to the New World roughly
between 1636 and 1669, establishing a small, revived
HISTORIAN’S SECRETS

order in the fledgling towns that would become Rhode


Island, ensuring the small colony would thrive despite
outside opposition. When France began to establish its
colonies in Acadia and Louisiana, the Order ensured the
settlers were protected despite their past conflicts.
There are currently six Templar preceptories in
Baltimore, Charlestown, Jamestown, New York City,
Philadelphia, Providence and Savannah. Templar agents
are highly active in Boston and Quebec. Each preceptory
is under the command of a Master, who reports to the
Grand Master in Scotland.
Many preceptories are based at taverns, where people
of all kinds can meet without raising suspicion. The
Templar affiliation of a pub is often hidden in its name:
The Temple of Rest is a common name for Templar
meeting places, and others have hidden references to the
Crusades or the Templars’ alleged crimes: The Saracen’s
Head, The Trip to Jerusalem, and so on.
GRACE DE BEERS: Characters in FLAMES OF
FREEDOM are likely to encounter the Knights Templar
by meeting Grace De Beers during their playthrough of
Boston Besieged or in later adventures.

ENCOUNTERING THE MEMBERSHIP


KNIGHTS TEMPLAR The Order is headed by the Grand Master, who resides
Masters of forbidden knowledge and hunters of in Scotland. The highest authorities in North America
the magical, the Knights Templar are involved in are Masters of the six Templar preceptories. Templar
many power schemes. Despite what the legends agents in the field account for no more than ten percent
say, the Knights Templar are not a cabal of devil of the Order’s total membership. Many Templars live
worshippers or mystical mages hell-bent on world quiet lives in quaint colonial towns and cities, working as
domination. The Templars see themselves as the bankers, librarians, merchants or teachers, awaiting the
only ones protecting the world from the evils of call to action from the Master of their preceptory.
the arcane.
SQUIRE: This is the first rank of membership within the
Mercurial in the extreme, the Templars are
Order, and it is a position only attainable by a child whose
manipulators and schemers for their numerous
parent is a Knight.
plans within plans. However, they still live by their
beliefs of defending the weak, healing the sick and KNIGHT: As a Squire proves themselves, and when a
helping the poor. Characters who work along with sponsoring Knight they serve deems them ready, the
the Templars should be wary because they might Squire is raised to the level of a Knight.
find themselves caught up in events beyond their
SERGEANT: At the discretion of a Master, an applicant
control.
with an extensive military background or other operations
experience in the field may be admitted as a Sergeant.

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INITIATE: This rank is only awarded in recognition ROSICRUCIANS


of long and faithful service to those who carry out the
Templars’ work as a whole. Though neither the Initiate

HISTORIAN’S SECRETS
nor Sergeant can advance higher in the Templars, they are
seen as full members and enjoy the same benefits, as well
as duties, as Squires and Knights.

OFFERINGS
Controlling, demanding and secretive, the Knights
Templar will move the characters about as pawns for their
purposes, often saying it is for the characters’ protection
or the greater good. These machinations are designed to
keep everyone controlled while allowing the Templars to
complete their missions or lay claim to an artifact they F ounded in the fourteenth century, the Rosicrucians
desperately want. If they become interested in a character, are alchemists searching for the truth. They trace their
they wish to use them to further the Templar agenda. The origins to Christian Rosenkreuz, an alchemist born in 1378
Templars might offer characters the following: in the family castle on the Border of Hesse in the Thuringian
Forest. He studied at the University of Hamburg, where he
K Demonstrate methods for containing magic or power read numerous works dating back to classical Greece, and
K Explain the purpose or history of a mysterious item subsequently became interested in alchemy.
Coming from a wealthy family, Rosenkreuz used
K Report on forces attempting to unleash or use magic his wealth to bankroll a pilgrimage to the Holy Land to
K Reveal the location of a magical item study under Arabic sages and alchemists. For the next
fifty years, Rosenkreuz lived and studied with some of the
K Unlock a magical seal most learned alchemists across Arabia and North Africa.
DEALS Returning to his family castle in 1428 with newfound
alchemical knowledge, he built his forge and took up the
Any deal the Knights Templar strikes is clever and
practice of alchemy to synthesize the Elixir of Life.
conniving. They will use deals to maneuver the characters
Because of his work on the Elixir and his vast knowledge
into compromised positions, have them find items for
of alchemy, Rosenkreuz attracted numerous students
the Templars or brave dangers the Templars do not wish
wishing to learn. After successfully creating and imbibing
to face, only to appear at the last possible moment to
the Elixir of Life after ten years of labor, Rosenkreuz
deceive and steal. They rely upon these deals to advance
helped guide the order into its current state until his death
their goals while getting non-Templars to pay the price.
in 1597. Supposedly immortal after drinking the Elixir,
Templars might ask characters to perform tasks like
there is much speculation as to whether he is truly dead.
these in exchange for rewards or information:
Though not all alchemists are members of the
K Aid Templars in capturing an unnatural creature Rosicrucians, many join because they agree with the
society’s principles. The Rosicrucians believe that the
K Offer sacrifice to an ancient power world is locked in darkness, and the only way to banish
K Procure a clue to an object or entity’s location that darkness is by shining the light of truth. Some think
this darkness is associated with the devil’s works or other
K Retrieve a magical artifact dark spirits, but that is not so. Instead, this darkness is
K Summon a demonic power one of deception, falsehood and ignorance that clouds
the hearts and minds of humanity. It is this darkness that
prevents the light of God from piercing a person’s veil of
ignorance and bringing ultimate salvation.

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The process of joining the Rosicrucians is a well-


BESIDES SEEKING THE truth about the kept secret, but those who practice alchemy’s art always
nature of the universe, the group’s guiding goal seem to attract their attention. This is typically due to
HISTORIAN’S SECRETS

is divining God’s mind. The only way to do so the alchemist creating new skills or writing about new
is through the work of Alchemy—colloquially discoveries. Alchemists whose works have successfully
known among members as The Art. By practicing thwarted agents of darkness, such as the Freemasons,
The Art, members believe they can learn how God have also been offered membership. Alchemists who
thinks and will ultimately be able to understand create two new original alchemical arts are usually visited
God’s master plan—if there is one. by a lower-ranking member of the order presenting an
invitation to attend the nearest lodge as a guest of the
Magi and to eventually obtain membership.

Five laws bind Rosicrucians to their beliefs, and ENCOUNTERING THE ROSICRUCIANS
all members must follow these laws. Any breakage of Quiet and reflective, the Rosicrucians are more
these laws results in immediate expulsion from the philosophic and contemplative than other societies.
Rosicrucians, no exceptions. Also, it’s rumored that to They contemplate, observe and seek to understand
protect the Rosicrucians’s secrets, traitorous members the world’s truths so they may better understand
are imprisoned or killed. Those inquiring about this are God’s plan. They are inquisitive by nature, although
looked at in stony silence. The laws of the Rosicrucians inclined to let others do the dirty work rather than
are immutable but straightforward. They are: engage the depths of darkness themselves. They
tend toward asking too many questions and often
K Attend the meeting of the Rosicrucians annually find themselves in trouble. It is this action that
K Choose a successor upon your death often requires them to look for aid outside of the
order. Those who offer to help should be prepared
K Dress in the costume of the country you live in to risk their lives for unknown reasons, as the
K Heal the sick graciously and without reward Rosicrucians keep their secrets close.
K Preserve the secret for one hundred years
The first four laws are self-explanatory, but the fifth CURRENT ACTIVITIES
is perhaps the most important of them all. The ‘secret’ is The current Grand Magi of the order is the immortal Doctor
God’s Master Plan, and when the Rosicrucians finally John Dee, who became a member after fleeing England for
discover it, they will decipher it and set a plan in motion mainland Europe following the death of Queen Elizabeth.
to prepare the world for its revelation. This requires He moved up the ranks quickly, thanks to his accumulated
significant time to prepare humanity, hence the need to knowledge and a vast library. Doctor John Dee eventually
conceal the secret for a century. Have they discovered brewed and drank the Elixir of Life, then took charge of
this secret yet? Only time will tell. the order in 1613 after Grand Magi Moses the Eighteenth
The Rosicrucians assemble in chapters and lodges died and named Dee as his successor.
where members conduct experiments, meet other The Rosicrucians have many enemies who wish to
members, share knowledge and sometimes live full-time. see their downfall. The Church views the Rosicrucians
Lodges are found in Amsterdam, Danzia, Hamburg, as devil worshippers and heretics, and they have often
London, Maddux, Nuremberg, New Orleans, Paris, sent the Inquisition after the order’s members. The
Philadelphia, Quebec, Venice and Vienna. These lodges Rosicrucians see the Freemasons as responsible for
share similar characteristics and are led by a Magi, who obscuring the truth of alchemy and magic; not to
in turn answer to the Grand Magi. The Grand Magi mention, some Rosicrucians have been captured by the
guides the order and carries out their great work from Masonic Lodge in an attempt to extract the secret of the
the order’s Grand Lodge in The Hague. Elixir of Life and the Philosopher’s Stone.

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The order is not particularly strong in the Colonies, secrets of the world. Finally, they dedicate their lives to
but Doctor John Dee has plans to make it stronger. He preparing the way for what is to come.
had a vision in 1473 that foretold a great evil in the
OFFERINGS

HISTORIAN’S SECRETS
New World posing a threat to all, and he feels having
members in the Colonies will inform him of this evil Curious and eager for truth, the Rosicrucians will quickly
and help fight it. work with outsiders if a more profound discovery awaits.
They will fulfill their end of any deal, knowing truth and
MEMBERSHIP integrity are key components to ridding the world of
A life dedicated to science and learning is not for the darkness. Their plots and schemes are rarely intended
vacuous, and anyone wishing to join the Rosicrucians to cause harm, although accidents may happen at times.
must prove their worth by demonstrating their alchemical They are protective of their knowledge and will dismiss
abilities. If they have no skill, then that path is not open any outside attempts to understand their secrets. The
for them. That does not mean they cannot interact with Rosicrucians may offer characters the following benefits
the group, but they cannot learn the order’s secrets. in exchange for their help:
INITIATE: Regardless of age, skill or social status, K Create an elixir or potion
everyone joining the Rosicrucians enters as an Initiate. It
is at this level that all must prove themselves skilled in
K Give a precious ingredient when needed
Alchemy. This is the key: one does not merely become a K Grant insight into an alchemical problem
Rosicrucian in the hopes of becoming an Alchemist, but
to delve deeper into the sacred art. Additionally, and more
K Offer to heal injured characters
importantly, since everyone enters as an Initiate, they must K Reveal a profound truth about the world
accept what is for some a hard truth: gender, prestige, race,
social rank and wealth do not matter. Everyone is equal DEALS
when it comes to the sacred work, and God’s divinity Since they rely upon outsiders to delve most deeply
cares not for the base divisions of humankind. into the darkness, Rosicrucians are often content
to be mysterious benefactors, working behind the
APPRENTICE: Under the tutelage of a Master, the
scenes to defeat the unnatural. They are happy to offer
Initiate becomes an Apprentice. The length of time they
compensation in exchange for information and secrets,
spend as an Apprentice depends on the skill they exhibit
but they will never reveal the full truth they glean from
and the craft of their art, as well as their Master’s judgment
the characters’ efforts. They often will send others to dark
of their readiness. Additionally, Apprentices also take on
places simply to see what will happen. The Rosicrucians
the duty of overseeing the Initiates learning under their
may ask characters for the following favors:
Master. Not all Apprentices are deemed worthy, and it is
not unknown for some members to remain Apprentices K Confront an enemy of the order
for the rest of their lives. Though they are still considered
Rosicrucians and enjoy most of the benefits, they never
K Help heal another with supplies or skill
learn the secrets that Masters hold dear. K Learn about a supernatural entity
MASTER: Those who become Masters obtain a rank K Procure an alchemical element or ingredient
only a select few enjoy. Masters represent the distillation
of all the knowledge and labor that came before. The
K Speak to the victims of a supernatural attack
time spent learning as Initiates is distilled during the
time spent as Apprentices. As Apprentices, their skills
are smelted in a forge and reshaped to form full-fledged
alchemists, ready to claim the title of Master and begin
the great work. Furthermore, Masters learn the true
identity of the Grand Magi and discover the deeper

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ROYAL SOCIETY The Royal Society was formally founded in 1660, but
its real origins date back farther. The original group was
called the Invisible College and was founded in 1525 by
HISTORIAN’S SECRETS

a group of alchemists and mages who gathered semi-


regularly to share discoveries and ideas. The Invisible
College existed for years, but interest among the bulk of
the membership began to wane by 1623.
Member numbers changed when Sir Robert Moray,
an aristocrat and scientist, petitioned King Charles the
Second to grant the Royal Society a royal charter. This
charter officially created the Royal Society of London and
designated it as an instrument of the Crown. Moray had
ulterior motives, however—he was also a member of the
Freemasons and one of Southwell’s agents. He reported to
his master about the group and how they could leverage
its potential for England’s advancement. Seeing a means
T he Roya l S o ci ety is devoted to discovery, to better England’s position in the world, Southwell
learning and science, and strives to remain politically instructed Moray to secure the group’s permanency.
and morally neutral. The Royal Society (sometimes To be considered for membership, the Royal Society
simply called ‘the Society’) has members worldwide, requires prospective candidates to have made a significant
though London serves as the center of leadership and contribution to scholastics or scientific innovation.
intersocietal communications. Informal chapters of the Candidates must constantly pursue advancements in the
Royal Society are located in other cities, designed as a fields of natural philosophy and universal inquiry. When
place for members to gather and exchange ideas outside candidates are finally invited to present their learnings
of headquarters in London. to the Royal Society, they become fully accepted into the
The Royal Society, other than seeing the current organization.
tensions as detrimental to their learning, has taken no The Royal Society has always had trappings of the
side in the disputes in the Colonies. Though members occult, but this facet needed to be obscured from both
are allowed to maintain their own opinions, the Royal the public and the king. In 1665, the Great Purge took
Society is explicitly apolitical. They do not require place, which publicly rid the Royal Society of its occult
exclusive membership, so many Freemasons and trappings and expelled any member who worked with
Rosicrucians are also card-carrying Society members. alchemy or dabbled in the magical arts. However, this
Unfortunately for Sir Richard Southwell, this has was all a ploy, and though the Royal Society focuses on
resulted in very little value toward his schemes. more mundane discoveries, at least in public, a secret
occult element remains behind closed doors.

CURRENT ACTIVITIES
THE ROYAL SOCIETY is not politically Though the Society is apolitical on paper, in practice, it is
motivated, but most of its experiments and becoming even harder for the Society not to be dragged
discoveries benefit England directly. Despite this, into politics. Loyalists and Rebels alike have slowly become
members are globally respected for their work. involved in providing aid, both supernatural and natural. A
Many view the Royal Society as the organization schism has also formed within the Royal Society, turning
best positioned to usher in a new Age of Reason the once noble institution into a cesspool of politics and
to the world. backstabbing. The sects are not public knowledge, or even
widely understood by their own members, but those who
do know of their existence curse them daily.

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THE PROTECTORS: This group does not practice


the skills of the occult or supernatural but views them CURRENTLY, THERE IS a simmering
as a threat to science and reason. They work actively to tension between the Newtonians and the

HISTORIAN’S SECRETS
snuff out the activities of all mages, be they heretics or Rosicrucians. While it was a simple rivalry at
not. The Protectors have also recently clashed with the first, the Rosicrucians’ growing presence in the
Rosicrucians, and the fighting, though hidden from public Colonies has the Newtonians worried. The
view, has been bloody. The members living in the Colonies Rosicrucians side primarily with the Rebels, and
are slowly finding themselves dragged into a war they did with many Loyalists making up the membership
not choose, or even know was taking place. of the Royal Society and the Newtonians, the
There is something not right which gnaws at the very Newtonians fear that the trouble brewing will
fabric of the world. At first, many thought it was simple have a long-lasting impact on the Colonies.
ignorance and the petty conflict between colony and The following sequence of numbers,
crown. Now, there is a growing fear that the enemy is 11011110011, has been found hidden in the
something far greater than Rebel or Loyalist, something margins in select colonial newspapers. The
sinister and unknown. Discovering who the enemy is Rosicrucians believe it to be a secret code alluding
will come via experimentation, rigorous thought and to some larger event to come, but the author of
the weapon known as knowledge. However much they the message and the meaning of its contents is
arm themselves with intellect and reason, though, the unknown.
Protectors are not prepared for what they find.

THE INVISIBLE COLLEGE: There has been a long-


THE PROTECTORS ARE openly hostile standing animosity between the Invisible College and the
with both the Invisible College and Newtonians, Freemasons. The origins of this rivalry go back to the very
which is due to the simple fact that both are a foundations of the Royal Society. After all, the Invisible
threat to everything. Reason and learning are the College is the greatest collection of mages globally, and
keys to enlightenment, and this is not possible though they are powerful, they prefer to stay in the
with the other two sects. Now, there is another shadows and study. Many within the Masons fear this
threat, one they did not see until recently. The organization, even more so during the current troubles.
discovery of the Modern sect of the Freemasons
has many pushing to confront this threat. So far,
nothing is decided.

THE NEWTONIANS: This group consists of alchemists


working to further the teachings of their inspirational
patron, Isaac Newton. This group knows that Newton,
who publicly disavowed his alchemical roots, in truth,
never stopped practicing. Newtonians suspect the
existence of the Protectors but have not been able to
find solid evidence of them. Newtonians are rivals with
the Rosicrucians, even though there is some crossover
between the two groups.

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OFFERINGS
ENCOUNTERING THE
ROYAL SOCIETY The internal strife within the Royal Society creates
scattered disconnected communication. Each member
The Society’s membership is diverse: members are
HISTORIAN’S SECRETS

strives to become the best within their ranks, forcing them


just as likely to come from privileged backgrounds
to work in solitude. They naturally seek allies outside of
as humble ones. Some aristocratic members are
the organization, both out of curiosity for new knowledge
haughty and elitist, but they are just as likely to
and to guard their secrets from fellow members. Thus,
be common glass smiths, pastors or teachers who
they will often offer their services and skills to characters
spend their leisure time following their curiosity
in need, or bargain with information. Royal Society
to discovery. Gender, race, social status and wealth
members may entice the characters with the following:
do not matter: the pursuit of knowledge knows no
boundaries. K Demonstrate the impossible
Members prize knowledge and education
above all else, which sometimes puts them at
K Discover a new Spell
odds with many in the Colonies’ common sense. K Give insight into any situation, magical or mundane
The Society is seen as a beacon of thought and
progress, the best example of what is possible
K Locate the source of evil
when great minds come together. It should go K Teach magic or Alchemy
without saying that this group, more than any
other, has members who are truly ignorant of the DEALS
secret war happening in the shadows. Even those Often careless with themselves and their knowledge,
who fall within one of the three hidden sects and easily goaded into revealing more than they should
believe in the Society’s ideals, though they may through appeals to vanity or pride, Royal Society members
differ in their interpretation of those ideals. They are eager to uncover the world’s hidden mysteries. They
are eager for discoveries, if ill-equipped to handle seek evidence, insight, knowledge and protection from
the consequences, and will accompany characters those around them, sometimes from the outside world,
to brave the unknown, satisfying their thirst for and often from within their ranks. Characters who spend
knowledge . . . and power. too much time with the Royal Society will inevitably get
caught up in the internal drama. The Royal Society might
MEMBERSHIP ask characters for the following:
Though the Society has three sects, there are just as many K Deliver a secret message
members who have no clue what is going on behind the
scenes. For them, the Society is about the betterment of
K Interfere with another member’s plans
humankind. It is here where new ideas and discoveries K Escort its members to a location
are shared. It is here that Robert Hooke and Denis Papin
shared their early experiments. It is here that Benjamin
K Protect a Society lodge from an attack
Franklin and Benjamin Wilson argued over lightning K Spread rumors of another member
conductors, where members conduct endless debates
over what is pure mathematics. Since the publication
of Philosophical Transactions of the Royal Society in 1665,
the society has published the most important document
in the world devoted to astronomy, mathematics and
science.

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HISTORIAN’S SECRETS

THE MANDOAG

In th e f ictio n of FLAMES OF FREEDOM, their thirst for more significant numbers and more control.
lives a group of people collectively called the Mandoag— Their plans are long-ranging, and the current events that
an elusive, shadowy and ever-present enemy. have engulfed the Thirteen Colonies have their origins
with the Mandoag.
WHAT THEY WANT The Mandoag trace their origin to times long past.
These are the names of the Mandoag, a word that They fought the Cahokian Nation, and it was these two
precedes even Babylon, which roughly translates groups who held sway over what is now North America.
into ‘many is one.’ The Mandoag have no families. When the bubonic plague pandemic spread across the
The Mandoag are one voice, one thought, one world (dubbed ‘The Great Darkness’), the Mandoag
people. They come to those who are in need. They remained.
welcome the exploited, the fearful, the lost, the sick The Mandoag initially had no clans. The Mandoag
and the vengeful. They tempt those they come into are one voice, one thought, one people. They were led by
contact with and travel in the shadows. Therein, the one who was prophesied to come during the storm.
they gather their forces and work toward their It is the voice of that one that shows the Mandoag, and
singular goal: the subjugation of all to their will. it is the hand of that one that moves the pieces on the
board. For their plans to succeed, the Mandoag sent
While the American Revolutionary War is skilled Sorcerers to the various Indigenous Nations to
undoubtedly the backdrop to the story, the investigations bring them aid and powerful magic. By taking advantage
of Richard Southwell, the Freemasons’ infighting, the of this good relationship, the Mandoag gained more
rise of the Inquisition in Maryland, machinations of pawns in their game.
other secret societies and the Mandoag’s grand plan
are at the epicenter of the story. All of this and more is CAHOKIAN NATION
what makes up the ‘official’ campaign of FLAMES OF To understand the Mandoag, you must understand the
FREEDOM. war they fought with the Cahokian Nation.
Before the Europeans’ arrival, many powerful
HISTORY Indigenous Nations lived in and controlled vast regions
Every Indigenous culture, living or decimated, mentions of North America. The greatest of these Nations was
the Mandoag within their lore. These beings have an the Cahokian, who dominated the central part of the
allegiance to only one thing: themselves. They are not continent. Located on the banks of the Mississippi
people so much as a collection of souls, swept up in a River near Saint Louis, their great city was at the center

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of all trade in North America and South America. All worn trails to trade with the Cahokians. From Canada
trade goods flowed through the Cahokians. From the via the Great Lakes and the Mississippi goods came,
lands of the Aztecs, Incas and Mayans, goods arrived from further reaches. As traders, the Cahokians were
HISTORIAN’S SECRETS

in North America from the south. Trade between the very important, using their central location to become
Great Lakes Nations flowed down the Mississippi and wealthy and influential.
came to the city of the Cahokians. The various Nations In addition to their essential role in trade, the
in the east followed the numerous footpaths and well- Cahokians kept evil and darkness at bay. Both their
spiritual leaders and warriors knew of the malevolent
things haunting the land and how to fight them. They
also worked to keep their ancient enemy at bay. The
Indigenous Nations called this place the Shadow Realm,
and from it came the Mandoag.

TIME OF BLOOD
The Mandoag and the Cahokians were like night
and day, continually fighting, with neither side ever
achieving an advantage over the other. The Cahokians,
who themselves were strong in medicine-working, tried
to counter the imminent threat, thus causing a period
known as the Time of Blood, when war raged throughout
North America. From the far icy reaches of the north
to the lush, green lands in the south, the Mandoag and
Cahokians warred. None could count how many were
taken, as the ground was choked and drowned in blood.
Neither side would back down, as they couldn’t gain an
advantage over the other. For years beyond count, the
Time of Blood raged on.

THE GREAT DARKNESS


Tired of the endless fighting, the Mandoag decided
to end the conflict once and for all. The sorcerer Ti-
ch-onax, the greatest of the Mandoag, traveled to the
Shadow Realm, wherein he studied under his master
Co-ro-tumi. Upon completion of his studies, Ti-ch-
onax returned to his people and worked his magic. For
a hundred days and hundred nights, he cast the spell
and chanted the song. Never wavering, never stopping,
Ti-ch-onax completed his ritual, summoning Oh-tum-
axne: The Great Darkness. Radiating from the Shadow
Realm, Oh-tum-axne oozed into the world, tainting all
that it touched. Wherever it went, it killed.
Oh-tum-axne destroyed the Cahokians and their
allies. Its hunger knew no bounds, nearly consuming
all life, including the Mandoag themselves. Almost
entirely wiped out, a remnant of the Mandoag retreated
to the Shadow Realm to heal their wounds. Oh-tum-

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axne then receded to the primordial depths it had oozed taught that all spirits and gods were his children. The
forth from. Though they would never attain the level of Master of Life made himself known through Neolin,
power they once enjoyed, the Mandoag bide their time. and Neolin preached that the Nations had failed him.

HISTORIAN’S SECRETS
Instead of plotting domination through sheer force, the Little did the Nations know that Neolin was not
Mandoag began to spin a web of conspiracy so vast, it one person, but many. They were missionaries of the
would take years to come to fruition. Mandoag, sowing the needed chaos for the Mandoag to
enact their long-term work. It was their goal to summon
LIFE DURING WARTIME Oh-tum-axne again to usher The Great Darkness to the
As for their activities in 1776, the Mandoag are active world and devour all.
on two fronts. In the north, they watch the conflict as
it escalates and do everything they can to fan the flames JOINING THE MANDOAG
of rebellion. The Mandoag are aiding both sides and After years of conflict, disease and struggle, the surviving
staging massacres, intending for each side to blame one Indigenous Nations were each visited by Mandoag. The
another. Mandoag offered to heal, help and teach, and most
To further add to the Thirteen Colonies’ current importantly, share their knowledge to drive out the
chaotic situation, the Mandoag provide both sides with European outsiders. They asked one favor in return for
sorcerous assistance, as well as intelligence and physical their aid: whoever accepted the offer of the Mandoag
support through their proxies. Additionally, with a must agree to join with them.
small but growing network of adopted members of the For many, the decision was easy: they joined, learned
Mandoag, they work to ensure that the war is as bloody and fought. Drawing upon the anger and hatred some
as possible. had for the Europeans, they grew strong and powerful.
In Spanish Louisiana, the Mandoag are taking the Those who refused the Mandoag’s offer were left to their
measure of the new colonial rulers. In particular, they devices to try and survive—but it seemed that those who
have heard that the Spanish Inquisition, although attempted to survive without the Mandoag died out far
weaker than it was in its heyday, is still active in its more quickly than they might have otherwise.
pursuit of witches and other threats. Inquisitors have As the influence of the Europeans has grown, so
arrived in New Orleans (and Maryland), but there have has that of the Mandoag. Wherever the Europeans
been only a few investigations and no trials so far. For have openly colonized and killed, from the shadows,
their part, the Inquisitors are working on sorting fact the Mandoag have secretly instigated, intrigued and
from superstition. terrorized. If the inhabitants of a settlement or a farm
You will find small groups in the most remote parts on the periphery of known lands are brutally massacred
of the Thirteen Colonies, all across the New World. Each or simply disappear, it is almost certain the Mandoag
of these groups has a Sorcerer who carries out the work had a hand in it. The Mandoag’s reach is not restricted to
of the people’s leader. When no Sorcerer is present, the the land: if a ship disappears, it might have been an act
warriors actively hunt everyone who is not Mandoag, so of piracy—or a mysteriously sudden squall that tossed
they can be brought back to their shadowy homeland— it upon an uncharted island where the Mandoag lie in
wherever that might be—to be remade in their image wait.
and become one with the shadow. There is no one location, or settled place, where
the Mandoag live. Scattered throughout the Thirteen
THE PROPHET NEOLIN Colonies are small pockets of Mandoag settlements
In the wake of colonization came the ‘Delaware Prophet,’ numbering no more than twenty people at any given
who called themselves Neolin. Regardless of which time. This enables the Mandoag to carry out their various
Nation the mysterious Neolin visited, his message was plans, as well as work toward their goal of driving out all
the same. Neolin told them to reject British Imperial Europeans from the New World.
goods and weapons. Neolin preached of the Master of
Life who was the father of all Indigenous Nations, and

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A SECRET WAR

T ho s e th at thi nk the current Revolution stems from isolation while traveling Europe, learning from the best
HISTORIAN’S SECRETS

the aftermath of the Seven Years’ War are only partially mages and alchemists of the time, possessed skills that
correct. The conflict traces its origins farther back to the days Elizabeth needed.
of the Wars of the Roses, that most uncivil conflict between Unfortunately for Doctor John Dee, he was resigned
the Houses of Lancaster and York, which ended only when to a subordinate role to the devious Francis Walsingham.
young Henry Tudor defeated King Richard the Third. Despite this, Queen Elizabeth the First saw the good
doctor as a trusted confidant, teacher, and, more
SIR RICHARD SOUTHWELL & JOHN DEE importantly, a sounding board for her ideas. Francis
Henry Tudor’s success was due in no small part to his Walshingham, though a key figure, bristled that the
powerful ally, Sir Richard Southwell. When Henry queen sought Dee’s advice and counsel more often than
took the throne on August 22, 1485, as King Henry the his own. Thus began the rivalry between John Dee and
Seventh, it was Sir Richard Southwell who helped him Francis Walshingham. More importantly, this marked
keep his throne and consolidate his power throughout the beginning of Walsingham nearly destroying all of
England. Aiding Southwell was his most fantastic Richard Southwell’s plans.
agent, Doctor John Dee. As a skilled alchemist, mystic
and scholar, he discovered the Philosopher’s Stone and THE EUROPEAN DISCOVERY
created the Elixir of Life. Working in the shadows, While Sir Southwell was busy working in the shadows,
Doctor John Dee aided Sir Richard Southwell in ensuring that England was protected, the first Europeans
protecting both the Tudor dynasty and England. arrived in the Americas. France and Spain, two of
One of Southwell’s earliest opponents was the England’s main rivals and Southwell’s bitter enemies,
Church of Rome. The power the Pope held posed a began settling these new lands. To make matters worse,
threat to Southwell’s plans: if unchecked, the Church’s these two powers were slowly closing in on England
influence would always leave England subservient to and conquering much of Europe. Southwell surmised
the Papacy’s whims. It was because of this threat that England would face a more significant threat unless they
Southwell launched a secret war against Rome. Through dominated these newfound lands. If not for Southwell’s
secret agents, Southwell manipulated events that allowed agents, Francis Walsingham and Doctor John Dee,
England to break from Rome, creating the Church of England would not have put forth so much effort into
England and the Great Matter. colonizing the New World.
During all of these intrigues and machinations, Dee
JOHN DEE VS. FRANCIS WALSINGHAM had a vision granted to him by what he believed to be an
With the break from Rome complete, Southwell, who angel, which he shared with his patron, Southwell. Dee
had obtained the Elixir of Life from his agent John Dee, told Southwell that the angel prophesied that England’s
removed himself to the shadows, where he continued future depended upon its colonization and conquest of
to pull strings and orchestrate events from behind the the New World. Southwell was immediately convinced
scenes. Though absent from the public eye, Richard and instructed Dee to press the issue at court. This led Dee
Southwell’s influence extended far and wide. Elizabeth to publish The General and Rare Memorials Pertayning to
the First took the throne in 1588 (in no small part the Perfect Arte of Navigation in 1577. It argued his case
thanks to Southwell’s machinations) and chose for her to Queen Elizabeth the First, who agreed to support his
privy council Southwell’s agent, Francis Walsingham. endeavors privately. As Dee advised the queen of the
He was Elizabeth’s most trusted advisor, her spymaster need to colonize the New World, Francis Walsingham
and go-between with Richard Southwell and John Dee. began making plans to effect that colonization.
In addition to Francis Walsingham, Richard Neither John Dee nor Francis Walsingham knew
Southwell was able to coax Doctor John Dee into that this angel in Dee’s vision was none other than Ti-
returning to service. Dee, who had spent years in ch-onax: the Mandoag Sorcerer of yore.

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Using his vast network of spies and informants,


Francis Walsingham drafted policy that allowed for
colonization efforts and waging a secret war against

HISTORIAN’S SECRETS
France and Spain. Meanwhile, Richard Southwell used
his agents to get the necessary monies and supplies.
Seeing a means to add to his personal fortune, Richard
Southwell also invested in the endeavor. With his assets
in place and awaiting his orders, Francis Walsingham
watched as a fop and upstart by the name of Walter
Raleigh captured the imagination of a nation.

ROANOKE & SIR WALTER RALEIGH


Sir Walter Raleigh was an opportunist, and as a young
and dashing figure, he quickly became a favorite of Queen
Elizabeth the First. His daring exploits in the New World
led to a title and the means to find the colony of Roanoke
in July of 1587. With many plans and intrigues nested
within other plans, Richard Southwell contrived to be
Raleigh’s secret backer, pleased not only at this turn of
events but also at securing an agent so close to the queen.
Even though the Roanoke Colony was indirectly
founded because of Francis Walsingham’s work, it was
his vengeful scheme against Sir Walter Raleigh that set
it up for failure. From not providing enough supplies
to appointing the weak-willed and incompetent John
White as Roanoke’s governor, Francis Walsingham
ensured Roanoke never stood a chance.
Unbeknownst to all, the colony faced a much larger
threat: the Mandoag. Recovered from their war, they had
once again grown powerful, as their scheming across the
decades took shape. The Mandoag worked to reassert
their power and began warring again with a number
of smaller Indigenous Nations, with this demand: find ROANOKE’S FATE
safety and acceptance within the Mandoag, or face When a ship arrived in Roanoke three years later,
the Europeans’ imminent threat alone. When the first they were shocked to find the settlement destroyed,
European settlers arrived, these same Nations sought to with no trace of survivors. The only clue about what
ally with the Roanoke settlers, hoping they would join happened was a warning: the word ‘CROATOAN’
in their fight against the Mandoag. However, due to carved into a tree. Word spread that the settlers were
John White’s poor leadership, the settlers angered the lost, resulting in a major blow to Sir Walter Raleigh’s
Indigenous peoples, who could have warned them of standing. Roanoke’s failure halted all plans of further
their impending doom. colonization, removing Sir Walter from the sphere
In a single night of blood and horror, the Mandoag of influence he had with Queen Elizabeth the First.
attacked Roanoke. Some of the settlers attempted to flee Though the public knew of Roanoke’s loss, what
into the surrounding countryside. Some found sanctuary no one knew was that not all of the Colonials had been
with the Indigenous peoples the settlers interacted with. killed; some were adopted by Indigenous Nations.
Most, however, found themselves taken by the Mandoag.

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SOUTHWELL’S FOLLY France and England have always been at odds,


Richard Southwell and his agents ensured the Thirteen mainly because of Richard Southwell’s plotting. Tired
Colonies would survive. Though Francis Walsingham of diminished power, France has agents in the Thirteen
HISTORIAN’S SECRETS

has long since died, and the seemingly immortal John Colonies working to influence events from behind the
Dee has disappeared yet again into hiding, Richard scenes. They want their lost lands back and are aiding
Southwell still influences events in the New World. the Rebels against the Loyalists to ensure it happens.
All of Southwell’s scheming has been directed toward They believe that if the Colonials succeed in defeating
one goal: the protection and advancement of England England, England will be weakened and ripe for
on the world stage. He sees the Thirteen Colonies as conquest. Besides, they feel that the rebellion will deplete
an important part of the British Empire’s financial much of the wealth and workforce found in the Thirteen
security, which has prompted him to delve deeper Colonies, making it easier to move French forces in and
into what truly happened at Roanoke and what the reclaim not only their lost colonies but also the British
implications are. Empire’s former colonies.
Spain, meanwhile, has also become involved. With
FREEMASONS: A WAR WITHIN the continued presence of England in the New World,
The truth of the matter is that Richard Southwell, they worry about the eventual power struggle. Spain feels
though blessed with eternal life, suffers from the ravages that they have a more legitimate claim to the New World
of time. Events are moving faster than he can keep up because of their earlier colonization efforts. The Spanish
with, and the simple fact is that the rebellion means little Crown believes that if England succeeds in stamping down
to his agenda. His Freemasons have always been a key the American Revolutionary War, it will turn its sights to
weapon in his arsenal, one he has used time and time the rest of the New World and claim it as well. Because of
again to protect England. In all of his planning, Richard this fear, Spain, through its agents in Florida and Louisiana,
Southwell never accounted for the Colonies forming is providing covert aid to the Thirteen Colonies.
their Masonic Lodges. He had planned on moving his The Church of Rome is also at work. The Pope
Freemasons into the Thirteen Colonies, but they beat believes tolerance of different religious viewpoints has
him to it. It was the Colonial Freemason lodges who resulted in the proliferation of witchcraft and evil in the
discovered the plots of the British Empire, and this rift New World, along with the flourishing of creatures of the
between the Freemasons of England and the Americas occult. Unknown to most, the church’s Inquisition, which
has led to war, with the society’s internal conflict many thought long disbanded, is active in Maryland
paralleling that of the Loyalists and Rebels. and working to combat the rising heresy. Many see the
Publicly, the American Revolutionary War is a Inquisition as a blunt instrument that causes more harm
continuation of the economic, political and social than good, a relic of the ancient past. Others call it for
issues that have pitted the Rebels against the British what it is: genocide.
Empire. However, a dark undercurrent runs beneath:
the rift within British Freemasonry itself, which has HIDING IN PLAIN SIGHT
influenced the Revolution more than Richard Southwell Richard Southwell has missed all of this, both the political
anticipated. plotting and the darker forces at play. Doctor John Dee’s
predictions as laid out in his General and Rare Memorials
ENGLAND’S ANCIENT ENEMIES Pertayning to the Perfect Arte of Navigation were correct.
In the past, Richard Southwell’s vast network would He ignored the omens about the Mandoag, seeing them
have alerted him to the fact that his enemies are working as a frivolous tale. He did not foresee the British and
against him, threatening to destroy everything he has Colonial Freemasons fighting amongst themselves.
done. But now, Richard Southwell and his network are Furthermore, with the Freemasons’ attention diverted,
unaware that the Church of Rome, France and Spain other secret societies and agents who practice the dark
pose a much more significant threat than feuding arts have seized the opportunity to spread evil without
Freemasons and rebelling Colonials. fear of retribution.

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The Mandoag still exists and are hiding in plain The looming rebellion is a revolution on many fronts.
sight. The Mandoag walk among the people— It is a war within the Freemasons. It is a war between the
indistinguishable from anyone else. The time is coming powers of Europe. It is a war of viewpoints within and

HISTORIAN’S SECRETS
when they will emerge from the shadows and, by coming outside the Thirteen Colonies. It is a war between light
into the light, let the simmering age-old anger wash the and shadow. And its outcome, in many ways far from
land in an ocean of blood. certain, will determine the future of humankind.


PATH TO REBELLION

T h ro ug ho u t th e c o lo ni a l p e r iod, the European of non-Puritans. The Puritans, Nonconformists and


powers were in a constant state of war. These wars usually various other Protestant sects also opposed King Charles
ended with a tenuous peace that rarely lasted before yet the First’s status as head of the Church of England, and
another conflict broke out. Many of these centered on his sympathy for Catholics, including his French wife,
the respective colonial interests each European power Queen Henrietta Maria.
had in the New World. Cromwell’s factions seized power and executed
In order to understand how the current situation Charles, replacing the monarchy with a republican
developed into a powder keg about to blow, we can look government called the Commonwealth of England.
to the effects these distant wars had on the Colonies. This government was headed by Cromwell as its Lord
Though each of these wars had some part to play, a few Protector—effectively a military dictatorship—until his
pushed the tensions between colonial and European death in 1658. The Commonwealth lasted until 1660,
powers to their tipping point. when Charles the Second returned from exile and the
monarchy was restored.
THE THIRTY YEARS’ WAR In New England, immigration slowed as the
1618 to 1648: The Thirty Years’ War is a series of conflicts Nonconformists remained in England to support
believed to be among the bloodiest ever fought. The Cromwell’s faction. Indeed, some returned to England
cause of this conflict was the intensification of hostilities to take part in the conflict there.
between the Catholic Church and various Protestant
groups, which played out primarily through a war ENGLISH CIVIL WAR IN MARYLAND
between France and the House of Hapsburg’s Holy A few skirmishes related to the English Civil
Roman Empire (much of what is now considered War were fought in Maryland as Catholics
modern-day Germany). and Royalists struggled with Puritans and
This conflict spilled over into colonialism in the other dissenters. In the world of FLAMES OF
New World due to Spain’s alliance with France and the FREEDOM, the conflict in Maryland can be
Netherlands’ alliance with the Holy Roman Empire. traced directly to the Inquisition, which has been
active in the background throughout the history
ENGLISH CIVIL WAR of Maryland. The Inquisition has never accepted
1642 to 1651: The English Civil War split England. The the fact that the Thirteen Colonies were originally
conflict between the Royalists, loyal to King Charles a haven for Puritans, and they have always felt
the First, and the Parliamentarians, also known as the that the Colonies should be the domain of the
Roundheads because of their bowl-shaped haircuts, led Catholic Church. Even during the Revolutionary
by the Puritan Oliver Cromwell brought significant War, the Inquisition has persisted in their fight
religious and social changes. Cromwell’s Puritanism against the ‘false’ Church of England, siding with
alarmed Catholics in Ireland and elsewhere, as the the Rebels.
Puritans were infamous for their oppressive treatment

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ANGLO-DUTCH WARS
INQUISITION’S ROLE IN THE
1652 to 1674: With the Dutch Republic and British GLORIOUS REVOLUTION
Imperial Colonies energetically involved in expanding
The group primarily responsible for these
HISTORIAN’S SECRETS

colonization efforts in the Americas, both England


rebellions was the Inquisition. Seeing this unrest
and the Netherlands found themselves in conflict with
as their best chance to capture the spiritual heart
each other for control of the sea routes. Often related to
of the Colonies, they funded and carried out a
conflicts still raging on the European continent, the two
secret war against their enemies, including various
powers fought a series of wars by land and sea, usually
secret societies and covens of witches scattered
ending with one or the other gaining a minor military
throughout New England. The end of this conflict
victory, and conquest of one holding or another in the
marked the last major action the Inquisition takes
Americas.
in the Colonies.
The First Anglo-Dutch War was fought entirely at
The inquisition considers this victory one of
sea. After two years, the Dutch Republic was forced to
the most important ones for the Catholic Church,
accept the British Imperial monopoly on sea trade with
thanks to their instrumental role in the collapse of
the Colonies. The Second Anglo-Dutch War in 1664
the Dominion of New England. The final military
saw the conquest of New Netherland by the British,
conflict during this period is King William’s War
which was renamed New York, with parts of its territory
(1689 to 1697), a series of cross-border conflicts
divided among the Colonies of Connecticut, Delaware
between New England and the French colonies to
and New Jersey. The Dutch recaptured and held New
the north in Canada.
York City in the Third Anglo-Dutch War (1672–1674),
but returned it after the war, ceding all claims to any
territory in America. FRENCH AND INDIAN WAR
At the end of these wars, Dutch power in the 1754 to 1763: After a period of growing friction over
Americas was broken, save for a few Caribbean and trading rights with the Indigenous Nations of the Ohio
South American holdings, as Britain now controlled the country, a new conflict in Europe sparked confrontation
entire eastern seaboard between Quebec and Florida. between French and British forces in North America.
The Europeans on either side supported the war efforts
THE GLORIOUS REVOLUTION or renewed their alliances with the Indigenous Nations.
1668: With rising tensions between King James the The French allied with the Algonquin and a few other
Second and England’s Protestant Parliament, Prince Nations, while the powerful Iroquois Confederacy sided
William of Orange, the Dutch husband of James’s with the British.
daughter Mary, was invited to Great Britain by factions The main result of the French and Indian War
within Parliament to take the throne and reign with was the demise of New France. Although Quebec was
Mary as joint monarchs. William landed in England permitted to remain Catholic and retain its French
unopposed, but there were several skirmishes and battles culture, all former French territories were ceded to
in Scotland and Ireland, most notably the Battle of the Britain. Spain, which entered the war late, gained the
Boyne in 1690. Loyalist supporters in Scotland, known former French territory of Lower Louisiana and traded
as the Jacobites, mounted uprisings in both 1715 and Florida to Britain in exchange for Cuba, which had been
1719 under James Stuart, son of James the Second, also captured by British forces in 1762. The Mississippi River
known as the Old Pretender, and in 1745 under his son was open to the shipping of all nations.
Charles Stuart, known as the Young Pretender, or more The costs of the Seven Years’ War nearly doubled
famously as Bonnie Prince Charlie. Britain’s national debt. In order to pay for the war, the
Rebellions broke out in New York and New England British government imposed new taxes on all its Colonies.
(1689 to 1691) and in Maryland (1689 to 1692), and the Colonial resistance to some of these taxes formed one of
aftermath saw the Dominion of New England collapse. the root causes of the American Revolution.

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PONTIAC’S REBELLION OF 1763 INDIGENOUS ALLIES


1763: The 1758 Treaty of Easton between the British No discussion of this pivotal moment in the Northern
Colonies and the Shawnee and Lenape Nations American Colonies would be complete without

HISTORIAN’S SECRETS
established that there would be no British settlements acknowledging the Indigenous Nations and their
west of the Allegheny Mountains, a border that was actions. Both France and Britain had Indigenous allies
later confirmed in 1763 by Royal Proclamation. When in these wars. Principal Indigenous allies on either side
the Treaty of Paris was signed in 1763 at the end of the were:
French and Indian War, British troops began occupying
BRITISH: Catawba, Cherokee and the Iroquois
former French forts throughout the Ohio Country and
Confederacy
Great Lakes Region. It did not take long for Britain to
realize they would need to implement new policies to FRENCH: Abenaki, Algonquin, Caughnawaga Mohawk,
administer the increased territory that they now ‘owned.’ Lenape, Micmac, Ojibwa, Ottawa, Shawnee and the
Prior to British occupation, the French worked Wyandot
since their arrival in the New World to create alliances
As of 1753, the Iroquois remained on good terms
with many of the existing Nations. Though not every
with the British, but their confederacy was wavering.
Indigenous Nation was interested in such relationships,
The Nations closest to Canada clearly demonstrated
others saw the benefits of them. After the British took
their desire to trade and ally with the French. With the
control of these territories, however, the paradigm
French constructing forts for trade and negotiation in
shifted, and instead of viewing the various nations as
the Ohio Country, the Nations of the north (Ojibwa
allies, the British thought of them as conquered people.
and Ottawa) and west (Potawatomi) suspected the real
This shift from allies with the French to conquered by
reason of the French occupation of the Ohio Country
the British created friction that only got worse when
was to evict them.
new policies were put in place. Before long, Indigenous
The Lenape, who had recently migrated to the Ohio
folk who had been French allies found themselves
Country from Pennsylvania and Delaware in response
increasingly at odds with not just the British occupation
to Iroquois pressure, started the war supporting the
but their new policies.
French side but switched to the British side later. They
were initially hesitant, because at first the British showed
no military will to stand up to the French, fighting only
with words. They waited to see if the British meant to
back up their words and force the French from the Forks
of the Ohio Country.
Meanwhile, the French moved to consolidate their
power over the Nations nearest them, like the Miami,
the Potawatomi and the Shawnee, winning over Nations
with gifts and fortifying their positions in the Ohio
Country.
The Cherokee started the war allied with the British,
but from 1758 to 1761 they fought against the British in
the Anglo-Cherokee War, an escalating cycle of British
mistreatment and retaliatory raids that grew to a war
within a war, ending only when two British expeditions
went into Cherokee territory and burned over fifteen
towns.

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DETERIORATING RELATIONS THE STAMP ACT


At the end of the Seven Years’ War, the financial costs 1765: The Stamp Act was passed by Parliament, ostensibly
of the war left Britain deeply in debt, and the crown to offset the costs of maintaining British troops in the
HISTORIAN’S SECRETS

turned toward taxation of the Colonies as a source of Colonies in order to protect them. It was a tax on many
revenue. Because the Colonies had no representation in kinds of printed matter, which had to be stamped with
Parliament, save for royally appointed governors who proof the tax had been paid, hence the act’s name.
answered to Parliament, the legality of taxation without The Stamp Act Congress in New York raised the
representation was soon called into question. question of whether the Colonials could legally be taxed
This taxation strained the relations between the without their consent. Local protest groups banded
Colonies and their mother country, a relationship already together, and the Sons of Liberty organized public
in decline due to the physical distance between them, demonstrations, which often turned violent. Many
the ever-widening of cultural differences and identity stamp commissioners were intimidated into resigning
between the two, and the dawning realization among their posts, and the tax was never effectively collected.
the settlers that Britain needed them far more than they As demonstrated by their resistance to the Stamp
needed Britain. Act, the Colonies were becoming increasingly reluctant
to continue paying for the quartering and provisioning
SECRETS OF of British troops during peacetime. The Quartering
THE SEVEN YEARS’ WAR Act required the Colonies to provide supplies and
The deteriorating relationship leads to increased accommodation for British troops: if there were not
resistance against British rule by the various secret enough barracks, troops were to be quartered in taverns
societies found throughout the Colonies. Though and inns, or even in private houses, if necessary.
the Inquisition was not as large as the others, they
secretly provided aid to various militia groups in REPEAL OF THE STAMP ACT
the form of arms and much-needed gunpowder. 1766: Seeing the increased resistance to the Stamp Act,
The Sons of Liberty form around this time, actively British Parliament repeals it on March 18. However, they
engaging in the public eye with pamphleteering issue a warning to the Colonies, stating that they have
and public speeches, while engaging in their own full power to enact and enforce any and all laws on the
secret war against key members of the Freemasons Colonies of America. In celebration of the act’s repeal,
and various others loyal to the Crown. New Yorkers raise the Liberty Pole. Fighting breaks
Meanwhile, the Rosicrucians await the out after all citywide Liberty Poles are taken down. In
arrival of their Grand Magi, Doctor John Dee, response, the Sons of Liberty act and put them back up.
to personally lead their struggle in the Colonies This sets off a series of violence riots that do not end
against their sworn enemy, the Freemasons. They until 1775 when the revolutionary New York Provincial
are also seeking revenge against the Inquisition, Congress takes over governing the city.
as well as preparing for the epic battle against
the rise of an evil power in the Americas that
Dee foresaw back in 1473. Finally, while the
Freemasons are actively engaged in fighting their
external enemies, they are also having to deal with
an internal factional warfare between the Ancients
and the Moderns, each seeking singular control of
the Masonic Brotherhood.

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OTHER ACTS: 1767 TO 1768 MASSACHUSETTS CIRCULAR LETTER


1768: Samuel Adams and James Otis Jr. jointly
K TOWNSHEND ACT: named for Chancellor of the composed the Massachusetts Circular Letter, which was
Exchequer Charles Townshend, this series of acts

HISTORIAN’S SECRETS
enacted by the Massachusetts House of Representatives.
taxed various commodities.
This letter increased already volatile tensions between
K NEW YORK RESTRAINING ACT: forbade the the British Parliament and Massachusetts. Britain’s
New York Assembly and the governor from passing Secretary of State for the Colonies, Lord Hillsborough,
any new bills until compliance with the Quartering delivered orders to all colonial governors to end all
Act of 1765. attempts by their assemblies endorsing the letter. In
addition, Hillsborough vows to dissolve the general
K REVENUE ACT: placed taxes on glass, lead, painters’ court if the letter is not repealed by the Massachusetts
colors and paper. In addition, customs officials receive
Assembly. Meanwhile in Connecticut, New Hampshire
broad authority for enforcing taxes, as well as issuing
and New Jersey, the letter is endorsed by their respective
general warrants which permit searching private
assemblies.
property for ‘smuggled goods.’
After the legislature fails to revoke Adams’s letter,
K INDEMNITY ACT: placed upon imported British the governor dissolves the general court in July. A
East India Company, this tax on tea was reduced when month later sees both Boston and New York merchants
the company imported tea to England. It allowed for boycott British goods until repeal of the Townshend
tea to be exported to the Colonies at a cheaper rate, Acts. By September, there is talk in Boston of an armed
effectively forcing the Colonies to trade exclusively insurrection, as two more British Imperial ships arrive in
with England. Boston Harbor, with two infantry regiments to occupy
Boston with the intent to restore order.
K COMMISSIONERS OF CUSTOMS ACT: created
a Customs Board for the North American Colonies. TO THE BETRAYED
This made it easier to prosecute smugglers and crack INHABITANTS . . .
down on trade in smuggled goods, which went over
The New York Sons of Liberty publishes To the
poorly, as you might expect. Hostilities between
Betrayed Inhabitants of the City and Colony of New
customs officials, military personnel and ordinary
York broadside on December 16. The broadside
Colonials erupted, leading to the British occupation
is not attributed to anyone and it dealt with an
of Boston.
angry screed on the New York colonial assembly
K VICE-ADMIRALTY COURT ACT: designed to and the representative voting to comply with
help increase prosecution of smugglers. It removed the Quartering Act in direct betrayal to all New
the concept of trial by jury; instead, trials were held by Yorkers. So subversive was this that a reward for
judges appointed by the king, with a healthy award for whoever found the author was posted. In 1770, its
every guilty verdict. author Alexander McDougall was arrested.

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THE BOSTON MASSACRE BOSTON TEA PARTY


1770: Perhaps one of the most famous events of this 1773: The Association of the Sons of Liberty in New York
period happens on March 5. Known as the Boston is published by local Sons of Liberty. The broadside sets
HISTORIAN’S SECRETS

Massacre, the event sees British soldiers shoot and kill in writing what the New York Sons of Liberty believe
several people while being harassed by a mob in Boston. in regard to the imposed acts taken by Parliament. In
The aftermath of this event would see eight soldiers, addition, it serves as a warning to officials enforcing
an officer and four civilians arrested and charged with the acts as to what actions the Sons of Liberty will take
murder. Represented by John Adams after a lengthy against them.
trial, six soldiers were acquitted; two were convicted of Angered by the actions Parliament has taken, as well
manslaughter and given reduced sentences. The men as outraged over the Tea Act, Boston merchants and
found guilty of manslaughter receive a sentence of Sons of Liberty organized the Boston Tea Party. Ports of
branding on their hand. Charleston, New York and Philadelphia took part with
After the Boston Massacre, the Colonies saw their own versions.
increased depictions in broadsides, pamphlets and The British cargo ship Dartmouth arrived in Boston
the like of such events used as propaganda to aid in Harbor with its hold full of tea. Because of British law,
increasing the growing tension. The most famous of the Dartmouth had to be unloaded, or else all duties for
these is an engraving by Paul Revere depicting the the cargo would be confiscated. In a meeting at Faneuil
event, with Crispus Attucks, a Black and Natick man, as Hall on November 29, Samuel Adams introduced a
a representative to foment true revolution. resolution requesting the Dartmouth’s captain to sail
back to England without paying the import duty.
COMMITTEES OF CORRESPONDENCE Angered with the growing tensions, as well as the
1772: Samuel Adams organized a committee to act as a amount of lawlessness organized by Adams and the Sons
shadow government, established by the various leaders of Liberty, Governor Hutchinson ordered Dartmouth
of the Thirteen Colonies pushing for revolution. The not to set sail until the duty was paid in full. During
committee works to respond to British tyranny and the standoff, two more ships, the Eleanor and Beaver,
shares plans designed to heighten awareness and push for arrived in Boston Harbor and became embroiled in the
action against the crown. Their work quickly surpasses growing tensions. By December 16, with one day left
that of the colonial legislatures and royal officials, and until the Dartmouth’s deadline, somewhere between 500
in 1773, the Maryland Committee of Correspondence to 7,000 people (out of roughly 16,000 living in the city)
takes the lead in creating the First Continental Congress. gathered at the Old South Meeting Hall.
After learning that Governor Hutchinson still
THE TEA ACT refused to allow the three ships to leave, Adams allegedly
1773: Largely intended to revive the flagging fortunes of yelled so all could hear him, “This meeting can do
the royally chartered East India Company, the Tea Act nothing further to save the country.” This phrase, once
granted the Company a virtual monopoly on the sales uttered, was the signal for action.
of tea to the Colonies. Colonial merchants could no
longer deal directly with individual British merchants
and would suffer extreme penalties if they purchased
tea smuggled in from illegal markets. Faced with yet AS FOR WHAT we do know, between 30 to 300
another tax they considered an outrage, the Colonials people boarded the three ships and emptied the
resisted. Protests took place throughout most of the ship’s cargo into the harbor, about 92,000 pounds
Thirteen Colonies. of tea. This sent a clear sign that the Colonies
were now willing to meet British actions with
physical force.

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DAWN OF THE REBELLION


THE INTOLERABLE ACTS
1775: Although the Intolerable Acts are designed
Parliament responded to the Boston Tea Party
mainly to punish the Province of Massachusetts Bay,
with a series of measures that became known in the

HISTORIAN’S SECRETS
tensions are growing throughout the Colonies. British
Colonies as the Intolerable Acts. Many Colonials
forces have been active in trying to disarm the Colonial
view these acts as an arbitrary violation of their
militias, which were raised by each colonial power to
rights, and they organized the First Continental
protect their respective populations. With the closing of
Congress in 1774 to coordinate a protest. The acts
the Boston Harbor due to the Intolerable Acts, tensions
were:
throughout the Colonies have grown even further.
K Boston Port Act, which closed the port of Boston In April of 1775, General Thomas Gage, military
until the East India Company was repaid for the governor of Massachusetts and commander in chief
tea thrown into the harbor during the Boston of 3,000 British military forces garrisoned in Boston,
Tea Party. receives orders from the Secretary of State for the
Colonies, William Legge, to disarm the Rebels and
K Massachusetts Government Act, which gave
imprison the rebellion’s leaders. With no additional
rulership of Massachusetts to Parliament and
parameters given, Legge has given Gage freedom to act
limited the rights of its Colonials to engage in
in a way he deems correct.
political activity.
Receiving information from a spy within the
K Administration of Justice Act, which Provincial Congress, Gage decides to act fast. A spy
allowed accused officials to be tried outside has divulged that a split amongst members of Congress
Massachusetts—even in England, where exists with the desire for armed resistance. Further, and
few Colonials could afford to travel to give more troubling, delegates are being sent to other New
evidence—at the whim. England Colonies seeing if they would join in the
raising of a New England Army. Their plan is to call
K Quartering Act, which applied to all the
upon a number of militias and individuals from across
Colonies, and permitted Governors to quarter
New England to create an army of 18,000 Rebel patriots
British troops in private houses if suitable
who will fight for, and protect, the Colonies.
accommodations were not made available.
BOSTON BESIEGED
The city of Boston is an armed camp surrounded by Rebel
militias. General Thomas Gage has worked to strengthen
Boston’s defenses ever since the Powder Alarm of 1774.
The Neck, the narrow isthmus joining the peninsula to
the mainland, is heavily fortified, as are the town’s hills.
Loyalist troops and artillery occupy Boston Commons.
The extensive coastline is partially fortified, but the
Loyalists are confident that the British Royal Navy can
see any threat from the harbor or Back Bay.
General George Washington is preparing to deliver
the death stroke to the British Empire’s occupation of
the city. This is where your characters come in for the
included adventure Boston Besieged.

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Article  14
T H R E AT S
T hi s a rtic l e deta i l s l e g e n da ry c r e atu r e s , c ry p ti d s , e n ti ti e s , no n - ho sti l e

p eopl e and NPC s th e H i stor i a n ca n ca l l u po n to i n te r act w i th pl ay e r

c h a r acte rs .

‘Threats,’ a general term which includes NPCs, creatures SECONDARY ATTRIBUTES


and other non-hostile entities, are always classified by As with Primary Attributes, Secondary Attributes are
one of these types: Abyssal, Animal, Beast, Humanoid or calculated in the same fashion as they are on a Character
Supernatural. Profile. Secondary Attributes are abbreviated:
Humans and player cultures are classified as
Humanoid.
K Initiative (Int)
K Movement (Mov)
TYPE MOVEMENT DETAILS: A threat’s Movement rate is
the number of yards it can move in combat on foot. If they
A keyword classifies every threat. Keywords are a
can climb, fly or swim, it is enumerated afterward.
categorization that comes into play for some Traits and
Spells. Types include Abyssal, Animal, Beast, Humanoid K Damage Threshold (DTh)

THREATS
and Supernatural.
K Peril Threshold (PTh)
K Defend (Def )
THREAT PROFILE
DEFEND DETAILS: A threat’s Defend percentages
Every threat has a series of mechanical elements that make
against melee and ranged weapons are indicated separately
up its abilities called the Threat Profile. The impact of Traits,
in the same box on the table.
wares and weapons is already factored into it. Unlike player
characters, we do not account for Overage with threats. SIZE
Below are details on how to interpret each entry.
A threat’s size will determine how many Fury Dice to
PRIMARY ATTRIBUTES roll when modifying Damage. These dice are factored
into each attack type. If you choose to have a threat fight
Primary Attributes covers the basics of each threat.
with a different weapon, refer to the following table:
The abbreviation for each Primary Attribute follows in
parentheses: K Small: No Fury Dice
K Combat (C) K Intelligence (I) K Normal: 1D6 Fury Die
K Brawn (B) K Willpower (W) K Large: 2D6 Fury Dice
K Agility (A) K Fellowship (F) K Huge: 3D6 Fury Dice
K Perception (P) A threat’s size also contributes to its overall reach
with Actions In Combat that require it to be Engaged
Primary Attribute Bonuses are referred to in brackets,
(e.g., Attack Actions and Rough & Tumble). While
following the percentage value (e.g., 45% [7]). Finally,
Small and Normal threats’ Actions In Combat normally
some Primary Attributes are indicated as NONE due
have a range of Engaged, those who are Large gain 1
to a Trait, and thereby cannot use Skills related to those
additional yard’s reach, while those who are Huge gain 2
Primary Attributes.

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additional yard’s reach. They have been factored into the Finally, threats receive an additional bonus to their
threat’s Attack Profile. Damage Threshold by RFa. These modifiers are already
factored into the Threat Profile:
K Basic RFa: +1 DTh
IF USING MINIATURES on a grid or hex, a K Intermediate RFa: +2 DTh
threat occupies a certain amount of space:
K Advanced RFa: +3 DTh
K Small & Normal: 1x1 square or hex K Elite RFa: +4 DTh
K Large: 2x2 squares or hexes ADJUSTING LEVEL OF DANGER
K Huge: 3x3 squares or hexes Every threat in FLAMES OF FREEDOM is
designed for the ideal group size in mind: one
Historian and four player characters. However,
RISK FACTOR (RFA) you can accommodate smaller groups (even for
one-on-one gameplay) by dialing back the level of
Every threat is classified according to an estimated level
danger. Simply adjust player characters’ Damage
of danger, called Risk Factor (RFa here on out). Much
Threshold and Damage dealt by  +1 for one
like how Basic, Intermediate and Advanced Tier ranks
Historian/three players, by +2 for one Historian/
characters, threats are rated as Basic RFa, Intermediate
two players and by +3 for one Historian/one player.
RFa or Advanced RFa. However, threats have an
additional layer of sub-categorization called Notches:
THREATS

(LOW), (MEDIUM), (HIGH) and (UNIQUE). SKILL RANKS


The number of player characters in a party determines
These are listed after the Threat’s Profile table, followed
how many characters it would take to defeat a threat. A
by a  +10%,  +20% or  +30% value. Although they have
threat with a (LOW) Notch can be handled one-on-
been accounted for in their Attack Profile, should you
one by characters in the same Tier. In contrast, those of
need to conduct a Skill Test, you’ll add the Primary
a (MEDIUM) Notch require at least three allies in the
Attribute value and the value after the Skill as you would
same Tier for them to have a fighting chance against
for a character. For instance, if a threat’s Agility is 50%
it, and a threat with a (HIGH) or (UNIQUE) Notch
and has a Skulduggery of +30%, the threat has a Base
requires an adventuring party of four or more characters
Chance of 80% (50+30). Here’s an example:
of the same Tier to defeat it.

ATHLETICS +20, Awareness  +20,


THREATS CLASSIFIED AS Elite (UNIQUE)
Coordination  +20, Intimidate  +20, Simple
Risk represent the most potent foes player
Melee +20, Stealth +10, Survival +20,Toughness +10
characters will face. They should be used sparingly.

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ATTACK PROFILE
Each entry begins with any melee Engaged or ranged CONSTRICTOR: WHENEVER YOU deal
weapons the threat possesses. Following the weapon’s Peril on a foe using a Chokehold, you also deal an
proper name is the Base Chance of success to using the equal amount of Damage.
weapon (before Difficulty Rating is factored in). Here is
an example:

WARES & WEAPONS


This section outlines the suggested equipment that these
SNAPJAW: 65 % • Distance (melee Engaged threats carry upon them. If they usually have nothing,
or 1 yard) • Damage (2D6+7) • Devastating, this will be listed as NONE. Here’s an example:
Strangling, Vicious

ALLIGATOR HIDE, MEAT (9)


DISTANCE & LOAD: Although not all threats have
both melee and ranged weapons, you’ll see Distance
indicates whether it is a melee Engaged or ranged attack.
Distance calculations are for Short Distances with ranged SPELL & ALCHEMICAL ART USE
weapons, such as (ranged 8 yards). Any APs needed to be Some threats have the Incantation Skill, and can use
spent to load are also included, such as Load (1 AP). Some magic. We encourage you to either randomly determine

THREATS
attacks refer to Burst, Cone and Explosion Templates, Common Spells by RFa following this model, but can
too. These Templates are always centered on the threat also include other Spells from Article 9: Hexenmeister’s
and never affect the threat’s allies. Almanack for a customized approach:
DAMAGE: Damage calculations have already been K Basic RFa: Up to three Spells
factored in, along with any particular Qualities a threat’s
weapons may possess to augment the Damage. Some
K Intermediate RFa: Up to six Spells
Damage may indicate NONE. In these cases, the threat K Advanced RFa: Up to nine Spells
does zero Damage, and you should instead refer to its
Qualities and Traits to understand what occurs instead.
K Elite RFa: Up to twelve Spells
QUALITIES: Qualities sometimes trigger specific CUSTOMIZING THREATS
outcomes, so be sure to read through the entry carefully Traits are balanced between one another to carry
to understand how they function. You may always ignore across all RFa. When using threats, feel free to
the effects of a Quality at your discretion. ignore some or all Traits when necessary. You can
also mix and match Traits across other threats to
TRAITS make a customized Threat Profile. For a detailed
Threats possess several Traits that can affect their general look at customization, please refer to the Powered by
abilities, influence their strengths, weaknesses or other ZWEIHÄNDER supplement MAIN GAUCHE.
non-combat behaviors. Any Traits which change its You can also build customized characters from Article
Threat Profile have already been factored in. However, 2: Creating Characters to make new human threats.
Traits may also communicate additional abilities you’ll
refer to when running the threat in and outside of
combat. Here is an example:

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THREATS BY RISK FACTOR

RISK FACTOR THREAT NAME TYPE RISK FACTOR THREAT NAME TYPE

BASIC RISK FACTOR Basic (HIGH) Coyote Animal


Basic (LOW) Apprentice Mage Humanoid Basic (HIGH) Devil Dog Abyssal
Basic (LOW) Beaver Animal Basic (HIGH) Eagle Animal
Basic (LOW) Farmer Humanoid Basic (HIGH) Homunculus Abyssal
Basic (LOW) Freemason Agent Humanoid Basic (HIGH) Insect Swarm Animal
Basic (LOW) Hog Animal Basic (HIGH) Minuteman Humanoid
Basic (LOW) Hunting Dog Animal Basic (HIGH) Poisonous Snake Animal
Basic (LOW) Journalist Humanoid Basic (HIGH) Shoal of Spikefish Beast
Knights Templar Basic (HIGH) Skeleton Supernatural
Basic (LOW) Humanoid
Initiate
Basic (HIGH) Swamp Ape Humanoid
Basic (LOW) Military Private Humanoid
Basic (HIGH) Tax Collector Humanoid
Basic (LOW) Mischief of Rats Animal
Basic (HIGH) Walrus Beast
Basic (LOW) Mouser Animal
Basic (HIGH) Wild Boar Beast
Basic (LOW) Vampiric Bat Beast
INTERMEDIATE RISK FACTOR
Basic (MEDIUM) Dog Ant Beast
THREATS

Intermediate (LOW) Alligator Beast


Freemason
Intermediate (LOW) Appalachian Giant Humanoid
Basic (MEDIUM) Entered Humanoid
Apprentice Intermediate (LOW) Attorney Humanoid
Basic (MEDIUM) Horse Animal Intermediate (LOW) Bison Beast
Basic (MEDIUM) Hunter-Gatherer Humanoid Intermediate (LOW) Black Bear Animal
Basic (MEDIUM) Inquisition Agent Humanoid Intermediate (LOW) Black Mage Humanoid
Knights Templar Intermediate (LOW) Crawler Supernatural
Basic (MEDIUM) Humanoid
Squire
Freemason
Basic (MEDIUM) Laborer Humanoid Intermediate (LOW) Humanoid
Alchemist
Basic (MEDIUM) Military Cavalry Humanoid Intermediate (LOW) Gargantuan Spider Beast
Basic (MEDIUM) Murder of Crows Animal Intermediate (LOW) Knocker Supernatural
Basic (MEDIUM) Owl Animal Intermediate (LOW) Mandoag Seeker Humanoid
Basic (MEDIUM) Red Coat Regular Humanoid Intermediate (LOW) Settler Humanoid
Basic (MEDIUM) Robber Humanoid Intermediate (LOW) Splintercat Animal
Basic (MEDIUM) Timber Wolf Animal Intermediate (LOW) Spy Humanoid
Basic (MEDIUM) Walking Dead Supernatural Intermediate (LOW) Trader Humanoid
Basic (HIGH) Black Shuck Beast Intermediate (LOW) Water Nymph Supernatural
Basic (HIGH) Bog Body Supernatural Intermediate (LOW) White Mage Humanoid
Basic (HIGH) Carcajou Beast Intermediate
Constrictor Snake Beast
(MEDIUM)
Basic (HIGH) Choking Tree Beast

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RISK FACTOR THREAT NAME TYPE RISK FACTOR THREAT NAME TYPE
Intermediate ADVANCED RISK FACTOR
Explorer Humanoid
(MEDIUM)
Advanced (LOW) Apparition Supernatural
Intermediate Freemason
Humanoid Advanced (LOW) Headless Rider Supernatural
(MEDIUM) Fellowcraft
Intermediate Advanced (LOW) Hidebehind Beast
Ghoul Supernatural
(MEDIUM) Advanced (LOW) Lycanthrope Supernatural
Intermediate Advanced (LOW) Night Mare Abyssal
Golem Supernatural
(MEDIUM)
Advanced (LOW) Revenant Supernatural
Intermediate
Grizzly Bear Beast Advanced (LOW) Sabertooth Tiger Beast
(HIGH)
Intermediate Advanced (LOW) Sasquatch Humanoid
Hodag Abyssal
(MEDIUM) Advanced (LOW) Skin-Walker Abyssal
Intermediate Inquisition Witch Advanced (LOW) Whale Beast
Humanoid
(MEDIUM) Hunter
Advanced
Intermediate Knights Templar Freemason Master Humanoid
Humanoid (MEDIUM)
(MEDIUM) Sergeant
Advanced
Intermediate Hooded One Abyssal
Lady in White Supernatural (MEDIUM)
(MEDIUM)

THREATS
Advanced
Intermediate Inquisition Fiscal Humanoid
Mammoth Beast (MEDIUM)
(MEDIUM)
Advanced Knights Templar
Intermediate Humanoid
Military Officer Humanoid (MEDIUM) Noble
(MEDIUM)
Advanced
Intermediate Mandoag Sorcerer Humanoid
Mountain Lion Beast (MEDIUM)
(MEDIUM)
Advanced
Intermediate Military Captain Humanoid
Ooze Supernatural (MEDIUM)
(MEDIUM)
Advanced
Intermediate Red Coat Colonel Humanoid
Red Coat Captain Humanoid (MEDIUM)
(MEDIUM)
Advanced
Intermediate Vengeful Spirit Supernatural
Snallygaster Supernatural (MEDIUM)
(MEDIUM)
Advanced (HIGH) Kraken Abyssal
Intermediate
Shark Beast Advanced (HIGH) Shadow Thing Supernatural
(HIGH)
Intermediate ELITE RISK FACTOR
Tormentor Abyssal
(HIGH) Elite (Unique) Chupacabra Abyssal
Elite (Unique) Leeds Devil Abyssal
Elite (Unique) Vampyre Supernatural

David Chronister (order #31360124)


№ 436

A L L I G AT O R
“P apa saw th e gator once, sleek skin white as wax, eyes like two coals sputtering in the hearth. He coulda
swore it watched him all the way home, slithering just under the surface of the swamp, tryna cloak
itself in mangy moss and scum . . . but he saw the streaks of bright red speckled on its snout, like blood on
snow . . . and he knew if he let up on paddling his canoe for even a second, it would drag him down, down,
down into the dark and the deep . . .”
TYPE: Beast
C B A P I W F
45% [7] 50% [5] 45% [8] 40% [5] 40% [4] 40% [4] 35% [3]

Int M ov DTh PTh Def S i ze RFa


7 7 Melee 65% Large Intermediate
+8 11/6 (Swim)
(13/19/25) (13/19/25) Ranged 65% (2D6 Fury) (LOW)

Athletics  +20, Awareness  +20, Coordination  +20,


Intimidate +20, Simple Melee +20, Stealth +10, Survival +20,
Toughness +10


Snapjaw: 65% • Distance (melee Engaged or 1 yard)
• Damage (2D6+7) • Devastating, Strangling, Vicious
THREATS

CONSTRICTOR: Whenever you deal Peril on a foe using a


Chokehold, you also deal an equal amount of Damage.
CRUSHING: Whenever a foe successfully Defends your
attack, spend one Coin to negate it.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Alligator hide, Meat (9)

David Chronister (order #31360124)


№ 437

APPA L ACHI A N GI A NT
“A rays of light broke through the pines, I looked out from the branches which had given me
s th e f i rst
shelter. There they were, as I had been promised: a family of red-haired giants, with that sound of stone
against stone as they huddled close over some sort of book. I’d heard stories before, but now I saw them: a
mother, a father and child. They seemed gentle despite their enormous stature and in spite of the fact that
animals on the ground ran off seeing them for fear of being crushed by accident. As dawn fully broke, they
returned to the form I had seen the morning prior, that of an especially craggy outcropping of stones.”
TYPE: Humanoid
C B A P I W F

40% [4] 50% [9] 35% [3] 40% [6] 40% [4] 45% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
13 9 Melee 60% Large Intermediate
+9 6
(19/25/31) (15/21/27) Ranged 35% (2D6 Fury) (LOW)

Athletics  +10, Awareness  +10, Folklore  +20, Resolve  +20,


Rumor  +10, Simple Melee  +20, Stealth  +20, Survival  +20,
Toughness +10


Iron-hard Fists: 60% • Distance (melee Engaged or 1 yard)
• Damage [2D6+9] • Powerful, Pummeling, Strangling

THREATS
BRAWNY (2): Your Brawn has factored in the value in
parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
DUSK TO DAWN (Stone): At dawn, you turn to the form
indicated in parenthesis. While in this state, you cannot inflict
nor suffer Damage, unless by magical means. At dusk, you
return to your normal form.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead of
the normal 1D10.
LIGHT SENSITIVITY (2): When exposed to Perfect Light,


reduce your Damage & Peril Thresholds by the value in
parenthesis.

Crucifix, Holy bible

David Chronister (order #31360124)


№ 438

P U B L I C N O T I C E

APPA R ITION
THREATS

“N o, w e d o not go there. The spirits do not sleep in that earth—it


is soured with the blood of men who slew their brothers on that
land . . . sliced into them like cattle and devoured their flesh in the
dead of winter. No men may cross that land without seeing their
burning lantern and faces, stretched in agony and terror, and none
who gaze upon them live to see the next harvest . . .”

David Chronister (order #31360124)


№ 439

TYPE: Supernatural
C B A P I W F

40% [4] 45% [8] 40% [7] 35% [6] 45% [4] 50% [5] 40% [5]
Int M ov DTh PTh Def Size RFa
11 Melee 70% Normal Advanced
+9 10 8 (14/20/26)
(17/23/29) Ranged 50% (1D6 Fury) (LOW)

Awareness  +10, Coordination  +10, Eavesdrop  +30,


IMMUNITY (Injuries, Intimidate, Peril, Rough &
Folklore  +20, Guile  +30, Intimidate  +30, Rumor  +20,
Tumble): You are immune to the effects in parenthesis.


Scrutinize +20, Simple Melee +30, Simple Ranged +10,
Stealth +30 LANTERN: When you deal Damage with this weapon,
the foe does not suffer standard Injuries. Roll Chaos
Asphyxiating Hands: 70% • Distance (melee Engaged) Dice as you normally would for Injuries, but if any land
• Damage (1D6+4) • Slow, Strangling on face ‘6,’ they are On Fire.


Unholy Lantern: 50% • Distance (ranged Cone Template) LAY TO REST (Lantern): Every hour, you move one
• Load (1 AP) • Damage (1D6+7) • Fast step up the Damage Condition Track positively. Should
the object in parenthesis be destroyed, properly buried or
DUSK TO DAWN (Mist): At dawn, you turn to the the situation that turned them into a threat be avenged
form indicated in parenthesis. While in this state, you (Historian’s choice), you are Slain!, returning to the spirit

THREATS
cannot inflict nor suffer Damage, unless by magical realm forever.
means. At dusk, you return to your normal form.
PARALYSIS: Whenever you deal Damage to a foe, they
HORRIFIC: Whenever combat begins, spend one Coin must successfully Resist with Toughness or be Paralyzed.
to force all foes who can see you to Resist using Resolve While Paralyzed, foes are unable to use Movement
or else they suffer from Stress if you are Basic RFa, Fear Actions until combat ends.
if Intermediate RFa or Terror if Advanced or Elite RFa.
SPIRIT SIGHT: You can automatically spot foes who
However, if you are an Abyssal or Supernatural threat and


are hidden or Insubstantial. You can also see in the dark,
the person Critically Fails their Skill Test, they gain an
treating it as Perfect Light.
Affliction.
Grave dirt and Lantern

David Chronister (order #31360124)


№ 440

APPRENTICE M AGE
“S e e , thi s i s
the problem, Isaac. A person becomes one of us not to gain the secret of immortality, but
to expand their mind and make discoveries that can help in the battle against evil, keep all our many
enemies at bay and change the bloody world. You’re young and rich, which also means you are foolish and
have probably never had to work for anything. Well everyone here, from you on up to the Grand Magi, works
their fingers to the bone. You want to drink the Elixir of Life? The grand irony is that by the time you do,
and that is if you do, you’ll be so close to death that you may wonder if drinking the damned potion is worth
it. In the meantime, you have to earn the right to that miserable choice by advancing our cause. Now sit down,
practice your magic and try not to blow your bloody head off.”
TYPE: Humanoid
C B A P I W F

40% [4] 35% [3] 40% [4] 45% [5] 45% [4] 50% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
7 9 Melee 50% Normal Basic
+8 7
(13/19/25) (15/21/27) Ranged 40% (1D6 Fury) (LOW)

Alchemy  +10, Awareness  +10, Heal  +10, Incantation  +10,


Resolve  +10, Scrutinize  +10, Simple Melee  +10, Simple
Ranged +10
THREATS

Knife: 50% • Distance (melee engaged or 6 yards) • Damage


(1D6+4) • Pummeling, Fast, Throwing, Weak


Overcoat Pistol: 50% • Distance (ranged 6 yards) • Load (2
AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak


BRAINS OVER BRAWN: You may alternatively use [WB]
in place of [BB] when calculating your Damage Threshold.

Blackpowder w/Bullets (18), Knife, Laudanum (1), Overcoat


pistol, Set of average clothes, Smelling salts (1), Tincture (1)
and Writing kit

David Chronister (order #31360124)


№ 441

AT T O R N EY
“I k now thi s m ay seem strange. For after all, it is a lawyer’s job to argue for their client in the court of law.
But the question here is not, ‘Did Mrs. Hobbes murder and consume her husband?’ I do not disagree with
Mx. Barriston. Mrs. Hobbes undoubtedly killed and ate Mr. Hobbes. But, there is a greater conspiracy at
work. Mr. Hobbes was a member of a Catholic cabal called the Inquisition, which tracks and kills members
of an even more confidential order of godless Alchemists, the Rosicrucians. Mrs. Hobbes unknowingly
bought a new perfume from Dores Eloi, who I will prove is one of these devil worshippers. Miss Eloi used
Witchcraft to control the mind of Mrs. Hobbes and make her murder her beloved Charles . . .”
TYPE: Humanoid
C B A P I W F

35% [3] 40% [4] 40% [4] 45% [4] 45% [6] 40% [5] 50% [8]
Int M ov DTh PTh Def Size RFa
6 8 Melee 45% Normal Intermediate
+7 7
(12/18/24) (13/19/25) Ranged 40% (1D6 Fury) (LOW)

Awareness  +10, Bargain  +20, Charm  +20, Education  +10,


Guile +20, Interrogation +20, Resolve +20, Rumor +10, Simple
Melee +10, Simple Ranged +10

THREATS
Knife: 45% • Distance (melee engaged or 5 yards) • Damage
(1D6+4) • Fast, Throwing, Weak


Flintlock pistol: 45% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+3) • Blackpowder, Pistol, Weak

JUDGMENT IS HERE: Whenever you or an ally succeeds


at a Skill Test, spend a Coin to turn it into a Critical Success.
SMOOTH TALKER: When you attempt to persuade those
of Allegiances other than your own, you gain a  +20% Base
Chance to Charm Tests.
TALK LESS, SMILE MORE: When you attempt to peacefully
negotiate, you gain a +10% Base Chance to Skill Tests.
TRUTH SHALL SET YOU FREE: You can determine if
someone is lying without making a Skill Test, providing you
can clearly see and hear them. In addition, your lies are seen as


being truthful by others, unless aided by Magic or by another
Lawyer.

Blackpowder w/Bullets (18), Book (one topic), Flintlock


pistol, Knife, Laudanum (1), Set of average clothes, Smelling
salts (1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 442

B E AV E R
“I t s f u r m a dea fine cap, that’s for certain, and Jack certainly cut a handsome figure when he wore it.
I worry, though, that it wasn’t properly made, for when he sweats—whether from fear or exhaustion—it
stank something awful, like the dead under the summer sun. Nothing like the one we’d got through trade,
so I had to wonder how Jack had happened on it . . . Or I did, till I heard the boys he traveled with had been
pilfering trash piles near those camps.”
TYPE: Animal
C B A P I W F

40% [4] 45% [4] 45% [5] 50% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
5 7 Melee 40% Normal Basic
+9 8
(11/17/23) (13/19/25) Ranged 45% (1D6 Fury) (LOW)


Athletics +10, Awareness +10, Survival +10, Toughness +10


Scratch: 40% • Distance (melee Engaged) • Damage (1D6+4)
• Pummeling, Vicious

DARK SENSE: You can see in the dark, treating it as Perfect


Light.
THREATS

LETHARGY: Whenever you roll Initiative, roll a 1D6 instead


of the normal 1D10.
STENCH: Whenever a foe starts their Turn Engaged with


you, they must successfully Resist with Toughness or suffer
1D10+1 Peril.

Beaver pelt (1), Meat (6)

David Chronister (order #31360124)


№ 443

BISON
“I time I saw one. It was during the strawberry moon. I’d wandered from town and
r em emb e r th e f i rst
heard thunder. I looked to the sky, but no storm brewed overhead. No, this was . . . different. There was no
papa by the fire to hold me now, just the soft whistle of wind through the oaks as the rumbling grew louder
and louder. From a cloud of dusk they arose, magnificent beasts, born of shaggy fur and horns. There was
a keen intelligence in their black pools of eyes, and a pleading of a sort. At their heels were fur trappers on
horseback, corralling the behemoths to a low valley. I knew what came next, as I heard the crack of musket
fire. One by one, each of the beasts lumbered over, killed.”
TYPE: Beast
C B A P I W F

45% [4] 40% [7] 45% [4] 50% [8] 40% [4] 35% [0] 40% [4]
Int M ov DTh PTh Def Size RFa
9 6 Melee 65% Large Intermediate
+11 7
(15/21/27) (12/18/24) Ranged 65% (2D6 Fury) (LOW)


Athletics +20, Awareness +20, Coordination +20, Resolve +20,
Simple Melee +20, Survival +20, Toughness +20

Thunderous Hooves: 65% • Distance (melee Engaged or


1 yard) • Damage (2D6+7) • Powerful, Pummeling, Slow,

THREATS
Sweeping

HORRIFIC: Whenever combat begins, spend one Coin


to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and the
person Critically Fails their Skill Test, they gain an Affliction.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Bison hide, Meat (6)

David Chronister (order #31360124)


№ 444

P U B L I C N O T I C E

BLACK BEAR
THREATS

“M y broth e r G eorg e thought it would be funny to sneak into


the cave while we were supposed to be choring. Pa wouldn’t like
it, but Ma is the humorous kind and she’s quite fond of pranks and
George would rather hide in the dark and surprise her than tend to
his wife’s hectoring these days—his words. Mary’s the sensitive kind
and now her days will be even darker. I still remember the way that
bear lifted him up off the earth, thrashing him to and fro . . . and
the way he hit the ground like a ripe pumpkin . . .

David Chronister (order #31360124)


№ 445

TYPE: Animal
C B A P I W F

45% [6] 50% [7] 40% [4] 45% [5] 40% [4] 40% [5] 35% [3]
Int M ov DTh PTh Def Size RFa
9 8 Melee 65% Normal Intermediate
+8 7
(15/21/37) (14/20/26) Ranged 50% (1D6 Fury) (LOW)

Athletics  +20, Awareness  +10, Coordination  +10, FIERCE: Whenever you are Seriously or Grievously


Intimidate  +20, Resolve  +20, Simple Melee  +20, Wounded, add 1D6 Fury Die to Damage. You cannot
Survival +20, Toughness +20 Defend during this time and automatically Resist against
effects which target your mind.
Bear Claw: 65% • Distance (melee Engaged) • Damage
HORRIFIC: Whenever combat begins, spend one Coin
(1D6+6) • Sweeping, Vicious
to force all foes who can see you to Resist using Resolve


Bear Bite: 65% • Distance (melee Engaged) • Damage or else they suffer from Stress if you are Basic RFa, Fear
(1D6+6) • Strangling, Vicious if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
ASSAIL: Whenever you Charge, flip the results to the person Critically Fails their Skill Test, they gain an
succeed at the next Attack Action or Rough & Tumble Affliction.
you make (unless it is Spell-related).
HYPERSENSITIVITY: You roll 2D10 to determine

THREATS
BRUTAL: When you inflict an Injury, you inflict two Initiative, instead of the normal 1D10.
Injuries instead.
SECOND WIND: Spend one Coin to automatically
CHOSEN: One foe is left Defenseless to all your Attack restore your Damage & Peril Condition Tracks by one
Actions and Rough & Tumble. Once it is defeated, select step positively once a day.
a new foe.
THICK HIDE (1): Your Damage Threshold has factored


DARK SENSE: You can see in the dark, treating it as in the value in parenthesis. You also reduce Peril &
Perfect Light. Damage from fire you suffer by the same value.

Meat (4), Black Bear pelt (1)

David Chronister (order #31360124)


№ 446

BLACK MAGE
“T overwhelming. Claire had never lost a family member, and now she looked on the
h e ste n c h wa s
corpse of her brother and father, lying mangled and twisted in what seemed like a sea of bodies. She
cursed the Red Coats who cut them down and the Rebels who seduced Eli and Papa into laying their lives
down for a hopeless cause. Overcome with sorrow, she fell to her knees, clutching their stiff hands, sobbing.
A voice behind her spoke, ‘Weep not for them, child. Now they serve a much greater purpose than the
revolution.’ Before Claire could turn to look at the speaker, Eli and Papa’s hands clutched back.
TYPE: Humanoid
C B A P I W F

40% [4] 35% [4] 40% [4] 45% [6] 45% [4] 50% [8] 40% [4]
Int M ov DTh PTh Def Size RFa
10 11 Melee 50% Normal Intermediate
+9 7
(16/22/28) (17/22/28) Ranged 35% (1D6 Fury) (LOW)

Alchemy  +10, Awareness  +20, Education  +10 Guile  +10,


Incantation +20, Resolve +20, Scrutinize +20, Simple Melee +10,
Simple Ranged +10, Skulduggery +10, Stealth +10

Knife: 50% • Distance (melee engaged or 7 yards) • Damage


(1D6+4) • Fast, Throwing, Weak
THREATS


Overcoat Pistol: 50% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak

BRAINS OVER BRAWN: You may alternatively use [WB] in


place of [BB] when calculating your Damage Threshold.
PLANAR ALIGNMENT: Whenever you Risk Backlash,
reduce the number of Chaos Dice you roll (to a minimum of
one die).
POKER FACE: Your Allegiance cannot be discovered unless
you tell someone, and you cannot be made the target of the
Scrutinize Skill to discover your Allegiance.
WITCH’S MARK: Whenever you fail or Critically Fail an
Incantation Test, you may turn it into a Critical Success. You


move one step down the Peril Condition Track negatively as a
result.

Blackpowder w/Bullets (18), Knife, Laudanum (1), Overcoat


pistol, Set of average clothes, Smelling salts (1), Tincture (1)
and Writing kit

David Chronister (order #31360124)


№ 447

BLACK SHUCK
“I t ’ s not a s
though you’ll believe me, but for some rum punch, it makes the talking easier. So, here’s my
tale: they were soaring through the sky along the coast, as easy as any goose, kicking their paws, same
as they would on the road. Black as midnight, these flying dogs just ran along with the wind, snarling and
howling, and if we hadn’t had our pistols, they’d have run us down like rabbits. It was dark out, sure, and
maybe I’d had a bit to drink . . . but I know what I saw.”
TYPE: Beast
C B A P I W F

50% [7] 45% [4] 45% [4] 40% [4] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
10/13 5 Melee 60% Normal Basic
+7 7 (13/19/25)
(Fly) (11/17/23) Ranged 55% (1D6 Fury) (HIGH)

Athletics  +10, Awareness  +10, Coordination  +10,


Intimidate +10, Resolve +10, Simple Melee +10, Stealth +10,
Survival +10


Dog Bite: 60% • Distance (melee Engaged) • Damage
(1D6+7) • Punishing, Slow, Vicious

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FLIGHTLESS: Whenever you are Grievously Wounded,
suffering from an Injury or Bleeding, you cannot fly.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
LIGHT SENSITIVITY (3): When exposed to Perfect Light,
reduce your Damage & Peril Thresholds by the value in
parenthesis.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Black Shuck pelt, Meat (6)

David Chronister (order #31360124)


№ 448

B O G B O DY
“T themself as something of a scholar, you see. Our crew had made the journey
h e cap ta i n fa n ci e d
from London, but as I hear it, the captain had brought with them a casket from the Old World. There’s
a lot of death there, and the captain meant to study what was inside. There was something in there alright,
and right as they peeled the lid off, well the smell . . . devils below, it was enchanting and terrifying at the
same time. But the morning after, the corpse was nowhere to be found . . . and inside the casket, we found
the captain, choked to death.”
TYPE: Supernatural
C B A P I W F

45% [6] 40% [6] 35% [3] 40% [4] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
7 Melee 55% Large Basic
+7 6 NONE
(13/19/25) Ranged 35% (2D6 Fury) (HIGH)


Athletics +10, Awareness +10, Intimidate +10, Simple Melee +10,
Simple Ranged +10, Survival +10, Toughness +10


Iron-hard Fists: 55% • Distance (melee Engaged or 1 yard)
• Damage [2D6+6] • Powerful, Pummeling, Strangling
THREATS

FIERCE: Whenever you are Seriously or Grievously


Wounded, add 1D6 Fury Die to Damage. You cannot Defend
during this time and automatically Resist against effects
which target your mind.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
IMMUNITY (Bleeding, Intimidate, Peril): You are immune
to the effects in parenthesis.
LAY TO REST (Amulet): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you are
Slain!, returning to the spirit realm forever.
MINDLESS: Your Intelligence, Willpower and Fellowship are


0%, and automatically Resist against effects that target you. You
also can see in the dark, treating it as Perfect Light.

Amulet, Mask, Moldy wrappings

David Chronister (order #31360124)


№ 449

CA RCAJOU
“I t wasn’t a bear what snagged the doe Thomas brought in—you can tell by the bites about the legs,
the way the teeth ripped clear through grit and gristle. Too cold for bears anyhow, and the way the
skin was torn on the underbelly and all the innards torn out? No, that’s a wolverine, pure and simple, if
the stink weren’t enough to give it away. Big as dogs in these parts, and twice as vicious. Best to leave
anything they kill in the woods, that’s my advice. Never know when you’ll coax one onto your farm by
taking their meal away.”
TYPE: Beast
C B A P I W F

50% [6] 45% [4] 40% [5] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
5 7 Melee 60% Normal Basic
+9 8
(11/17/23) (13/19/25) Ranged 50% (1D6 Fury) (HIGH)


Athletics +10, Awareness +10, Coordination +10, Resolve +10,
Simple Melee +10, Survival +10, Toughness +10


Wolverine Claws: 60% • Distance (melee Engaged) • Damage
(2D6+6) • Sweeping, Vicious

THREATS
AILMENT (Sepsis): When you inflict Injuries, the foe suffers
from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.


LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.

Carcajou pelt, Meat (6)

David Chronister (order #31360124)


№ 450

CHOKING TREE
“W by a grove of old wood, our guide pulled us close. In the tree, I could just barely
h e n w e pa s s e d
make our skeletons, wrapped within vines. She said trees like this grab hapless travelers and make a
meal of them. It was no surprise to see one here in the Great Dismal Swamp, aside from that initial shock of
seeing a lot of rib cages among the trees. ‘Come too close,’ our guide said, ‘and you’ll be lucky to escape with
but a thrashing.’ We ventured no closer.”
TYPE: Beast
C B A P I W F

40% [4] 45% [10] 40% [4] 35% [3] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
11 Melee 55% Large Basic
+96 NONE NONE
(17/23/29) Ranged 35% (2D6 Fury) (HIGH)


Athletics +10, Coordination +10, Eavesdrop +10, Intimidate
+10, Simple Melee +10, Survival +10, Toughness +10

Vine Lash: 55% • Distance (melee Engaged or 1 yard)


• Damage (NONE) • Ineffective, Strangling


Vine Strike: 55% • Distance (melee Burst Template) • Damage
THREATS

(2D6+4) • Pummeling

IMMUNITY (Intimidate, Injuries, Rough & Tumble): You


are immune to the effects in parenthesis.
IMMOBILE: You cannot move or use Movement Actions in
combat.
INESCAPABLE: You can maintain a Chokehold for 0 AP
and take other actions during this time.
MINDLESS: Your Intelligence, Willpower and Fellowship are
0%, and automatically Resist against effects which target you.
You also can see in the dark, treating it as Perfect Light.
SWALLOW: Whenever a foe is Choked, they suffer 2D10+2
Peril instead. Whenever they Resist, they must flip the results to
fail. Once a foe is Incapacitated!, they are also Slain!.
SWARM: You never provoke Counterattacks and never cause
Damage or Peril to your allies.
WEAKNESS (Fire, Melee weapons): Whenever you are


exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.

Strong ropelike vines (9 yards)

David Chronister (order #31360124)


№ 451

CHUPACABR A
“T he herds near the mission never seemed to come back in the right numbers. I felt it my duty as priest
to see what may have been happening, but each morning it was the same . . . a lamb, shriveled as if
drunk by a vampire of similar stature. It fills me with terror to imagine what these devilish beasts would do
with a taste for human flesh. At times, I’m told it appeared as a six-legged cat, and on other nights, a coyote.
To those I cannot attest, as I never did see the animal for myself.”
TYPE: Abyssal
C B A P I W F

50% [6] 50% [9] 55% [11] 50% [8] 50% [5] 50% [6] 50% [5]
Int M ov DTh PTh Def Size RFa
13 9 Melee 80% Normal Elite
+11 17
(19/25/31) (15/21/27) Ranged 85% (1D6 Fury) (UNIQUE)

Athletics +30, Awareness +30, Coordination +30, Resolve +30,


Scrutinize +30, Simple Melee +30, Stealth +30, Survival +30,
Toughness +30


Terrible Teeth: 80% • Distance (melee Engaged) • Damage
[1D6+11] • Fast, Vicious, Sweeping

THREATS
AILMENT (Morsal): When you inflict Injuries, the foe
suffers from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
DRAIN (Intelligence): Whenever you deal Damage to a foe,
they must successfully Resist with Resolve or permanently lose
-3% to the Primary Attribute in parenthesis.
DUSK TO DAWN (Smoke): At dawn, you turn to the form
indicated in parenthesis. While in this state, you cannot inflict
nor suffer Damage, unless by magical means. At dusk, you
return to your normal form.
LEAPER: On the same Turn after Charging or Running, you
may jump horizontally or vertically up to your [BB] in yards.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Meat (1), Musk gland, Small pelt

David Chronister (order #31360124)


№ 452

CONSTRICTOR SNAKE
“W e were inthe Great Dismal Swamp on the hunt for one of the Red Coats. We’d been tracking
him for days, watching where he’d set up camp. The damn fool kept going deeper and deeper into
the swamp. A few days in, we ended up at Lake Drummond. Try as we might, we lost him. That is, until we
came upon his campsite. The fire was still warm, and beans were boiling in a pot. But that’s when we looked
up at a rotted-out cypress, and by golly, we saw the biggest snake you’d ever lay eyes upon. She was nearly
thick as a tree, and with eyes dark as midnight. And inside the constrictor was this big bulge, all humanlike.
We figured at this point justice had been done, so we packed up our gear and left her to a lobster dinner.”
TYPE: Beast
C B A P I W F

40% [5] 45% [6] 50% [7] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
8 7 Melee 50% Large Intermediate
+9 10
(14/20/26) (13/19/25) Ranged 70% (2D6 Fury) (MEDIUM)

Athletics  +20, Awareness  +20, Coordination  +20,


Intimidate  +20, Guile  +20, Simple Melee  +20, Stealth  +20,
Survival +20


Death Squeeze: 50% • Distance (melee Engaged or 1 yard)
THREATS

• Damage (2D6+6) • Pummeling, Slow, Strangling

CONSTRICTOR: Whenever you deal Peril on a foe using a


Chokehold, you also deal an equal amount of Damage.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SWALLOW: Whenever a foe is Choked, they suffer 2D10+2


Peril instead. Whenever they Resist, they must flip the results
to fail. Once a foe is Incapacitated!, they are also Slain!.

Constrictor snakeskin, Meat (9)

David Chronister (order #31360124)


№ 453

C OYO T E
“T trees, you know. The dam of that was a whisker, but Pappa wasn’t lying an’ says he
h ey ca n c l i mb
saw the coyote sitting up there, yip-yapping and eyes flashing. He says they’ve got an evil spirit in
them, an’ with that crooked grin, I believe it. I could feel its eyes right on my skin, just the same as if it’d
been touching me. I swear there were others close too, but that part I wasn’t so sure about. If you could
have seen the way it smiled at me picking hickory nuts on the ground . . . the way it laughed when I ran
away . . . you’d believe it, too . . .”
TYPE: Animal
C B A P I W F

45% [5] 40% [4] 50% [7] 45% [5] 40% [4] 35% [3] 40% [4]
Int M ov DTh PTh Def Size RFa
5 6 Melee 55% Normal Basic
+8 10
(11/17/23) (12/18/24) Ranged 60% (1D6 Fury) (HIGH)


Athletics +10, Awareness +10, Coordination +10, Guile +10,
Simple Melee +10, Stealth +10, Survival +10, Toughness +10


Snarling Bite: 55% • Distance (melee Engaged) • Damage
(1D6+4) • Pummeling, Sweeping

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.


SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.

Coyote pelt, Meat (6)

David Chronister (order #31360124)


№ 454

P U B L I C N O T I C E

C R AWL E R
THREATS

“T been missing, one and all, for nearly two


h e c hi l dr e n h a d
months. But we’d gained a lead that Livingstone may have been
keeping them in an old cistern outside Trenton. We came upon the
well to investigate, and in the pale moonlight was something at the
bottom, it looked like a bloated body. But the closer I came with my
lamp, the shakier my arms, the colder feeling in my stomach  .  .  .  there
was no child at all. On the thing’s face was a sunken ghastliness
where a nose ought to have been. And, it was not alone . . . 
I prayed that neither the thing nor its ilk had seen me . . .”

David Chronister (order #31360124)


№ 455

TYPE: Supernatural
C B A P I W F

45% [6] 50% [7] 40% [4] 45% [6] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
7/8 9 Melee 65% Normal Intermediate
+9 NONE
(Climb) (15/21/27) Ranged 60% (1D6 Fury) (LOW)


Athletics +20, Coordination +20, Intimidate +20, LEAPER: On the same Turn after Charging or Running,
Resolve +20, Simple Melee +20, Survival +20 you may jump horizontally or vertically up to your [BB]
in yards.


Filthy Claws: 65% •  Distance (melee Engaged)
LIGHT SENSITIVITY (2): When exposed to Perfect
• Damage (1D6+6) • Pummeling, Slow
Light, reduce your Damage & Peril Thresholds by the
value in parenthesis.
AILMENT (Throat Distemper): When you inflict
Injuries, the foe suffers from the Ailment in parenthesis. MINDLESS: Your Intelligence, Willpower and
Fellowship are 0%, and automatically Resist against
BATTLE BUDDY: Select one ally whenever combat
effects that target you. You also can see in the dark,
starts. You both gain a +10% Base Chance to Defend and
treating it as Perfect Light.
cannot be Flanked, providing you are able to clearly see
and hear one another. PACK TACTICS: When three or more of your kind are
alive in combat, flip the result to succeed at all Combat-

THREATS
HORRIFIC: Whenever combat begins, spend one Coin
based and Agility-based Skill Tests.
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear SWIFT: Your Movement has factored in 1+[BB] to


if Intermediate RFa or Terror if Advanced or Elite RFa. (Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
However, if you are an Abyssal or Supernatural threat to (Fly).
and the person Critically Fails their Skill Test, they gain
an Affliction. Dirt-caked clothing and Memento of a former life

David Chronister (order #31360124)


№ 456

P U B L I C N O T I C E

D EVI L D O G
THREATS

“W e di dn ’ t susp e ct the mutt at first. She was a stray dog yet


friendly enough, so we brought her with us from London.
After we reached Plymouth, however, Lady just wasn’t the same.
Those glowing eyes, teeth filling a despicable maw encircling her
entire throat, she seemed taken by some great, devilish seed. Lady’s
coat turned strange, too, a speckled thing of pink and brown. The
hellhound snarled and moaned at us, and her flatulence gave off the
stench of a struck match . . . like a burning fart! Before we could
catch the damn thing, she escaped into the streets. God help us if
Lady ever has pups . . .”

David Chronister (order #31360124)


№ 457

TYPE: Abyssal
C B A P I W F

45% [4] 40% [5] 50% [6] 40% [6] 35% [3] 40% [4] 45% [4]
Int M ov DTh PTh Def Size RFa
6 7 Melee 55% Normal Basic
+9 12
(12/16/24) (13/19/25) Ranged 60% (1D6 Fury) (HIGH)

Athletics  +10, Awareness  +10, Coordination  +10, INFERNAL: Whenever you deal Damage, your foes must


Resolve  +10, Simple Melee  +10, Stealth  +10, successfully Resist with Toughness or else gain 1 Conflict
Survival +10, Toughness +10 if you are Basic RFa, 2 Conflict if you are Intermediate
RFa or 3 Conflict if you are Advanced or Elite RFa.


Snarling Bite: 55% •  Distance (melee Engaged)
SHAPESHIFT (Hunting Dog): You and your belongings
• Damage (1D6+4) • Pummeling, Sweeping
can Shapeshift into the alternative form in parenthesis at
any time (or by spending 2 AP in combat). Once in this
FIERCE: Whenever you are Seriously or Grievously
form, you gain its Traits, immediately move three steps
Wounded, add 1D6 Fury Die to Damage. You cannot
up the Damage & Peril Condition Tracks positively, but
Defend during this time, and automatically Resist
cannot Shapeshift again for twenty-four hours.
against effects which target your mind.
SPIRIT SIGHT: You can automatically spot foes who
HEAT: Whenever you deal Damage to a foe, they must
are hidden or Insubstantial. You can also see in the dark,
successfully Resist with Coordination or suffer 1D10+1

THREATS
treating it as Perfect Light.
Damage from fire.
SWIFT: Your Movement has factored in 1+[BB] to
HORRIFIC: Whenever combat begins, spend one Coin


(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
to force all foes who can see you to Resist using Resolve
to (Fly).
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
Collar with their name on it, Nugget of coal, Pile of
However, if you are an Abyssal or Supernatural threat and
sulfur
the person Critically Fails their Skill Test, they gain an
Affliction.

David Chronister (order #31360124)


№ 458

DOG ANT
“I d o n ’ t k now w h y I thought it was little William’s dog. I suppose it made sense—the cur was always
out in the late hours, traipsing through the wood and dragging vermin into the yard, scattering chickens
and goats with its howling and carrying on. It just . . . couldn’t be anything but that dog, you see . . . but
when I heard the sounds it made . . . the skittering of all those legs . . . and my lantern got close enough to see
those . . . big eyes and the jaws on that thing . . . that’s the devil’s work and no doubt about it. I don’t know
how it got out in those woods, but I know if it’s anything like the little ants, where there’s one, there’s bound
to be a hundred more.”
TYPE: Beast
C B A P I W F

45% [5] 45% [4] 50% [6] 40% [5] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
8 Melee 55% Normal Basic
+8 9/5 (Climb) NONE
(14/20/26) Ranged 60% (1D6 Fury) (MEDIUM)


Athletics  +10, Awareness  +10, Coordination  +10, Simple
Melee +10, Survival +10, Toughness +10


Mandibles: 55% • Distance (melee Engaged) • Damage
(1D6+5) • Strangling, Vicious
THREATS

CRUSHING: Whenever a foe successfully Defends your


attack, spend one Coin to negate it.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects which target
you. You also can see in the dark, treating it as Perfect Light.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
THICK HIDE (3): Your Damage Threshold has factored in


the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.

Ant mandible (2), Meat (6)

David Chronister (order #31360124)


№ 459

EAGLE
“N ath a n o nly tho ug h the’d escaped the Red Coats, but as he clutched at the blood pouring from his
stomach, Nathan realized that there was no getting away. He finally collapsed, no longer having the
strength to pick himself up. Feeling the end, he prayed to the Creator. His vision blurred as he saw something
flying toward him. An angel? No, his vision cleared, and he could see that it was an eagle. To his Indigenous
friends, the eagle was sacred, its ‘bald’ head and gorgeous plumage projecting majesty. It was the bird that
could fly closest to the Creator and now it had turned its attention to Nathan. But why him? Was it coming
to carry his soul or something else? Nathan wasn’t sure, but would have his answer soon . . .”
TYPE: Animal
C B A P I W F

45% [5] 40% [4] 50% [6] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
12/15 5 7 Melee 55% Large Basic
+9
(Fly) (11/17/23) (13/19/25) Ranged 60% (2D6 Fury) (HIGH)


Awareness  +10, Coordination  +10, Intimidate  +10,
Navigation +10, Simple Melee +10, Stealth +10, Survival +10


Beak and Talons: 55% • Distance (melee Engaged or 1 yard)
• Damage (2D6+6) • Fast, Sweeping, Weak

THREATS
FLIGHTLESS: Whenever you are Grievously Wounded,
suffering from an Injury or Bleeding, you cannot fly.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
SECOND WIND: Spend one Coin to automatically restore
your Damage & Peril Condition Tracks by one step positively
once a day.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Eagle feathers (6), Meat (6)

David Chronister (order #31360124)


№ 460

EXPLORER
“W i th ev e ry step,
Jackson assured himself, he was making history. It was certainly possible that some
French traders may have been through here, likely seeing the things that Jackson was seeing for the
first time, but they’d left no mark. Nor had any of the settlements beyond the Appalachians reached this
deeply into Kentucky Country. That made it especially exciting when Jackson spotted a series of waterfalls
that fed into a pool deep in the wood. It was as if he’d stumbled onto a magical place. ‘Just beautiful,’ Jackson
said to his Cherokee guide. ‘I think I’ll have a swim.’ Onacona silently nodded, as the explorer disrobed and
jumped into the pool. What Jackson had thought unusual, the Cherokee had used as a hunting marker for
generations. More to the point, the hunters had used this pool to relieve themselves far too many times for
Onacona to consider joining him.”
TYPE: Humanoid
C B A P I W F

40% [5] 40% [4] 45% [4] 45% [7] 40% [4] 50% [8] 35% [3]
Int M ov DTh PTh Def Size RFa
6 11 Melee 60% Normal Intermediate
+10 7
(12/18/24) (17/23/29) Ranged 45% (1D6 Fury) (MEDIUM)

Athletics  +10, Martial Melee  +10, Martial Ranged  +20,


Navigation  +10, Resolve  +10, Simple Melee  +20, Simple
Ranged +10, Stealth +20, Survival +20, Toughness +20
THREATS

Hatchet: 60% • Distance (melee engaged) • Damage (1D6+5)


• Pummeling, Slow, Weak


Musketoon: 60% • Distance (ranged 13 yards) • Load (2 AP)
• Damage (1D6+5) • Blackpowder, Carbine

POLAR STAR: When you can see the stars, you gain a +20%
Base Chance to Navigation Tests. In addition, you always
know how to find true north, even during inclement weather.
RURAL STALKER: You automatically succeed at all Skill
Tests to sneak in rural areas, unless you give yourself away by
running through them or making loud noises. In addition,
whenever you hide in rural environments during a Combat
Encounter, it only costs 1 AP.


TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.

Blackpowder w/Bullets (18), Camping kit, Hatchet, Hunting


bag, Musketoon, Laudanum (1), Set of inferior clothes,
Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 461

FA R M E R
“E I till this plot. It’s always the same, thank God. I hitch up Chestnut to the plow; she helps
v e ry y e a r
me cut up the earth then we get to planting. It’s simple, but I like it simple. This revolution doesn’t interest
me much, nor do the affairs of city folk. I just want to work the land, provide for my kin and stay peaceful
and prosperous. I embrace the expected. Yesterday when Chestnut’s work pulled a half-rotting corpse covered
in brands out of a shallow grave, I was shocked. I was livid. Yes, this is my land, but I have no idea who that
poor soul is or how she got there.”
TYPE: Humanoid
C B A P I W F

45% [5] 50% [6] 40% [4] 45% [4] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
7 7 Melee 55% Normal Basic
+7 7
(13/19/25) (13/19/25) Ranged 40% (1D6 Fury) (LOW)

Athletics +10, Drive +10, Handle Animal +10, Resolve +10,


Ride  +10, Simple Melee  +10, Simple Ranged  +10,
Survival +10, Toughness +10

Fowler Musket: 55% • Distance (ranged 13 yards) • Load (3


AP) • Damage (1D6+5) • Blackpowder, Inaccurate, Weak

THREATS

Hatchet: 55% • Distance (melee engaged) • Damage (1D6+5)
• Slow, Weak

DIAMOND IN THE ROUGH: Immediately after you


suffer Damage from a melee or ranged weapon, spend a Coin
to ignore it.

Blackpowder w/Bullets (18), Camping kit, Hatchet, Hunting


bag, Fowler musket, Laudanum (1), Set of inferior clothes,
Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 462

FREEMASON AGENT
“I t ’ s not ab o u t
protecting the Crown. It’s about freedom, for all of us. If anarchy falls over the Colonies,
you won’t have more liberty than now. You will have far, far less. For without order, with no rulers, the
strong take from the weak. There is no justice in that. The Crown gives every person the security to rise.
The moment any king or queen threatens that, they also become the enemy of the Brotherhood. You claim
to serve freedom. I actually do . . . So are you going to tell me where the munitions are hidden, or do I need
to dissolve more of your fingers in acid?”
TYPE: Humanoid
C B A P I W F

40% [5] 40% [4] 50% [6] 45% [4] 40% [4] 35% [3] 45% [4]
Int M ov DTh PTh Def Size RFa
5 6 Melee 50% Normal Basic
+7 9
(11/17/23) (12/18/24) Ranged 60% (1D6 Fury) (LOW)

Awareness  +10, Coordination  +10, Intimidate  +10,


Resolve  +10, Simple Melee  +10 Simple Ranged  +10,
Skulduggery +10, Stealth +10, Toughness +10

Knife: 50% • Distance (melee engaged or 5 yards) • Damage


(1D6+6) • Fast, Throwing, Weak
THREATS


Flintlock pistol: 50% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+5) • Blackpowder, Pistol, Weak

LINEAR TACTICS: Whenever you deal Damage to a foe


with a ranged weapon, immediately switch places with an
Engaged ally.

Antidote (1), Blackpowder w/Bullets (18), Flintlock pistol,


Knife (2), Laudanum (1), Set of dark clothes, Smelling salts
(1), Tincture (1) and Tobacco (3)

David Chronister (order #31360124)


№ 463

FREEMASON ALCHEMIST
“T heR eb e l s l aug h e d, their captain holding the sacred stag skull high above her head. ‘I have troops,’
she boasted, ‘armed to the teeth with muskets, and now I wield a sacred artifact of the Mandoag. What
do you have? A bow and some arrows. It’s over, Kitane.’ But the young Freemason just cracked a smile. As the
Rebels drew back their bow, an arrow of the Freemason’s own design let loose with a twang . . . The Rebels
still haven’t found enough of their captain’s body to bury.”
TYPE: Humanoid
C B A P I W F

45% [5] 40% [5] 50% [8] 45% [5] 40% [4] 35% [3] 40% [4]
Int M ov DTh PTh Def Size RFa
7 6 Melee 65% Normal Intermediate
+9 11
(13/19/25) (12/18/24) Ranged 70% (1D6 Fury) (LOW)

Awareness  +10, Coordination  +20, Martial Ranged  +20,


Resolve  +10, Simple Melee  +20, Simple Ranged  +20,
Skulduggery +10, Stealth +10, Toughness +20, Warfare +10

Knife: 65% • Distance (melee engaged or 6 yards) • Damage


(1D6+8) • Fast, Throwing, Weak

THREATS
Fused Grenade: 65% • Distance (ranged 6 yards) • Load (1
AP) • Damage (1D6+5) • Blackpowder, Bomb, Throwing


Powder Bomb: 65% • Distance (ranged 6 yards) • Load (1 AP)
• Damage (NONE) • Bomb, Ineffective, Smoke

AT A DISTANCE: By spending 3 Action Points, you can


Inject Quicksilver, Inject Tincture, Use Laudanum or Use
Smelling salts at a Distance of 3+[BB]. This is mostly relevant
to the action of First Aid, but can also be used outside of
combat in other narrative situations.
DANGER SENSE: Whenever you are Surprised, you are not
Defenseless. In addition, permanently add +1 to your Initiative.
FORLORN HOPE: You may flip the results to succeed at
Warfare Tests. When you succeed, it is considered a Critical
Success. In addition, add 1D6 Fury Die to Damage with any
weapon with the Bomb Quality.


TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.

Antidote (1), Flintlock pistol, Fused grenade (2) Knife (2),


Laudanum (1), Powder bomb (1) Set of dark clothes, Smelling
salts (1), Tincture (1) and Tobacco (3)

David Chronister (order #31360124)


№ 464

FREEM ASON ENTERED APPRENTICE


“I our ranks to unravel the secrets of the universe. Yes, we can craft medicine to
u n de rsta n d yo u joi n e d
heal your sick mother and cast spells to make your family’s barren fields fertile. The Brotherhood has the
resources to end her cough and fill your pockets forever. I assure you, Margarette, you will have access to that
power. But that is not what we need you to focus on. The Master requires you to go to Boston, infiltrate the
Rebels and convince them to rise up against the Crown violently, giving the king an excuse to drop the full
might of the military on the Colonies. Do this, and even if you die, your mother and farm will be taken care
of. Am I clear on this, Apprentice Margarette?”
TYPE: Humanoid
C B A P I W F

40% [4] 40% [5] 40% [4] 45% [4] 45% [4] 50% [7] 35% [3]
Int M ov DTh PTh Def Size RFa
6 10 Melee 50% Normal Basic
+7 7
(12/18/24) (16/22/28) Ranged 40% (1D6 Fury) (MEDIUM)

Alchemy +10, Incantation +10, Interrogation +10, Resolve +10,


Simple Melee  +10, Simple Ranged  +10, Skulduggery  +10,
Stealth +10 Toughness +10

Knife: 50% • Distance (melee engaged or 5 yards) • Damage


THREATS

(1D6+4) • Fast, Throwing, Weak


Overcoat Pistol: 50% • Distance (ranged 5 yards) • Load (2
AP) • Damage (1D 6+4) • Blackpowder, Pistol, Weak

METTLE: Whenever you suffer Peril from mental activities,


reduce your Peril Condition Track by one less step negatively.
NO MERE PHENOMENA: You can manipulate physical
objects no larger than a book with your mind. This allows you to
automatically hit a single foe within 3+[PB], as the foe suffers
1D10+1 Peril. You can also pair this with Skulduggery to make
objects disappear and to reappear. Randomly determine three
Common Magic Spells from Article 3: Professions Pamphlet.
Finally, you can Risk Backlash and Unfetter your Spells.
PLANAR ALIGNMENT: Whenever you Risk Backlash,


reduce the number of Chaos Dice you roll (to a minimum of
one die).

Blackpowder w/Bullets (18), Knife, Laudanum (1), Overcoat


pistol, Set of average clothes, Smelling salts (1), Tincture (1)
and Writing kit

David Chronister (order #31360124)


№ 465

FR E EM A SON FE L LOWCR A F T
“M atoa k a sta r e d at Alexander across the stacked books and clutter on her desk. The young man,
practically still a boy, stared at her with his huge brown eyes. So eager and so terrified. He almost leapt
out of his chair with a start when the Fellowcraft broke the silence, ‘Alexander, you’ve done a fine job these
last weeks. Taking notes, keeping the Lodge clean and running errands for the Brotherhood. The Master and
I want to offer you full membership as an Entered Apprentice.’ Excitement lit Alexander’s eyes. His mouth
opened, ready to hurl gratitude at Matoaka, but she held up her hand, immediately silencing him. ‘Think
hard on this decision, Alexander. You are a sweet boy, so kind and respectful. This work will change that. If
it doesn’t, well, you understand we have to protect our secrets to maintain order . . .’”
TYPE: Humanoid
C B A P I W F

50% [8] 45% [6] 35% [3] 40% [6] 40% [4] 45% [4] 40% [4]
Int M ov DTh PTh Def Size RFa
8 7 Melee 70% Normal Intermediate
+9 6
(14/20/26) (13/19/25) Ranged 55% (1D6 Fury) (MEDIUM)

Athletics +20, Coordination +20, Interrogation +20 Martial


Melee +20, Martial Ranged +20, Resolve +20, Toughness +20,
Warfare +10

THREATS
Bayonet: 70% • Distance (melee engaged or 1 yard) • Damage
(1D6+8) • Socketed, Vicious


Brown Bess Musket: 70% • Distance (ranged 15 yards) • Load
(3 AP) • Damage (1D6+8) • Accurate, Blackpowder

IRONCLAD: Foes must roll two face ‘6’s on Chaos Dice


to Injure you. This also means you no longer suffer Moderate
Injuries.
RICOCHET: Whenever a foe is Slain! from an attack you’ve
made with a ranged weapon, spend one Coin to inflict the
same amount of Total Damage against a foe who is within 3
yards of them.
TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.
WHITES OF THEIR EYES: Whenever foes gain the benefit


of Low Cover, you ignore it for purposes of hitting and dealing
Damage.

Bayonet, Bedroll, Blackpowder w/Bullets (18), Brown Bess


musket, Knapsack, Laudanum (1), Smelling salts (1) and
Tincture (1)

David Chronister (order #31360124)


№ 466

FREEMASON MASTER
“W I wa s young, I got swept in the drama of the Ancients and the Moderns. My friends chose
hen
different sides, creating a schism in our group. I felt immense pressure from both to declare my
allegiance. Ancients stop the innocent from becoming monsters. So I played both sides. I was friendly to all,
but a true friend only to myself and the Freemason ideals. Yes I had to lie, sometimes even to myself. And
where did it get me? I have forgotten more secrets about the universe than my friends will ever learn.”
TYPE: Humanoid
C B A P I W F

50% [9] 45% [6] 35% [3] 45% [5] 40% [1] 51% [9] 40% [4]
Int M ov DTh PTh Def Size RFa
9 12 Melee 80% Normal Advanced
+8 6
(15/21/27) (18/24/30) Ranged 35% (1D6 Fury) (MEDIUM)

Alchemy  +30, Incantation  +30, Leadership  +30, Martial


Melee +30, Resolve +30, Simple Ranged +30, Toughness +30,
Warfare +30

Infantry Sword: 80% • Distance (melee engaged) • Damage


(1D6+9) • Defensive


THREATS

Flintlock pistol: 80% • Distance (ranged 8 yards) • Load (2


AP) • Damage (1D6+9) • Blackpowder, Pistol, Weak

EBB and FLOW: Whenever a Coin is spent, automatically


cancel its usage. You can call upon this ability once a game
session.
IN TUNE WITH THE ÆTHER: When you hold an amulet
and Risk Backlash, you must roll two or more face ‘6’s on Chaos
Dice to trigger it. Randomly determine three Common Magic
Spells from Article 3: Professions Pamphlet. Finally, you can
Risk Backlash and Unfetter your Spells.
PLANAR ALIGNMENT: Whenever you Risk Backlash,
reduce the number of Chaos Dice you roll (to a minimum of
one die).


TENACITY: Permanently add +6% to your Willpower.

Blackpowder w/Bullets (18), Laudanum (1), Flintlock pistol,


Infantry sword, Set of superior clothes, Symbol of the Order,
Smelling salts (1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 467

G A RG A NTUA N SPI DE R
“A gents of O l d Scratch on eight legs is what they are. Little ones are bad enough, but these accursed
things at the back of caves . . . devil’s work, I’m telling you. Monstrous, and not even making a sound—
nor does anyone they get a hold of. You’ll be faster wound up in thread than you can cry out for your momma.
I hear tales of Appalachian folk that keep them like dogs. Can you imagine anything more awful?”
TYPE: Beast
C B A P I W F

40% [4] 45% [6] 50% [7] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
8 7 Melee 60% Large Intermediate
+9 10/7 (Climb)
(14/20/26) (13/19/25) Ranged 70% (2D6 Fury) (LOW)


Awareness  +20, Coordination  +20, Resolve  +20, Simple
Melee +20, Simple Ranged +20, Stealth +20, Toughness +20

Fangs: 60% • Distance (melee Engaged or 1 yard) • Damage


(2D6+4) • Slow, Vicious, Weak


Webbing: 60% • Distance (ranged Cone Template) • Load (1
AP) • Damage (NONE) • Ineffective, Strangling

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
LIGHT SENSITIVITY (2): When exposed to Perfect Light,
reduce your Damage & Peril Thresholds by the value in
parenthesis.
POISONOUS: When you deal Damage, roll 1D6 Chaos Die.
If the result is face ‘1–5,’ your foe suffers 2D10+2 Peril. If the
result is face ‘6,’ your foe immediately begins to Suffocate. Only
an antidote can save them from Suffocation.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
WEAKNESS (Fire): Whenever you are exposed to the


weakness in parenthesis, you suffer an additional 1D6 Fury
Die to Damage.

Meat (6), Poison sack, Spider carapace

David Chronister (order #31360124)


№ 468

GHOUL
“B ack f rom h e r rounds, the sergeant reported a few of the younger soldiers gone missing. Desertion was
severely punished, so I thought it odd. We then went to inspect the camp. One of the soldiers said he’d seen
a ‘thing’ with teeth haunting the dusk, and coincidentally, appeared the same day young Monte went missing.
We waited until night came, and there, the sergeant and I spied a horrible sight . . . an emaciated person stalking
about, whose skin slumped from their waist like some discarded coat. Its . . . hands were buried deep within
the skull of the dead drummer. We knew then what had to be done. The sergeant took her shot, putting poor
Monte out of his misery. The creature’s eyes flashed, and it began to sprint toward us . . .”
TYPE: Supernatural
C B A P I W F

50% [7] 45% [7] 45% [7] 40% [4] 40% [4] 40% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
9 9 Melee 65% Normal Intermediate
+7 10
(15/21/27) (15/21/27) Ranged 55% (1D6 Fury) (MEDIUM)


Athletics  +20, Coordination  +20, Disguise  +20, Intimidate  +10,
Simple Melee +20, Survival +20, Toughness +10


Tongue and Claws: 65% •  Distance (melee Engaged)
• Damage [1D6+7] • Pummeling, Slow, Sweeping
THREATS

DARK SENSE: You can see in the dark, treating it as Perfect


Light.
HORRIFIC: Whenever combat begins, spend one Coin to
force all foes who can see you to Resist using Resolve or else
they suffer from Stress if you are Basic RFa, Fear if Intermediate
RFa or Terror if Advanced or Elite RFa. However, if you are an
Abyssal or Supernatural threat and the person Critically Fails
their Skill Test, they gain an Affliction.
SHAPESHIFT (Laborer): You and your belongings can
Shapeshift into the alternative form in parenthesis at any time
(or by spending 2 AP in combat). Once in this form, you gain
its Traits, immediately move three steps up the Damage &
Peril Condition Tracks positively, but cannot Shapeshift again
for twenty-four hours.
SLOUGH OFF: When you are made to Bleed, suffer an Injury


or would be Slain!, you immediately Shapeshift back into your
Ghoul form.

1D6+1 human skins

David Chronister (order #31360124)


№ 469

GOLEM
“I was an odd sculpture of clay in her workshop. I never dared enter there myself, but
r e ca l l th at th e r e
by chance one morning I did see, just through the crack in the door, something moving within. I cannot be
sure, but I could have sworn the clay sculpture was moving about, organizing papers. Upon its forehead was
an amulet, with words painted on it in what I suspect was Hebrew. The following day, the kabbalist invited
me into that same vesamery office, where I happened to see the clay thing sitting lifeless on a pedestal. She
made no mention of it at all.”
TYPE: Supernatural
C B A P I W F

45% [8] 50% [9] 40% [4] 45% [6] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
13 Melee 65% Normal Intermediate
+9 7 NONE
(19/25/31) Ranged 40% (1D6 Fury) (MEDIUM)


Athletics  +20, Awareness  +20, Intimidate  +20, Simple
Melee +20, Toughness +20


Iron-hard Fists: 60% • Distance (melee Engaged) • Damage
[1D6+9] • Powerful, Pummeling, Strangling

THREATS
BRAWNY (2): Your Brawn has factored in the value in
parenthesis.
CONSTRICTOR: Whenever you deal Peril on a foe using a
Chokehold, you also deal an equal amount of Damage.
IMMUNITY (Injuries, Intimidate, Peril): You are immune to
the effects in parenthesis.
INESCAPABLE: You can maintain a Chokehold for 0 AP
and take other actions during this time.
LAY TO REST (Amulet): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you are
Slain!, returning to the spirit realm forever.
MINDLESS: Your Intelligence, Willpower and Fellowship are


0%, and automatically Resist against effects which targets you.
You also can see in the dark, treating it as Perfect Light.

Amulet embedded in head

David Chronister (order #31360124)


№ 470

P U B L I C N O T I C E

G R I Z Z LY B E A R
THREATS

“I t wa s hig h summer when we first saw the family of them, all


walking in a row, a mama and her cubs. They raced through the
tall grass and tumbled in the creek behind the wheat fields. We kept
our distance, of course, as messing with a bear that size is likely to
bring only trouble. We found the head of that mama bear in our
barn in late autumn, surrounded by bird bones and candles. We
moved south before there was frost on the grass.”

David Chronister (order #31360124)


№ 471

TYPE: Beast
C B A P I W F

45% [6] 50% [8] 40% [4] 45% [5] 40% [4] 40% [5] 35% [3]
Int M ov DTh PTh Def Size RFa
13 8 Melee 65% Large Intermediate
+8 7
(19/25/31) (14/20/26) Ranged 50% (2D6 Fury) (HIGH)

Athletics  +20, Awareness  +10, Coordination  +10, HARDY: You cannot be knocked Unconscious or reduce


Intimidate  +20, Resolve  +20, Simple Melee  +20, your AP due to a Combat Condition.
Survival +20, Toughness +20
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve
Bear Bite: 65% • Distance (melee Engaged or 1 yard)
or else they suffer from Stress if you are Basic RFa, Fear
• Damage (2D6+6) • Strangling, Vicious
if Intermediate RFa or Terror if Advanced or Elite RFa.


Bear Claw: 65% • Distance (melee Engaged or 1 yard) However, if you are an Abyssal or Supernatural threat and
• Damage (2D6+6) • Sweeping, Vicious the person Critically Fails their Skill Test, they gain an
Affliction.
ASSAIL: Whenever you Charge, flip the results to
LETHARGY: Whenever you roll Initiative, roll a 1D6
succeed at the next Attack Action or Rough & Tumble
instead of the normal 1D10.
you make (unless it is Spell-related).
SECOND WIND: Spend one Coin to automatically

THREATS
BRUTAL: When you inflict an Injury, you inflict two
restore your Damage & Peril Condition Tracks by one
Injuries instead.
step positively once a day.
CHOSEN: One foe is left Defenseless to all your Attack
THICK HIDE (3): Your Damage Threshold has factored
Actions and Rough & Tumble. Once it is defeated, select


in the value in parenthesis. You also reduce Peril &
a new foe.
Damage from fire you suffer by the same value.
DARK SENSE: You can see in the dark, treating it as
Perfect Light. Grizzly bear hide, Meat (9)
FIERCE: Whenever you are Seriously or Grievously
Wounded, add 1D6 Fury Die to Damage. You cannot
Defend during this time and automatically Resist against
effects which target your mind.

David Chronister (order #31360124)


№ 472

P U B L I C N O T I C E

HEADLESS RIDER
THREATS

“A s I sto od before the house, weapon in hand, I steeled myself


against the coming of our enemies. But no great will, liquid or
otherwise, would have prepared me for the foul creature galloping
toward me. A woman on a black horse rushed ever toward me, her
mantle black and as night . . . with not a head upon her neck. No
blood fell from that neck, nor was it clotted . . . she moved about
upon the horse without incident. As the horse reared, body more
smoke than anything I could hope to strike down, I took to the
woods.”

David Chronister (order #31360124)


№ 473

TYPE: Supernatural
C B A P I W F

45% [7] 40% [7] 40% [4] 45% [6] 40% [4] 50% [7] 35% [3]
Int M ov DTh PTh Def Size RFa
10 Melee 75% Normal Advanced
+9 10 10 (16/22/28)
(16/22/28) Ranged 70% (1D6 Fury) (LOW)

Athletics  +30, Awareness  +30, Coordination  +30, IMMUNITY (Injuries, Intimidate, Peril): You are


Folklore  +10, Handle Animal  +20, Intimidate  +30, immune to the effects in parenthesis.
Martial Melee +30, Ride +30, Stealth +30
INSUBSTANTIAL: You are Insubstantial. While
Insubstantial, you can freely move through physical


Cavalry Sabre: 75% •  Distance (melee Engaged)
objects, but cannot inflict nor suffer Damage, unless by
• Damage (1D6+7) • Backslash, Slow
magical means.
CHOSEN: One foe is left Defenseless to all your Attack LAY TO REST (Stolen Head): Every hour, you move one
Actions and Rough & Tumble. Once it is defeated, select step up the Damage Condition Track positively. Should
a new foe. the object in parenthesis be destroyed, properly buried or
the situation that turned them into a threat be avenged
DARK SENSE: You can see in the dark, treating it as
(Historian’s choice), you are Slain!, returning to the spirit
Perfect Light.
realm forever.

THREATS
DRAIN (Combat): Whenever you deal Damage to a foe,
MATERIALIZE: You can physically Materialize or
they must successfully Resist with Resolve or permanently
become Insubstantial any time (or by spending 2 AP
lose -3% to the Primary Attribute in parenthesis.
in combat). While Materialized, you can cause Damage
HARDY: You cannot be knocked Unconscious or reduce to foes. If you don’t cause Damage each minute you are
your AP due to a Combat Condition. Materialized, you move one step down the Peril Condition
Track negatively. Once Incapacitated!, you are banished to
HAUNTING: Spend one Coin to conjure an illusion
the spirit realm for twenty-four hours.
(e.g., bleeding walls, phantom footsteps, rattling chains).
Your foes must successfully Resist using a Secret Test SWIFT: Your Movement has factored in 1+[BB] to


with Scrutinize or else suffer from Stress if you are Basic (Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
RFa, Fear if you are Intermediate RFa or Terror if you are to (Fly).
Advanced or Elite RFa. The illusion lasts for an hour.
Cavalry sabre, Horse tackle, Stallion
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
the person Critically Fails their Skill Test, they gain an
Affliction.

David Chronister (order #31360124)


№ 474

HIDEBEHIND
“Y o u wa n t to know about the beast men of the wood, those that sound like the mewing of babes?
Trust me, the less you know, the better. You will not go looking for them, no matter how much you
wish to solve some mystery. There was that little man with the mop of brown hair who went searching, and
you saw how that turned out, didn’t you? Barely enough left to say it was him for sure . . . Leave it be, and it’ll
leave you as well. If you seek them out . . . well, I wash my hands of it.”
TYPE: Beast
C B A P I W F

50% [5] 45% [6] 40% [10] 45% [4] 35% [3] 40% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
9 Melee 80% Normal Advanced
+7 12 9 (15/21/27)
(15/21/27) Ranged 40% (1D6 Fury) (LOW)

Athletics +30, Awareness +20, Guile +30, Interrogation +10,


Intimidate +20, Resolve +30, Simple Melee +20, Stealth +30,
Survival +20, Toughness +20


Antlers and Claws: 80% •  Distance (melee Engaged)
• Damage (2D6+10) • Fast, Powerful, Skewering
THREATS

AILMENT (Typhoid): When you inflict Injuries, the


foe suffers from the Ailment in parenthesis.
CAPTIVATION: When at a Distance from a foe, make a
Charm Test. After successfully rolling (and the foe cannot
or fails to Resist using Resolve), they are Captivated. While
Captivated, a foe must move to become Engaged with you.
Once they are Engaged, they are no longer Captivated. Foes can
only be Captivated once every twenty-four hours.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
HARDY: You cannot be knocked Unconscious or reduce your
AP due to a Combat Condition.
LEAPER: On the same Turn after Charging or Running,
you may jump horizontally or vertically up to your [BB] in
yards.
SNEAKY: You flip the results to succeed at Stealth and
Survival Tests.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Meat (6)

David Chronister (order #31360124)


№ 475

HODAG
“I saw a g r e atbeast near the lake, and dared not say its name. But the words were etched on my brain, just
as so many others following my escape from that time as the sorcerer’s apprentice. Hodag. Had I not seen
such horrors before, I surely would have cried out in fear. It looked just like a great eagle, naked as if plucked,
born upon a lion’s body easily the size of two men laid head to toe. The hair on its back stood straight on end!
Chances were that the monster had been summoned by some foul entity, unless it had broken through to our
world of its own accord.”
TYPE: Abyssal
C B A P I W F

45% [6] 50% [7] 45% [5] 40% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
11 7 Melee 65% Large Intermediate
+9 11/10 (Swim)
(17/23/29) (13/19/25) Ranged 65% (2D6 Fury) (MEDIUM)


Athletics +20, Awareness +20, Coordination +20, Guile +20,
Intimidate +20, Simple Melee +20, Toughness +20


Vicious Maw: 55% • Distance (melee Engaged or 1 yard)
• Damage (2D6+7) • Pummeling, Sweeping, Vicious

THREATS
CHOSEN: One foe is left Defenseless to all your Attack
Actions and Rough & Tumble. Once it is defeated, select a
new foe.
INFERNAL: Whenever you deal Damage, your foes must
successfully Resist with Toughness or else gain 1 Conflict if
you are Basic RFa, 2 Conflict if you are Intermediate RFa or 3
Conflict if you are Advanced or Elite RFa.
SHIFT: Spend one Coin to teleport 3 yards in any direction
as a Reaction.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
TAINT: You cannot be harmed by normal weapons unless
imbued with magic. Whenever you begin combat, foes who
can clearly see you must successfully Resist with Awareness or
treat Distances as if it were Fleeting Shadows until the end of
combat.
THICK HIDE (3): Your Damage Threshold has factored in


the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.

Meat (6)

David Chronister (order #31360124)


№ 476

HOG
“L last of his ham and bean soup as a cold blast of winter air hit him from the open door.
o u i s sipp e d th e
Shelby, the local mail carrier, tipped her hat to him as she closed the door and sat with a troubled look
in her eyes. Something was obviously bothering her more than the weather. ‘A penny for your thoughts?’
Louis asked. Shelby waited to feel her first sip of her usual scotch slide down her throat before answering.
‘Millington. All dead.’ Louis was surprised. Millington was a small village along the road from here to
Trenton, perhaps three dozen souls. The winter had been cold, but everyone? ‘Plague or some such,’ Shelby
said. ‘Doctor Reese thinks it was the hogs. Bad meat.’ Louis glanced at his empty bowl, noting that the
proprietor sourced some of his meat from Millington. He suddenly felt very ill, very ill indeed.
TYPE: Animal
C B A P I W F

40% [4] 50% [6] 45% [4] 40% [5] 35% [3] 45% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

7 7 Melee 40% Normal Basic


+8 7
(13/19/25) (13/19/25) Ranged 45% (1D6 Fury) (LOW)


Athletics +10, Awareness +10, Survival +10, Toughness +10


Oink Oink: 40% • Distance (melee Engaged) • Damage
(1D6+6) • Pummeling, Slow
THREATS

LETHARGY: Whenever you roll Initiative, roll a 1D6


instead of the normal 1D10.
STENCH: Whenever a foe starts their Turn Engaged with


you, they must successfully Resist with Toughness or suffer
1D10+1 Peril.

Meat (6), Pig skin

David Chronister (order #31360124)


№ 477

HOMUNCULUS
“R ath e r c u te k i t te n ,
isn’t it? You won’t be thinking that in a moment, not when they’ve torn up your
ledgers and plucked your chickens . . . HEY! SHOO! Little devilish thing, Grumpy Cat loves to cause
mischief. Don’t mistake her for being just another mischievous kitten, no. The first time our daughter told us she
saw the cat step into the barn and ‘shake off’ its coat to change into a little orange imp, well, we made her do all the
yard work for a week for lying to us. We’d not believed it until we saw Grumpy Cat—or what we thought was her—
turned into a little devil, tearing into one of our milk cows. We’ve tried everything—the broom, our local pastor
and even consulted a local medicine person—but Grumpy Cat just won’t go away. She just sits in the window all
day watching our daughter play outside. And I swear I hear ’em whispering together when the sun goes down . . .”
TYPE: Abyssal
C B A P I W F

45% [5] 45% [5] 50% [6] 40% [4] 40% [4] 40% [5] 35% [4]
INT MOV DTH PTH DEF SIZE RFA

6 8 Melee 55% Small Basic


+7 9
(12/18/24) (14/20/26) Ranged 60% (0D6 Fury) (HIGH)

Awareness +10, Bargain +10, Coordination +10, Folklore +10,


Guile +10, Resolve +10, Simple Melee +10, Skulduggery +10,
Stealth +10

THREATS

Scratch: 55% • Distance (melee Engaged) • Damage (0D6+3)
• Pummeling, Vicious

INFERNAL: Whenever you deal Damage, your foes must


successfully Resist with Toughness or else gain 1 Conflict if
you are Basic RFa, 2 Conflict if you are Intermediate RFa or 3
Conflict if you are Advanced or Elite RFa.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
SHAPESHIFT (Mouser): You and your belongings can
Shapeshift into the alternative form in parenthesis at any time
(or by spending 2 AP in combat). Once in this form, you gain
its Traits, immediately move three steps up the Damage &
Peril Condition Tracks positively, but cannot Shapeshift again
for twenty-four hours.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
SPIRIT SIGHT: You can automatically spot foes who are


hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.

Child’s toy, Collar with their name on it, Nugget of coal, Pile
of sulfur

David Chronister (order #31360124)


№ 478

HOODED ONE
“T right at me. I could not see its eyes, but as its cloak seemed to float as if carried by an
h e thi n g sta r e d
invisible wind, I was sure something horrible was about to occur. And so it did, as the creature made a
twin shadow of itself, leaving only me to know of its infernal acts. I recalled that Doctor John Dee’s book had
mentioned something similar to this daemon. Lucky for me, my duck-foot pistol would strike this Hooded
One, and its shadow selves, too . . .”
TYPE: Abyssal
C B A P I W F

40% [4] 45% [6] 40% [9] 35% [3] 45% [4] 50% [9] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

9 12 Melee 60% Normal Advanced


+6 12
(15/21/27) (18/24/30) Ranged 60% (1D6 Fury) (MEDIUM)

Awareness  +20, Coordination  +20, Eavesdrop  +20,


Education  +30, Folklore  +30, Guile  +20, Incantation  +20,


Interrogation  +20, Intimidate  +30, Scrutinize  +20, Simple
Melee +20, Stealth +20


Sickle: 60% • Distance (melee Engaged) • Damage (1D6+9)
• Fast, Sweeping, Weak
THREATS

DEAD HANDS: You ignore any Damage Threshold Modifier


a foe’s Determination confers.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
IMMUNITY (Injuries, Intimidate, Peril): You are immune to
the effects in parenthesis.
MIRRORED IMAGE: Spend one Coin to create one perfect
illusion of yourself, as it mimics your precise actions. Whenever
a foe attacks you, they must succeed at a Scrutinize Test after
dealing Damage. If they fail, they hit the image instead. Once
you are Grievously Wounded, the illusion is destroyed.
SPIRIT SIGHT: You can automatically spot foes who are


hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.

Agricultural tool, Tattered robes

David Chronister (order #31360124)


№ 479

HORSE
“R shoe carrying us across the bridge and it’s a good thing, too, else we’d have surely had
eb e l th r ew a
our souls stolen by that thing following us, black as tar and smoke trailing from its nostrils. Sometimes
I thought I saw red eyes, but I couldn’t be sure. I did know that wasn’t a horse, not looking like that. A beast
like that had never known a pasture of grass, understand? I’d never seen such a creature, but it was no match
for Rebel—she could outrace any witch in the woods a hundred times over, make no mistake.”
TYPE: Animal
C B A P I W F

35% [3] 50% [6] 45% [6] 40% [4] 40% [4] 40% [4] 45% [4]
INT MOV DTH PTH DEF SIZE RFA

7 7 Melee 45% Normal Basic


+7 12
(13/19/25) (13/19/25) Ranged 55% (1D6 Fury) (MEDIUM)


Athletics  +10, Charm  +10, Coordination  +10, Resolve  +10,
Simple Melee +10, Survival +10, Toughness +10


Horse Kick: 45% • Distance (melee Engaged) • Damage
(1D6+6) • Pummeling, Slow

LIGHT-FOOTED: You reduce Movement Actions by 1

THREATS
AP (to a minimum of 1).


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Horse hide, Iron horseshoe (4), Meat (6)

David Chronister (order #31360124)


№ 480

H U N T E R- G AT H E R E R
“W muddy water, Gawonii picked his path carefully, encouraging Hinto to follow his steps.
a i st de ep i n
They killed one alligator and couldn’t carry more meat, so attracting other beasts’ attention would
just draw trouble. Plus, there were sinkholes in the murky swamp. A slower pace kept them from getting
sucked under. But then a distant buzz changed everything. ‘Locusts. A bunch of ’em, too,’ Hinto whispered.
The couple grabbed their breathing reeds and sank into the water with their recent kill. The insects would
pass over them, probably before dark, but the trip home would need to be at a more dangerous pace . . . if the
alligators didn’t find them blind and submerged in the swamp first.”
TYPE: Humanoid
C B A P I W F

45% [5] 40% [4] 50% [6] 40% [5] 40% [4] 45% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

5 7 Melee 55% Normal Basic


+8 9
(11/17/23) (13/19/25) Ranged 50% (1D6 Fury) (MEDIUM)

Athletics +10, Awareness +10, Charm +10, Handle Animal +10,


Martial Ranged +10, Simple Melee +10, Simple Ranged +10,
Stealth +10, Survival +10, Toughness +10

Hatchet: 55% • Distance (melee engaged) • Damage (1D6+5)


THREATS

• Slow, Weak
Knife: 55% • Distance (melee engaged or 6 yards) • Damage
(1D6+6) • Pummeling, Slow, Weak


Selfbow: 55% • Distance (ranged 14 yards) • Load (1 AP)
• Damage (1D6+6) • Fast, Silent

MIMICRY: When imitating the calls of threats classified


as Animals and Beasts, you gain a  +20% Base Chance to
Disguise Tests (even when making calls in Languages other
than your own).


TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.

Camping kit, Hatchet, Hunting bag, Knife, Laudanum (1),


Selfbow, Quiver & Arrows (18), Set of inferior clothes,
Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 481

HUNTING DO G
“I h av e n ’ t s e e n
M a da m e Moose in a week or so, but that doesn’t mean she’s gone. I heard her howlin’
two nights ago, like she finally got one of the foxes she’s always after, but she ain’t come home since. We’ve
been after tougher prey than foxes, though, and she’ll be back. Last hunting trip, oh, you should have seen
her, giving everything in the forest the what for. She’s loyal like that and ’sides . . . if that bear we took down
last spring couldn’t kill Madame Moose, nothin’ can.”
TYPE: Animal
C B A P I W F

45% [4] 40% [4] 40% [4] 45% [5] 40% [4] 35% [3] 50% [6]
INT MOV DTH PTH DEF SIZE RFA

5 6 Melee 45% Normal Basic


+8 7
(11/17/23) (12/18/24) Ranged 40% (1D6 Fury) (LOW)


Athletics +10, Awareness +10, Charm +10, Guile +10


Snarling Bite: 45% • Distance (melee Engaged) • Damage
(1D6+4) • Pummeling, Sweeping

DARK SENSE: You can see in the dark, treating it as Perfect


Light.

THREATS
FIERCE: Whenever you are Seriously or Grievously
Wounded, add 1D6 Fury Die to Damage. You cannot Defend
during this time, and automatically Resist against effects which
target your mind.


LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.

Collar with their name on it, Dog pelt, Meat (6)

David Chronister (order #31360124)


№ 482

I N QU I S I T I O N A G E N T
“‘T h a nk yo u forwelcoming me into your camp, Captain Hall,’ Saverina said with a smile as she
entered the tent. The Red Coat captain motioned for the visitor to take a seat, but Saverina shook
her head. ‘I am afraid I cannot stay. I need to be out of this camp, or the Inquisition will fire cannonballs
into it.’ Captain Hall stared in shock for a moment before laughing. Saverina just narrowed her eyes. ‘I
assure you, Captain Hall, this is no joke. We take no sides in this conflict between the Rebels and you, but
your Sergeant Toliver is a Templar.’ The captain jumped to his feet, face as red as his coat with outrage.
At a flash, Saverina’s knife was in hand. ‘All very shocking, I know, but we must move quickly. I have one
minute to exit your camp with Toliver in chains, or your unit will have more holes in it than a rat-eaten
cake. This is no bluff. To them, our lives are worth his death.’”
TYPE: Humanoid
C B A P I W F

40% [4] 40% [5] 50% [6] 45% [5] 40% [4] 35% [3] 45% [4]
INT MOV DTH PTH DEF SIZE RFA

6 6 Melee 50% Normal Basic


+8 9
(12/18/24) (12/18/24) Ranged 60% (1D6 Fury) (MEDIUM)

Awareness  +10, Coordination  +10, Guile  +10, Resolve  +10,


Scrutinize  +10, Simple Melee  +10, Simple Ranged  +10,
Skulduggery +10, Stealth +10, Toughness +10
THREATS

Flintlock pistol: 50% • Distance (ranged 8 yards) • Load (1


AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak


Knife: 50% • Distance (melee engaged or 6 yards) • Damage
(1D6+6) • Fast, Throwing, Weak

NIMBLE FINGERS: Reduce the Load value of all ranged


weapons with the Blackpowder Quality by -1 Action Point
(to a minimum of 1 Action Point).
WHAT I DO IN SHADOWS: When you fail an Skulduggery
or Stealth Test, you may re-roll to generate a better result, but


must accept the outcome. In addition, you always succeed at
Skill Tests to disable locks.

Antidote (1), Blackpowder w/Bullets (18), Flintlock pistol,


Knife, Laudanum (1), Set of dark clothes, Smelling salts (1),
Tincture (1), and Tobacco (3)

David Chronister (order #31360124)


№ 483

I N QU I S I T I O N F I S C A L
“Z from the church into the evening air of Philadelphia, drops of cool holy
ac h a r i a s stepp e d o u t
water still clinging to his brow. Right on time, a woman wearing a red hat walked passed and took
his arm, leading him down Willings Alley. Her hand entered his pocket, depositing an envelope as her lips
pressed to his ear, whispering, ‘The names and locations of our agents embedded in the Red Coats, Rebels
and elsewhere. Congratulations, Fiscal Zacharias.’ Zacharias stopped to thank her, saying, ‘The Inquisition
works even faster than I . . .’ but the woman had already slipped out of his arm and eyesight.”
TYPE: Humanoid
C B A P I W F

40% [5] 40% [6] 35% [3] 40% [4] 50% [8] 45% [7] 45% [6]
INT MOV DTH PTH DEF SIZE RFA

9 10 Melee 80% Normal Advanced


+7 6
(15/21/27) (16/22/28) Ranged 45% (1D6 Fury) (MEDIUM)

Bargain +20, Interrogation +30, Intimidate +30, Leadership +30,


Resolve  +30, Scrutinize  +30, Simple Melee  +30, Simple
Ranged +30, Toughness +20

Flintlock pistol: 70% • Distance (ranged 7 yards) • Load (2


AP) • Damage (1D6+5) • Blackpowder, Pistol, Weak

THREATS

Hanger Sword: 70% • Distance (melee engaged) • Damage
(1D6+5) • Weak

BEAR-GARDEN JAW: When you succeed at Skill Test


meant to ridicule or taunt someone, they suffer 1D10+1 Peril.
CALL TO ARMS: Whenever you succeed at using the action
in combat Words As Weapons, combatants double the benefits
or penalties.
EBB & FLOW: Whenever a Coin is spent, automatically
cancel its usage. You can call upon this ability once a game
session.
POKER FACE: Your Allegiance cannot be discovered unless
you tell someone, and you cannot be made the target of the
Scrutinize Skill to discover your Allegiance.


THE THIRD DEGREE: When you Injure a foe with a
weapon, you inflict two Injuries instead of one.

Blackpowder w/Bullets (18), Flintlock pistol, Hanger sword,


Laudanum (1), Ledger, Set of superior clothes, Smelling salts
(1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 484

I N QU I S I T I O N WI T C H H U N T E R
“M over the frozen Lake Hopatcong, her steaming breath visible in the winter air.
a r í a lo ok e d o u t
Though her fight ended an hour ago, she felt like she was still catching her breath. One question
raced through María’s mind, ‘Was John a devil-worshipping practitioner of the Art, or just married to one?’
Patience was not her virtue. The exhausted Witch Hunter sat on the snow-covered bank, her bruised fingers
eagerly dancing across the rope that led to a cage drowned beneath the ice. Just another hour and then she
would pull John out of the lake and have her answer.”
TYPE: Humanoid
C B A P I W F

50% [8] 40% [6] 40% [5] 45% [4] 40% [4] 45% [5] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

8 8 Melee 70% Normal Intermediate


+8 8
(14/20/26) (14/20/26) Ranged 50% (1D6 Fury) (MEDIUM)

Coordination +10, Interrogation +20, Intimidate +20, Martial


Melee +20, Martial Ranged +20, Resolve +20, Scrutinize +20,
Toughness +20

Cavalry Sabre: 70% • Distance (melee engaged) • Damage


(1D6+8) • Backslash, Slow
THREATS


Musketoon: 70% • Distance (ranged 10 yards) • Load (2 AP)
• Damage (1D6+8) • Blackpowder, Carbine

BURN BRIGHT: Whenever you are holding a source of


light, you and your allies treat Fleeting Shadows as if they
were Perfect Light. If doing so in combat, you must spend 1
Action Point every Turn to maintain this effect.
DANGER SENSE: Whenever you are Surprised, you are not
Defenseless. In additi on, permanently add +1 to your Initiative.
JADED: When suffering Peril from Stress, Fear or Terror,
reduce it by your [FB].
NIMBLE FINGERS: Reduce the Load value of all ranged
weapons with the Blackpowder Quality by -1 Action Point (to
a minimum of 1 Action Point).
RICOCHET: Whenever a foe is Slain! from an attack you’ve
made with a ranged weapon, spend one Coin to inflict the


same amount of Total Damage against a foe who is within 3
yards of them.

Blackpowder w/Bullets (18), Camping kit, Cavalry sabre,


Hunting bag, Knife, Musketoon, Laudanum (1), Set of inferior
clothes, Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 485

I N S E C T S WA R M
“S head as the coachman pulled his horses to an immediate stop. ‘What is happening?’ he
i l a s b ump e d hi s
growled as he poked his head out the window. ‘It’s a bear, sir. Just leapt out onto the road.’ Silas ordered,
‘so, shoot it and let’s get on our way!’ But it wasn’t moving. The large brownish lump on the road made a few
lethargic stretches of its paws before going limp. Obviously, something had killed it. The coachman stopped
short and Silas could see why. A dark cloud rose from the carcass and headed toward them. Silas could
hear the buzzing, portents of his own fate. But why? There was no time for speculation. Silas sprang from
the coach as the coachman screeched in pain. He didn’t get far before he felt the first few stings of his last
screaming breaths.”
TYPE: Animal
C B A P I W F

35% [3] 40% [4] 40% [5] 45% [5] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA

11/14 5 Melee 45% Small Basic


+8 NONE
(Fly) (11/17/23) Ranged 40% (0D6 Fury) (HIGH)


Awareness +10, Simple Melee +10, Survival +10,Toughness +10


Swarming: 45% • Distance (melee Burst Template) • Damage
(0D6+4) • Pummeling

THREATS
IMMUNITY (Intimidate, Injuries, Rough & Tumble): You
are immune to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects which target
you. You also can see in the dark, treating it as Perfect Light.
SWARM: You never provoke Counterattacks and never cause
Damage or Peril to your allies.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
WEAKNESS (Fire): Whenever you are exposed to the


weakness in parenthesis, you suffer an additional 1D6 Fury
Die to Damage.

Meat (6), Swarm shells

David Chronister (order #31360124)


№ 486

JOURNALIST
“Y o u ca n a r r e st m e .
Pour scalding tar and feathers on my body. Hang me until all my breath exhales.
None of that will matter. It won’t change the fact that your Rebel captain is actually a Loyalist spy and
member of the Brotherhood. You could burn my printing press and every copy of the pamphlet you can find,
but it won’t change the truth or remove it from the minds and lips of those hundreds in Boston who read my
words. I’ve already done more damage with my quill than you ever will with that musket.”
TYPE: Humanoid
C B A P I W F

35% [3] 40% [4] 40% [4] 40% [4] 50% [5] 45% [5] 45% [5]
INT MOV DTH PTH DEF SIZE RFA

5 8 Melee 45% Normal Basic


+7 7
(11/17/23) (14/20/26) Ranged 40% (1D6 Fury) (LOW)

Awareness +10, Bargain +10, Charm +10, Resolve +10, Rumor


+10, Scrutinize +10, Simple Melee +10, Simple Ranged +10,
Toughness +10

Flintlock pistol: 45% • Distance (ranged 7 yards) • Load (2


AP) • Damage (1D6+3) • Blackpowder, Pistol, Weak


THREATS

Knife: 45% • Distance (melee engaged or 5 yards) • Damage


(1D6+4) • Fast, Throwing, Weak


JADED: When suffering Peril from Stress, Fear or Terror,
reduce it by your [FB].

Blackpowder w/Bullets (18), Flintlock pistol, Knife,


Laudanum (1), Ledger, Set of superior clothes, Smelling salts
(1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 487

K NI G H T S TE M PL A R I NITI ATE
“B ut of allthe Templars, trust in Initiates most. They’re not born into this. They didn’t join up because
they only know how to deal death like the Sergeants. Initiates willingly make themselves targets of our
enemies because they believe in their heart of hearts that the work we do as Templars is worth the risk. I
became a Squire because my mother told me to. Every day a part of me, a coward within, regrets it. Sage,
Henry and the rest? They’re the inspiration who make that inner voice shut its mouth.”
TYPE: Humanoid
C B A P I W F

50% [5] 40% [5] 35% [3] 45% [4] 40% [4] 45% [5] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

6 8 Melee 60% Normal Basic


+7 6
(12/18/24) (14/20/26) Ranged 35% (1D6 Fury) (LOW)

Awareness +10, Education +10, Heal +10, Martial Melee +10,


Martial Ranged +10, Resolve +10, Simple Melee +10, Simple
Ranged +10, Toughness +10

Fowler Musket: 60% • Distance (13 yards) • Load (3 AP)


• Damage (1D6+5) • Blackpowder, Inaccurate, Weak

THREATS
Infantry Sword: 60% • Distance (engaged) • Damage (1D6+5)
• Defensive

CHASE THE PAIN: Whenever you are Hurt, add  +1 to


Total Damage. If Moderately Wounded, add +2. If Seriously
Wounded, add  +3, and if Grievously Wounded, add  +4 to


Total Damage. You must be using a melee weapon to take
advantage of this Talent.

Blackpowder w/Bullets (18), Fowler musket, Holy symbol,


Infantry sword, Laudanum (1), Ledger, Set of superior
clothes, Smelling salts (1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 488

P U B L I C N O T I C E

KNIGHTS
TEMPLAR NOBLE
THREATS

“T h e m ag e f e l lto his knees sobbing. All his careful planning:


ruined. The walking dead Alistair raised from the cemetery were
in scattered, burned pieces. His book of spells was reduced to ash.
The people of Collingswood slept in their beds, instead of joining
the ranks of his rotting battalion. The shadow of the Knights
Templar responsible for Alistair’s failings loomed over him. ‘How?’
Alistair croaked through the tears, ash and snow. A single word,
begging for explanation of his defeat. As the Knight’s blade cracked
through his sternum, heart and spine, she simply replied, ‘Christ.’”

David Chronister (order #31360124)


№ 489

TYPE: Humanoid
C B A P I W F

50% [9] 51% [9] 40% [7] 45% [4] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

12 9 Melee 80% Normal (1D6 Advanced


+7 10
(18/24/30) (15/21/27) Ranged 70% Fury) (MEDIUM)

Awareness  +20, Coordination  +30, Incantation  +10, FIND THE HIDDEN WORD: Whenever you bear a
Martial Melee  +30, Martial Ranged  +30, Resolve  +30, symbol of faith in hand, add +1 to your Damage & Peril


Simple Melee +10, Simple Ranged +30, Toughness +30, Thresholds. Randomly determine three Common Magic
Warfare +30 Spells from Article 3: Professions Pamphlet. Finally, you
can Risk Backlash and Unfetter your Spells.
Dutch Longpistol: 80% • Distance (7 yards) • Load (2
GUT INSTINCT: You may alternatively use [BB] in
AP) • Damage (1D6+9) • Accurate, Blackpowder, Pistol
place of [WB] when calculating your Peril Threshold.


Infantry Sword: 80% • Distance (engaged) • Damage
IRONCLAD: Foes must roll two face ‘6’s on Chaos
(1D6+9) • Defensive
Dice to Injure you. This also means you no longer suffer
Moderate Injuries.
CHASE THE PAIN: Whenever you are Hurt, add +1
to Total Damage. If Moderately Wounded, add  +2. If MANNA OF GOD: Spend one Coin to automatically
Seriously Wounded, add +3, and if Grievously Wounded, restore your Damage & Peril Condition Tracks by one

THREATS
add  +4 to Total Damage. You must be using a melee step positively once a day.
weapon to take advantage of this Talent.
STALWART: Permanently add +6% to your Brawn.
EBB & FLOW: Whenever a Coin is spent, automatically


THE THIRD DEGREE: When you Injure a foe with a
cancel its usage. You can call upon this ability once a game
weapon, you inflict two Injuries instead of one.
session.
Badge of Teutonic Knighthood, Blackpowder w/Bullets
(18), Dutch longpistol, Holy symbol, Infantry sword,
Laudanum, Ledger, Set of superior clothes, Smelling
salts (1), Tincture (1), and Writing kit

David Chronister (order #31360124)


№ 490

K NIGHT S TEMPL A R SE RGE A NT


“H e a l th e sick?
Help the poor? Unravel the mysteries of the Arcane to defend the natural world? Hard
to do with the Inquisition and Freemasons breathing down your neck, ready to fill your belly with steel
and lead. That’s where we come in. We’re not a sword. We’re a shield. We didn’t start this conflict, but we
will end it so the other Templars can do their work. Now, let’s slit these throats and light this church on fire.
Audrey is making roast duck tonight, and if I don’t get home soon, it’ll be cold.”
TYPE: Humanoid
C B A P I W F

50% [6] 40% [6] 35% [3] 45% [4] 45% [7] 40% [6] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

7 9 Melee 70% Normal Intermediate


+7 6
(13/19/25) (15/21/27) Ranged 35% (1D6 Fury) (MEDIUM)

Awareness +10, Education +20, Heal +20, Martial Melee +20,


Martial Ranged +10, Resolve +20, Simple Melee +10, Simple
Ranged +20, Toughness +20


Flintlock pistol: 70% • Distance (7 yards) • Load (2 AP)
• Damage (1D6+6) • Blackpowder, Pistol, Weak
THREATS


Infantry Sword: 70% • Distance (engaged) • Damage (1D6+6)
• Defensive

AT EASE MY FRIEND: You ignore Peril Condition penalties


associated with Skill Tests to heal people. In addition, whenever
you Bind Wounds, the person is also restored an equal number
of steps up the Peril Condition Track positively.
IRONCLAD: Foes must roll two face ‘6’s on Chaos Dice to
Injure you. This also means you no longer suffer Moderate
Injuries.
METTLE: Whenever you suffer Peril from mental activities,
reduce your Peril Condition Track by one less step negatively.
STEADFAST: Whenever you suffer Peril from physical


activities, reduce your Peril Condition Track by one less step
negatively.

Bandages, Blackpowder w/Bullets (18), Flintlock pistol, Holy


symbol, Infantry sword, Laudanum (1), Ledger, Set of superior
clothes, Smelling salts (1), Tincture (1) and Writing kit (4)

David Chronister (order #31360124)


№ 491

K N I G H T S T E M P L A R S QU I R E
“T her whole short life for this. Every morning she woke up before the sun to practice
h at g i r l wa i te d
swinging that blade. Each dusk she shot pinecones out of the trees. Marta chased shadows of magic and
monsters into the night, reading tomes by candlelight until her lids became too heavy to lift. No Squire was
ever more prepared to defend the innocent. And yet here we are, burying what’s left of your sister after a hunt
for a single Ghoul. I will not sponsor you, Samuel.”
TYPE: Humanoid
C B A P I W F

50% [5] 40% [6] 35% [3] 45% [4] 40% [4] 45% [5] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

7 8 Melee 60% Normal Basic


+7 6
(13/19/25) (14/20/26) Ranged 35% (1D6 Fury) (MEDIUM)

Awareness +10, Education +10, Heal +10, Martial Melee +10,


Martial Ranged +10, Resolve +10, Simple Melee +10, Simple
Ranged +10, Toughness +10

Flintlock pistol: 60% • Distance (7 yards) • Load (2 AP)


• Damage (1D6+5) • Blackpowder, Pistol, Weak

THREATS
Infantry Sword: 60% • Distance (engaged) • Damage (1D6+5)
• Defensive

IRONCLAD: Foes must roll two face ‘6’s on Chaos Dice to


Injure you. This also means you no longer suffer Moderate
Injuries.
LINEAR TACTICS: Whenever you deal Damage to a foe


with a ranged weapon, immediately switch places with an
Engaged ally.

Flintlock pistol, Holy symbol, Infantry sword, Blackpowder


w/Bullets (18), Laudanum (1), Ledger, Set of superior clothes,
Smelling salts (1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 492

P U B L I C N O T I C E

KNOCKER
THREATS

“E ac h nig h t itcame to me, knocking, knocking, knocking


endlessly from beneath the floorboards. At the tender age of
fifteen, I knew in the depths of my soul that the creature had seen
me in the basement there. Perhaps seen is the wrong word, though.
No, this was something far more unknowable, with a creaking and
crashing, moving objects by an invisible hand with no sense of rest.
I had meant to find our kitten, but from the moment I’d unearthed
the bones . . . I had awoken something else entirely.”

David Chronister (order #31360124)


№ 493

TYPE: Supernatural
C B A P I W F

40% [4] 35% [3] 40% [4] 40% [6] 45% [4] 50% [7] 45% [6]
INT MOV DTH PTH DEF SIZE RFA

5 10 Melee 40% Normal Intermediate


+9 7
(11/17/22) (16/22/28) Ranged 40% (1D6 Fury) (LOW)


Awareness +20, Eavesdrop +20, Folklore +20, Guile +20, INSUBSTANTIAL: You are Insubstantial. While
Interrogation +20, Intimidate +20, Stealth +20 Insubstantial, you can freely move through physical


objects, but cannot inflict nor suffer Damage, unless by
No Attack Profile; see Traits below. magical means.
LAY TO REST (Keepsake): Every hour, you move one
DARK SENSE: You can see in the dark, treating it as
step up the Damage Condition Track positively. Should
Perfect Light.
the object in parenthesis be destroyed, properly buried or
HAUNTING: Spend one Coin to conjure an illusion the situation that turned them into a threat be avenged
(e.g., bleeding walls, phantom footsteps, rattling chains). (Historian’s choice), you are Slain!, returning to the spirit
Your foes must successfully Resist using a Secret Test realm forever.
with Scrutinize or else suffer from Stress if you are Basic
PHENOMENA: You can manipulate physical objects
RFa, Fear if you are Intermediate RFa or Terror if you
no larger than a book with your mind. This allows you to
are Advanced or Elite RFa. The illusion lasts for an hour.

THREATS
automatically hit a single foe within 3+[PB], as the foe
IMMUNITY (Injuries, Intimidate, Peril, Rough & suffers 1D10+1 Peril and shove the foe away from you
Tumble): You are immune to the effects in parenthesis. 1 yard. You can also pair this with Skulduggery to make
objects disappear and to reappear.
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve SPIRIT SIGHT: You can automatically spot foes who


or else they suffer from Stress if you are Basic RFa, Fear are hidden or Insubstantial. You can also see in the dark,
if Intermediate RFa or Terror if Advanced or Elite RFa. treating it as Perfect Light.
However, if you are an Abyssal or Supernatural threat
and the person Critically Fails their Skill Test, they gain A keepsake from the person being haunted
an Affliction.

David Chronister (order #31360124)


№ 494

KRAKEN
“‘K out for old Kate, laddie!’ Captain McNeil called over the sea spray. ‘We ain’t the only
e ep a n ey e
ones hunting whales tonight!’ The deckhand Kristy saluted before finishing tying the sails. The
Captain believed in tall tales and was absolutely certain that these waters held some mysterious giant squid
that lurked below the waters ready to pull down any ship that got close. She stood to admire her work and
only then that she noticed something strange herself. All the stars on the port had disappeared, as if the
darkness had swallowed them. Kristy leaned on the rail to get a better look. That’s when the darkness peered
back, in the form of a large, blinking yellow eye . . .”
TYPE: Abyssal
C B A P I W F

45% [8] 50% [13] 40% [4] 45% [4] 40% [4] 40% [7] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

16 10 Melee 75% Huge Advanced


+7 7 (Swim only)
(22/28/34) (16/18/24) Ranged 60% (3D6 Fury) (HIGH)

Athletics  +30, Awareness  +30, Coordination  +20,


Intimidate +30, Resolve +30, Simple Melee +30, Survival +30,
Toughness +30

Engulfing Bite: 75% • Distance (melee Engaged or 2 yards)


THREATS

• Damage (3D6+13) • Pummeling, Vicious


Lashing Tentacle: 75% • Distance (melee Cone Template)
• Damage (3D6+13) • Pummeling, Sweeping, Strangling

BRAWNY (3): Your Brawn has factored in the value in


parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
SWALLOW: Whenever a foe is Choked, they suffer 2D10+2
Peril instead. Whenever they Resist, they must flip the results
to fail. Once a foe is Incapacitated!, they are also Slain!.


SWIMMER: You can only swim and can breathe underwater.

Assorted sailor clothing, Broken harpoon, Heart of the


Kraken, Kraken skin, Meat (12)

David Chronister (order #31360124)


№ 495

LABORER
“M the edge of the cart, the pain blooming in his chest. Desperate to keep his composure,
ac r e a dy sat at
the man used every fiber of his will to not start swallowing air by the lungfull. His crew didn’t seem to
notice, digging deep into the Philadelphia dirt streets and placing large stones side by side to create a road.
The pain receded. This time, he was safe. But if Isabel or Lemuel noticed next time, their ambitious hearts
would report him to the bosses in a minute so one of them could climb up into his position. Macready knew
it was time to take the Newtonians up on their offer and risk being the first human to try their new heart
medicine . . . or watch his family starve.”
TYPE: Humanoid
C B A P I W F

45% [5] 50% [7] 40% [4] 40% [4] 35% [3] 45% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

8 7 Melee 55% Normal Basic


+7 7
(14/20/26) (13/19/25) Ranged 50% (1D6 Fury) (MEDIUM)


Athletics +10, Bargain +10, Coordination +10, Leadership +10,
Simple Melee +10, Simple Ranged +10, Toughness +10

Blackjack: 55% • Distance (melee engaged) • 


Damage
(1D6+7) • Pummeling, Silent, Slow

THREATS

Flintlock pistol: 55% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+5) • Blackpowder, Pistol, Weak

PUGILISM: Whenever your Brawl misses or is Resisted,


immediately Brawl again for 0 Action Points. You can only
take advantage of this once a Round.
ROUGH WORK: You may flip the results to succeed at
Toughness Tests. When you succeed, it is always considered


a Critical Success. Furthermore, you never reduce your
Movement due to Overage.

Backpack, Blackjack, Blackpowder w/Bullets (18), Candles


(9), Flintlock pistol, General repair tools, Laudanum (1), Set
of inferior clothes, Smelling salts and Tincture (1)

David Chronister (order #31360124)


№ 496

P U B L I C N O T I C E

L A DY I N WH I T E
THREATS

“I f yo u a sk me, and I might very well remind you that you did,
it’s a sort of divine intervention. Sometimes when you wish for
something, it really does happen. Well . . . I can’t take credit for
everything, not when it’s clear as day that she came back to finish
the little bastard off herself. When I heard what William did to
Bess, it filled me with the Lord’s own rage—a magistrate’s son
won’t see true justice, that’s for sure . . . but to think she’s the one
that came back and scratched out his eyes . . . warms my heart.”

David Chronister (order #31360124)


№ 497

TYPE: Supernatural
C B A P I W F

35% [3] 45% [4] 40% [5] 40% [7] 45% [4] 50% [8] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

6 11 Melee 55% Normal Intermediate


+10 8
(12/18/24) (17/23/29) Ranged 60% (1D6 Fury) (MEDIUM)

Awareness  +20, Coordination  +20, Disguise  +10, IMMUNITY (Injuries, Intimidate, Peril, Rough &


Eavesdrop +10, Folklore +20, Guile +10, Interrogation +20, Tumble): You are immune to the effects in parenthesis.
Intimidate +20, Simple Ranged +20, Stealth +20
LAY TO REST (Abandoned Remains): Every hour, you
move one step up the Damage Condition Track positively.
Keening: 55% • Distance (ranged Cone Template)
Should the object in parenthesis be destroyed, properly


• Load (1 AP) • Damage (1D6+5) • Fast, Powerful,
buried or the situation that turned them into a threat be
Weak
avenged (Historian’s choice), you are Slain!, returning to
the spirit realm forever.
CAPTIVATION: When at a Distance from a foe,
make a Charm Test. After successfully rolling (and LIGHT SENSITIVITY (2): When exposed to Perfect
the foe cannot or fails to Resist using Resolve), they Light, reduce your Damage & Peril Thresholds by the
are Captivated. While Captivated, a foe must move to value in parenthesis.
become Engaged with you. Once they are Engaged, they
SPIRIT SIGHT: You can automatically spot foes who

THREATS
are no longer Captivated. Foes can only be Captivated
are hidden or Insubstantial. You can also see in the dark,
once every twenty-four hours.
treating it as Perfect Light.
HORRIFIC: Whenever combat begins, spend one Coin
SWIFT: Your Movement has factored in 1+[BB] to
to force all foes who can see you to Resist using Resolve


(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
or else they suffer from Stress if you are Basic RFa, Fear
to (Fly).
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
Tattered white clothes
the person Critically Fails their Skill Test, they gain an
Affliction.

David Chronister (order #31360124)


№ 498

P U B L I C N O T I C E

L E E D S D EVI L
THREATS

“M o st c o n n e ct th e tale of the Jersey Devil to Leeds, an old


Puritan merchant. His wife was in labor with her thirteenth
child and invoked the devil’s name as she gave birth, so the thing
wriggled out of her womb and turned into a damn monster. Others
say it was divine punishment for Mrs. Leed’s unwillingness to turn
away from her Quaker roots to match her husband’s Puritanism,
so the child was born doglike with a bird’s neck. Either way, stay
the hell away from the Pine Barrens—that’s where the blasted thing
roams, and it eats everyone who crosses its path . . .”

David Chronister (order #31360124)


№ 499

TYPE: Abyssal
C B A P I W F

50% [10] 55% [10] 50% [5] 50% [6] 50% [5] 50% [6] 50% [5]
INT MOV DTH PTH DEF SIZE RFA

11/14 18 9 Melee 80% Large Elite


+9
(Fly) (24/30/36) (15/21/27) Ranged 80% (2D6 Fury) (UNIQUE)

Athletics  +30, Awareness  +30, Coordination  +30, HYPERSENSITIVITY: You roll 2D10 to determine


Intimidate +30, Simple Melee +30, Simple Ranged +30, Initiative, instead of the normal 1D10.
Stealth +30, Survival +30, Toughness +30
IMMUNITY (Blackpowder weapons, Injuries,
Intimidate, Peril): You are immune to the effects in
Forked Tail: 80% • Distance (melee Engaged or 1 yard)
parenthesis.
• Damage (2D6+10) • Pummeling, Skewering, Vicious
SWIFT: Your Movement has factored in 1+[BB] to


Squawk: 80% • Distance (ranged Cone Template) • Load
(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
(1 AP) • Damage (2D6+5) • Fast, Powerful, Weak
to (Fly).
CRUSHING: Whenever a foe successfully Defends TAINT: You cannot be harmed by normal weapons
your attack, spend one Coin to negate it. unless imbued with magic. Whenever you begin combat,
foes who can clearly see you must successfully Resist
DARK SENSE: You can see in the dark, treating it as
with Awareness or treat Distances as if it were Fleeting

THREATS
Perfect Light.
Shadows until the end of combat.
DUSK TO DAWN (Stone): At dawn, you turn to the
THICK HIDE (4): Your Damage Threshold has factored
form indicated in parenthesis. While in this state, you
in the value in parenthesis. You also reduce Peril and
cannot inflict nor suffer Damage, unless by magical
Damage from fire you suffer by the same value.
means. At dusk, you return to your normal form.


VAMPIRIC TEETH: When you deal Damage, the foe
HORRIFIC: Whenever combat begins, spend one Coin
begins to Bleed.
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
Horse hide, Meat (6)
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
the person Critically Fails their Skill Test, they gain an
Affliction.

David Chronister (order #31360124)


№ 500

P U B L I C N O T I C E

LYC A N T H RO P E
THREATS

“T h e mo o n wa s full, and I knew I was forced to leave him. Chained


below the house, we had uttered promises of my return after the
night of the full moon, and I was off. But when I came back to
that place, the worst had happened: he was nowhere to be found. I
was well aware that this was a chance we took with every parting,
though I must confess it was a better outcome than being eaten
outright. The curse of lycanthropy could not be contained despite
our best efforts, though with more research, I am quite sure Edwin
can come to control it. In the interim . . . I am forced to clean up
the messes left in his wake.”

David Chronister (order #31360124)


№ 501

TYPE: Supernatural
C B A P I W F

50% [5] 45% [7] 40% [7] 45% [6] 40% [4] 40% [6] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

12 9 Melee 70% Large Advanced


+9 13
(18/24/30) (15/21/27) Ranged 60% (2D6 Fury) (LOW)

Athletics  +20, Awareness  +20, Coordination  +20, HYPERSENSITIVITY: You roll 2D10 to determine


Folklore  +20, Intimidate  +20, Resolve  +20, Simple Initiative, instead of the normal 1D10.
Melee +20, Stealth +20, Survival +20, Toughness +20
LYCANTHROPIC: Under a full moon, you cannot
Shapeshift. If you are already Shapeshifted during a full
Lycanthropic Claws: 70% • Distance (melee Engaged
moon, you revert back to a Lycanthrope.
or 1 yard) • Damage (2D6+7) • Devastating, Fast,
Strangling SECOND WIND: Spend one Coin to automatically
restore your Damage & Peril Condition Tracks by one


Shredding Bite: 70% • Distance (melee Engaged or 1
step positively once a day.
yard) • Damage (2D6+7) • Pummeling, Sweeping
SHAPESHIFT (Spy): You and your belongings can
CRUSHING: Whenever a foe successfully Defends Shapeshift into the alternative form in parenthesis at any
your attack, spend one Coin to negate it. time (or by spending 2 AP in combat). Once in this form,
you gain its Traits, immediately move three steps up the

THREATS
DARK SENSE: You can see in the dark, treating it as
Damage & Peril Condition Tracks positively, but cannot
Perfect Light.
Shapeshift again for twenty-four hours.
FIERCE: Whenever you are Seriously or Grievously
SWIFT: Your Movement has factored in 1+[BB] to
Wounded, add 1D6 Fury Die to Damage. You cannot
(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
Defend during this time, and automatically Resist against
to (Fly).
effects which target your mind.
TAINT: You cannot be harmed by normal weapons
HORRIFIC: Whenever combat begins, spend one Coin
unless imbued with magic. Whenever you begin combat,
to force all foes who can see you to Resist using Resolve
foes who can clearly see you must successfully Resist
or else they suffer from Stress if you are Basic RFa, Fear


with Awareness or treat Distances as if it were Fleeting
if Intermediate RFa or Terror if Advanced or Elite RFa.
Shadows until the end of combat.
However, if you are an Abyssal or Supernatural threat and
the person Critically Fails their Skill Test, they gain an
Ripped clothing, Signs of their former human self
Affliction.

David Chronister (order #31360124)


№ 502

MAMMOTH
“E at u p, d o n ’ t
be shy! There’s plenty of meat for the winter and it can’t all be salted. Abel hacked it off
some sort of behemoth that collapsed in the field last Sunday. Strangest thing I’ve ever seen—all shaggy
with strange tusks, it must have died from the heat. Can’t imagine what manner of a beast still has that much
fur on this time of year, but he swore his life it did. The meat’s a bit coarse and the flavor ain’t so good, but it
doesn’t much matter when fried in chicken grease. Here, try it . . .”
TYPE: Beast
C B A P I W F

45% [6] 50% [11] 35% [3] 45% [4] 40% [4] 40% [5] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

13 8 Melee 65% Large Intermediate


+7 6
(19/25/31) (14/20/26) Ranged 35% (2D6 Fury) (MEDIUM)


Athletics  +20, Awareness  +20, Intimidate  +10, Resolve  +20,
Simple Melee +20, Survival +20, Toughness +20

Stomp: 65% • Distance (melee Engaged or 1 yard) • Damage


(2D6+11) • Pummeling, Sweeping


Tusks: 65% • Distance (melee Engaged or 1 yard) • Damage
THREATS

(2D6+11) • Powerful, Pummeling, Skewering

BRAWNY (2): Your Brawn has factored in the value in


parenthesis.
FIERCE: Whenever you are Seriously or Grievously
Wounded, add 1D6 Fury Die to Damage. You cannot Defend
during this time and automatically Resist against effects which
target your mind.
HARDY: You cannot be knocked Unconscious or reduce your
AP due to a Combat Condition.
IMPREGNABLE: Foes do not gain an advantage when they
flank or outnumber you.
LAST HURRAH: Whenever you are Grievously Wounded,
add +3 to Damage Threshold.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SECOND WIND: Spend one Coin to automatically restore


your Damage & Peril Condition Tracks by one step positively
once a day.

Mammoth hide, Meat (9), Tusk (2)

David Chronister (order #31360124)


№ 503

MANDOAG SEEKER
“P ozi k a sat by Nootau’s side, watching her son clutch bandages to his side. They were already soaked
through with blood. She pressed her hands firm over his with all her might to stem the bleeding. Suddenly,
roughed, tanned fingers replaced her own, swapping the blood-soaked rags with fresh bandages. ‘Hold firm,
the bleeding will stop,’ the mysterious stranger gently commanded. His eyes stared deep into hers, giving
comfort. The stranger stood, then tossed a dark-stained, burlap bag at Pozika’s feet. ‘The head of the one who
hurt Nootau. It is just the start. We will rise up together and kill them all.’”
TYPE: Humanoid
C B A P I W F

50% [8] 45% [6] 40% [4] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

8 9 Melee 70% Normal Intermediate


+8 7
(14/20/26) (15/21/27) Ranged 50% (1D6 Fury) (LOW)

Athletics  +10, Awareness  +10, Coordination  +10,


Intimidate  +10, Martial Melee  +20, Martial Ranged  +20,


Resolve  +10, Simple Melee  +10, Simple Ranged  +10,
Stealth +20, Survival +10, Toughness +10

Tomahawk: 70% • Distance (melee engaged or 6 yards)

THREATS
• Damage (1D6+8) • Punishing, Throwing, Vicious


Selfbow: 70% • Distance (ranged 14 yards) • Load (1 AP)
• Damage (1D6+4) • Fast, Punishing, Silent, Vicious

AMBUSH TACTICS: Whenever you deal Damage, spend


a Coin to immediately hide or to remain hidden (thereby
gaining Surprise on your next Turn).
ARMED TO THE TEETH: Add both the Punishing and
Vicious Qualities to any melee weapons you wield.
GUT INSTINCT: You may alternatively use [BB] in place of
[WB] when calculating your Peril Threshold.
WHITES OF THEIR EYES: Whenever foes gain the benefit


of Low Cover, you ignore it for purposes of hitting and dealing
Damage.

Arrows (18), Bedroll, Knapsack, Laudanum (1), Selfbow,


Set of inferior clothes, Smelling salts (1), Tincture (1) and
Tomahawk

David Chronister (order #31360124)


№ 504

P U B L I C N O T I C E

MANDOAG
S ORCE R E R
THREATS

“T i - c h - o na x op e n e d hi s
eyes. A small crowd gathered around as
he stood, legs shaking, and muscles nearly locked in place after a
hundred days of communing with the Shadow Realm. Did those gathered
here even know his accomplishment? Did they understand the power and
devastation he had just unleashed upon the earth? Or did they simply see a
strange and impossible being, who just chanted the same song for months
through rain, heat and wind without sleeping, eating or stopping to make
water? He addressed the silent crowd, ‘It is done. The Cahokians will fall
for standing against us. Every last one.’ None reacted until a small girl
cried, ‘Ti-ch-onax! What has become of your eyes!’ The sorcerer turned,
bending to look at his reflection in a puddle. Where there had once been
white and hazel in his orbs, there was now only pitch-black pools.”

David Chronister (order #31360124)


№ 505

TYPE: Humanoid
C B A P I W F

40% [4] 40% [6] 35% [3] 45% [7] 45% [4] 56% [9] 40% [6]
INT MOV DTH PTH DEF SIZE RFA

9 12 Melee 70% Normal Advanced


+10 6
(15/21/27) (18/24/30) Ranged 35% (1D6 Fury) (MEDIUM)

Alchemy  +10, Incantation  +30, Interrogation  +20, EBB & FLOW: Whenever a Coin is spent, automatically
Intimidate  +20, Leadership  +20, Resolve  +30, cancel its usage. You can call upon this ability once a game


Scrutinize +20, Simple Melee +30, Simple Ranged +30, session.
Stealth +20, Survival +20
MANNA OF GOD: Spend one Coin to automatically
restore your Damage & Peril Condition Tracks by one
Knife: 70% • Distance (melee engaged or 8 yards)
step positively once a day.
• Damage (1D6+3) • Fast, Throwing, Weak
NO ILLUSIONS: You are immune to mind control and


Overcoat Pistol: 70% • Distance (ranged 8 yards) • Load
can see through illusions.
(2 AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak
PLANAR ALIGNMENT: Whenever you Risk Backlash,
CALL TO ARMS: Whenever you succeed at using reduce the number of Chaos Dice you roll (to a minimum
the action in combat Words As Weapons, combatants of one die).
double the benefits or penalties.

THREATS
TENACITY: Permanently add +6% to your Willpower.
CLOSE SHAVE: Whenever you would suffer a Moderate
TWIST OF FATE: Whenever you spend a Coin, roll a
Injury, spend one Coin to ignore it. When suffering a


1D6 Chaos Die. If the result is face ‘6,’ it doesn’t convert
Serious Injury, spend two Coins or when suffering a
to the other pool.
Grievous Injury, spend three Coins to ignore it.
DARK SENSE: You can see in the dark, treating it as Blackpowder w/Bullets (18), Knife, Laudanum (1),
Perfect Light. Overcoat pistol, Set of average clothes, Smelling salts
(1), Tincture (1) and Writing kit

David Chronister (order #31360124)


№ 506

M I L I TA RY C A P TA I N
“F ro stbi te b e da m n e d,
we held the position, but help was days away, and all our food had run out a
week before. The French knew all they had to do was wait for starvation to take us. Then the captain
came around in her powdered wig, eyes puffy red and serving us the best beef stew I ever had. She never said
where this miracle meal came from. When help finally arrived, I noticed the captain carried her saddle over
her shoulder instead of sitting proudly on it.”
TYPE: Humanoid
C B A P I W F

50% [9] 40% [4] 35% [3] 45% [8] 40% [4] 40% [7] 45% [4]
INT MOV DTH PTH DEF SIZE RFA

7 10 Melee 90% Normal Advanced


+11 6
(13/19/25) (16/22/28) Ranged 45% (1D6 Fury) (MEDIUM)

Awareness +30, Education +10, Intimidate +30, Leadership +30,


Martial Melee  +30, Martial Ranged  +30, Resolve  +30,
Ride +20, Warfare +30

Dutch Longpistol: 80% • Distance (11 yards) • Load (2 AP)


• Damage (1D6+9) • Accurate, Blackpowder, Pistol


THREATS

Infantry Sword: 80% • Distance (melee engaged) • Damage


(1D6+9) • Defensive

BATTLE BUDDY: Select one ally whenever combat starts.


You both gain a +10% Base Chance to Defend and cannot be
Flanked, providing you are able to clearly see and hear one
another.
CALL TO ARMS: Whenever you succeed at using the action
in combat Words As Weapons, combatants double the benefits
or penalties.
FRIENDLY FIRE: Provided you can clearly see and hear, you
never suffer penalties to use ranged weapons when firing at
foes who are Engaged with allies.
METTLE: Whenever you suffer Peril from mental activities,
reduce your Peril Condition Track by one less step negatively.
STEADFAST: Whenever you suffer Peril from physical


activities, reduce your Peril Condition Track by one less step
negatively.

Blackpowder w/Bullets (18), Dutch longpistol, Infantry


sword, Knapsack, Laudanum (1), Medal of Distinction,
Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 507

M I L I TA RY C AVA L RY
“W it all. Our horses thundered through smoke, fearless as our sabres flashed in the
e w e r e ab ov e
moonlight. We charged a line of terrified soldiers, desperately trying to stuff balls and power into
muskets before hooves hit them as hard as cannon fire. They broke ranks easy, running for the treeline as we
stopped short, laughing and cheering. That was our mistake. We were so used to being the thing the enemy
feared, we had no idea that what they were running from was actually chasing us . . .”
TYPE: Humanoid
C B A P I W F

50% [6] 45% [5] 40% [5] 45% [4] 40% [3] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

6 7 Melee 60% Normal Basic


+7 8/11(mount)
(12/18/24) (13/19/25) Ranged 50% (1D6 Fury) (MEDIUM)


Athletics +10, Coordination +10, Handle Animal +10, Martial
Melee +10, Martial Ranged +10, Ride +10, Toughness +10

Cavalry Sabre: 60% • Distance (melee engaged) • Damage


(1D6+6) • Backslash, Slow


Musketoon: 60% • Distance (ranged 10 yards) • Load (2 AP)

THREATS
• Damage (1D6+6) • Blackpowder, Carbine

DEVIL IN THE SADDLE: Every time you inflict Damage


on horseback using Actions In Combat, temporarily increase
your Total Damage by +1 cumulatively, lasting until you are
Slain! or combat ends.
OFF THE BRIDLE: When riding a horse in combat, add +3


Movement. You can also Get Up in the saddle for 0 Action
Points.

Blackpowder w/Bullets (18), Calvary sabre, Knapsack,


Laudanum (1), Musketoon, Smelling salts (1) and Tincture
(1)

David Chronister (order #31360124)


№ 508

M I L I TA RY O F FI C E R
“L o ok, th e r e a r ethree kinds: The first buy their way into it. No army can fight a war without bayonets,
horses, and food for bellies. Those officers hide behind the ranks, but we need their families’ money to keep
fighting. Others pay in blood. They have ten scars for every rank and more dead friends than alive. The last
group is the most dangerous. They ain’t rich or scarred. Some mysterious benefactor got them the position, and
that officer doesn’t care about our cause. They’re playing a whole different game, and you’re a pawn in it.”
TYPE: Humanoid
C B A P I W F

50% [7] 40% [6] 35% [3] 45% [6] 40% [4] 40% [4] 45% [4]
INT MOV DTH PTH DEF SIZE RFA

8 9 Melee 80% Normal Intermediate


+10 6
(14/20/26) (15/21/27) Ranged 45% (1D6 Fury) (MEDIUM)


Awareness  +20, Intimidate  +20, Leadership  +20, Martial
Melee +20, Resolve +20, Simple Ranged +20, Warfare +20

Flintlock pistol: 70% • Distance (9 yards) • Load (2 AP)


• Damage (1D6+7) • Blackpowder, Pistol, Weak


Infantry Sword: 70% • Distance (melee engaged) • Damage
THREATS

(1D6+7) • Defensive

BATTLE BUDDY: Select one ally whenever combat starts.


You both gain a +10% Base Chance to Defend and cannot be
Flanked, providing you are able to clearly see and hear one
another.
CALL TO ARMS: Whenever you succeed at using the action
in combat Words As Weapons, combatants double the benefits
or penalties.
DANGER SENSE: Whenever you are Surprised, you are not
Defenseless. In addition, permanently add +1 to your Initiative.
GUT INSTINCT: You may alternatively use [BB] in place of
[WB] when calculating your Peril Threshold.


METTLE: Whenever you suffer Peril from mental activities,
reduce your Peril Condition Track by one less step negatively.

Bedroll, Blackpowder w/Bullets (18), Flintlock pistol,


Infantry sword, Knapsack, Laudanum (1), Smelling salts (1)
and Tincture (1)

David Chronister (order #31360124)


№ 509

M I L I TA RY P R I VA T E
“N ew, a r e ya?You have plenty of laborers as the fresh meat around here. You’ll dig latrines, cook
meals, brush officers’ horses, but that isn’t your most important job . . . No. It ain’t killing Red Coats
either. The best thing you can do for the Revolution: draw as many musket balls toward you as possible, so
the experienced soldiers and decision-makers live through the battle. If you do, too, there’s a bonus. More
targets for the next fight, and the enemy spends more money on lead. Standing and surviving is how you
do your duty.”
TYPE: Humanoid
C B A P I W F

50% [6] 45% [4] 40% [4] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

5 7 Melee 60% Normal Basic


+8 7
(11/17/23) (13/19/25) Ranged 50% (1D6 Fury) (Low)


Athletics +10, Coordination +10, Martial Melee +10, Martial
Ranged +10, Resolve +10, Toughness +10, Warfare +10

Bayonet: 60% • Distance (melee engaged or 1 yard) • Load (1


AP) • Damage (1D6+6) • Socketed, Vicious

THREATS
Brown Bess Musket: 60% • Distance (14 yards) • Load (3 AP)
• Damage (1D6+6) • Accurate, Blackpowder

WHITES OF THEIR EYES: Whenever foes gain the


benefit of Low Cover, you ignore it for purposes of hitting
and dealing Damage.

Bayonet, Bedroll, Blackpowder w/Bullets (18), Brown Bess


musket, Knapsack, Laudanum (1), Smelling salts (1) and
Tincture (1)

David Chronister (order #31360124)


№ 510

MINUTEMAN
“R ag tag ?
M ay b e . B u t you know who else just started out as a group of ragtag idealists? The Brotherhood,
with lodges all over Europe and from here to Georgia. The Rosicrucians, whose combined efforts create
potions so powerful their leaders live centuries. You want to build a nation? Build anything that lasts? Then
you start with anyone and everyone who cares enough to show up. We might be ragtag, but we’re also an army
that is going to spank those lobsters as red as their uniforms and send them back home crying for Georgie.”
TYPE: Humanoid
C B A P I W F

50% [7] 51% [6] 35% [3] 45% [5] 40% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

7 7 Melee 60% Normal Basic


+8 6
(13/19/25) (13/19/25) Ranged 45% (1D6 Fury) (HIGH)

Athletics  +10, Awareness  +10, Coordination  +10, Martial


Ranged  +10, Resolve  +10, Simple Melee  +10, Survival  +10,
Toughness +10, Warfare+10

Hatchet: 60% • Distance (melee engaged) • Damage (1D6+7)


• Slow, Weak
THREATS

Pennsylvania Longrifle: 60% • Distance (ranged 17 yards)


• Load (4 AP) • Damage (1D6+7) • Accurate, Blackpowder,
Punishing

RICOCHET: Whenever a foe is Slain! from an attack you’ve


made with a ranged weapon, spend one Coin to inflict the
same amount of Total Damage against a foe who is within 3
yards of them.
SCARS OF WAR: You never Bleed or suffer from Sepsis.
Furthermore, you are never rendered Incapacitated! or made
Unconscious from Injuries.


STALWART: Permanently add +6% to your Brawn.

Blackpowder w/Bullets (18), Hatchet, Knapsack, Laudanum


(1), Pennsylvania longrifle, Smelling salts (1) and Tincture
(1)

David Chronister (order #31360124)


№ 511

M I S C H I E F O F R AT S
“H or r i b l e l i t tl e b e a st s !
I ought to have cut you down when I saw you in the storerooms of that
blasted ship. What baneful creatures we brought with us from the harbors of London I cannot say. But
if I should die from this dreadful disease, kill every vermin you see in my honor, would you? They lurk in the
dark caves and cellars of cities and villages, living in packs of other diseased rodents. Those little yellow eyes
see well enough in the dark, well enough to land a bite on you! Dress your wounds properly before tussling
with them. You don’t want to end up like your old Uncle Peter, now do you?”
TYPE: Animal
C B A P I W F

45% [4] 35% [3] 50% [6] 45% [5] 40% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

4 7 Melee 45% Small Basic


+8 124 (Climb)
(10/16/22) (13/19/25) Ranged 60% (0D6 Fury) (LOW)


Awareness +10, Coordination +10, Resolve +10, Stealth +10


Swarming: 45% • Distance (melee Burst Template) • Damage
(0D6+3) • Pummeling

AILMENT (Smallpox): When you inflict Injuries, the foe

THREATS
suffers from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
IMMUNITY (Injuries, Intimidate, Rough & Tumble): You
are immune to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SWARM: You never provoke Counterattacks and never cause
Damage or Peril to your allies.
SWIFT: Your Movement has factored in either 3+[BB] to
(Swim), 6+[AB] on foot or 9+[AB] for (Fly).
WEAKNESS (Pummeling weapons): Whenever you are


exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.

Rat pelt, Meat (3)

David Chronister (order #31360124)


№ 512

M O UN TA I N L I O N
“T h em c o uga rs , pum a s ,
whatever you wanna call ’em prowl about . . . SHH! Keep it down, will ya?
We don’t want ’em to hear us. These cat-devils are sneaky as Old Scratch and thrice as fast. They’ll be
on ya in an instant, ripping through your insides, dragging ya across the forest, staining the earth with yer
blood. Better to wait here for ’em to pass by to find louder, softer prey . . . not no damn housecat, that’s for
sure. Now stay quiet, before they make you ’chut-up for good.”
TYPE: Beast
C B A P I W F

50% [5] 45% [5] 45% [8] 40% [6] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

10 7 Melee 70% Large Intermediate


+9 11
(16/22/28) (13/19/25) Ranged 65% (2D6 Fury) (MEDIUM)

Athletics  +20, Awareness  +20, Coordination  +20,


Intimidate +20, Simple Melee +20, Stealth +20, Survival +20,
Toughness +20


Teeth and Claws: 70% • Distance (melee Engaged or 1 yard)
• Damage (2D6+5) • Pummeling, Sweeping, Vicious
THREATS

ASSAIL: Whenever you Charge, flip the results to succeed


at the next Attack Action or Rough & Tumble you make
(unless it is Spell-related).
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
HORRIFIC: Whenever combat begins, spend one Coin to
force all foes who can see you to Resist using Resolve or else
they suffer from Stress if you are Basic RFa, Fear if Intermediate
RFa or Terror if Advanced or Elite RFa. However, if you are an
Abyssal or Supernatural threat and the person Critically Fails
their Skill Test, they gain an Affliction.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
THICK HIDE (3): Your Damage Threshold has factored in
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.


SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.

Mountain Lion pelt (1), Meat (6)

David Chronister (order #31360124)


№ 513

MOUSER
“P us s a i n ’ t th e
type to wander off when she pleases—not like the cats behind the barn. I think that’s
why we were so eager to find her. Abukcheech had the little thing since she was a girl, and if Puss was
to pass, she wanted to be with her. I don’t think we ever expected to find her in the hollow of that weird old
witch-tree, watching the crescent moon like she knew what it was like to be there . . .”
TYPE: Animal
C B A P I W F

40% [4] 35% [3] 50% [6] 45% [5] 45% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

4 7 Melee 40% Small Basic


+8 9
(10/16/22) (13/19/25) Ranged 60% (0D6 Fury) (LOW)


Charm  +10, Coordination  +10, Guile  +10, Stealth  +10,
Survival +10


kitty Claws: 40% • Distance (melee Engaged) • Damage
(0D6+3) • Ineffective

AILMENT (Sepsis): When you inflict Injuries, the foe suffers


from the Ailment in parenthesis.

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.


LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).

Ball of yarn or dead rat, Cat skin, Meat (3)

David Chronister (order #31360124)


№ 514

MUR D E R O F C ROWS
“M y na na wa r n e dme of this when I was but a wee lass. These black little birds are fairy steeds; they
carry the folk wherever they wish to go. Up, up, through the sky, just so! I did see something on one’s
back, I swear it. I couldn’t make it out too good, but I reckon they aren’t interested in me. If Agatha’s been
getting little treats from them, it’s likely some shifty little elf prince is looking to make her his bride . . .”
TYPE: Animal
C B A P I W F

45% [5] 40% [4] 50% [6] 45% [4] 40% [4] 40% [5] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

12/15 5 8 Melee 55% Small Basic


+7
(Fly) (11/17/23) (14/20/26) Ranged 60% (0D6 Fury) (MEDIUM)


Awareness +10, Coordination +10, Resolve +10, Survival +10,
Simple Melee +10, Toughness +10


Swarming: 55% • Distance (melee Burst Template) • Damage
(0D6+4) • Pummeling

DARK SENSE: You can see in the dark, treating it as Perfect


Light.
THREATS

IMMUNITY (Injuries, Rough & Tumble): You are immune


to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SWARM: You never provoke Counterattacks and never cause
Damage or Peril to your allies.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
WEAKNESS (Blackpowder weapons): Whenever you are


exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.

Meat (6), Raven feathers (6)

David Chronister (order #31360124)


№ 515

NIGHT MARE
“W moved, I knew it could not be a horse. Something like fire leapt forth from its hooves,
h e n th e b e a st
and I was struck with the knowledge that we faced a great evil here. What steed of oblivion had crossed
our path on this wicked night? It was my compatriot who quickly found we were up to our necks in trouble, as
his attempts to dispatch the creature showed it was unable to be hurt. It was only by luck that the rosary fell from
his neck and burned it, and only then that we realized holy weapons were our only hope in this battle.”
TYPE: Abyssal
C B A P I W F

40% [5] 40% [6] 45% [9] 35% [5] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA

15/18 9 Melee 70% Normal Advanced


+8 NONE
(Fly) (15/21/27) Ranged 75% (1D6 Fury) (LOW)

Awareness  +30, Athletics  +30, Coordination  +30,


Intimidate +30, Simple Melee +30, Stealth +30, Survival +30,
Toughness +30


Horse Kick: 45% • Distance (melee Engaged) • Damage
(1D6+6) • Pummeling, Slow

THREATS
HEAT: Whenever you deal Damage to a foe, they must
successfully Resist with Coordination or suffer 1D10+1
Damage from fire.
LAY TO REST (Saddle): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you
are Slain!, returning to the spirit realm forever.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
MINDLESS: Your Intelligence, Willpower and Fellowship are
0%, and automatically Resist against effects which targets you. You
also can see in the dark, treating it as Perfect Light.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
TAINT: You cannot be harmed by normal weapons unless
imbued with magic. Whenever you begin combat, foes who
can clearly see you must successfully Resist with Awareness or


treat Distances as if it were Fleeting Shadows until the end of
combat.

Saddle

David Chronister (order #31360124)


№ 516

OOZE
“A my party begged me to run, but I was struck with fear. There was a great formless ‘bag’
l l oth e rs i n
of ooze, and within it was my compatriot, being digested before my very eyes. When at last I found my
will, the creature was nearly upon us. The color of this slime was of a virulent green, though I am told this
coloration can vary from brown to black or yellow. Should we have known that the dampness of caves caused
their harrowing growth, we may not have taken on this job at all. But now, watching as it split its body in two
in order to more conveniently destroy what remained of our group, I realized my only chance at survival was
to not be caught in its gruesome mass.”
TYPE: Supernatural
C B A P I W F

45% [6] 40% [7] 35% [3] 40% [6] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA

9 Melee 65% Large Intermediate


+9 6/8 (Climb) NONE
(15/21/27) Ranged 35% (2D6 Fury) (MEDIUM)


Athletics  +20, Awareness  +20, Intimidate  +20, Simple
Melee +20, Simple Ranged +20, Survival +20, Toughness +20

Slime Time: 65% • Distance (melee Engaged or 1 yard)


• Damage [2D6+7] • Pummeling, Slow, Sweeping
THREATS

ACIDITY: Whenever a foe deals Damage to you with a melee


weapon, they must successfully Resist with a Coordination
Test, or else their weapon is Ruined.
IMMUNITY (Arrow, Javelin, Injuries, Rough & Tumble,
Throwing weapons): You are immune to the effects in
parenthesis.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects which targets
you. You also can see in the dark, treating it as Perfect Light.
SWALLOW: Whenever a foe is Choked, they suffer 2D10+2
Peril instead. Whenever they Resist, they must flip the results
to fail. Once a foe is Incapacitated!, they are also Slain!.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
WEAKNESS (Fire, Gunpowder weapons): Whenever you are


exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.

Ruined fowler musket, Rusty knife

David Chronister (order #31360124)


№ 517

OWL
“F ol low m e , qu ick ly.They aren’t likely to still be there if we dally. I swear them crossing the moon,
witches’ familiars no doubt, casting curses and collecting secrets. You know what a familiar is, don’t you?
Owls are the most common from what I hear, so better keep your wits about you if we come across one. At
least thirteen of them, shadows across the sky, swooping all in a circle, with white faces and gold feathers.
You’ll believe me when you see them, for sure . . .”
TYPE: Animal
C B A P I W F

40% [4] 35% [3] 45% [5] 45% [5] 40% [4] 50% [6] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

11/14 4 9 Melee 50% Normal Basic


+8
(Fly) (10/16/22) (15/21/27) Ranged 55% (1D6 Fury) (MEDIUM)


Awareness +10, Coordination +10, Resolve +10, Stealth +10,
Survival +10, Simple Melee +10


Talons: 50% • Distance (melee Engaged) • Damage (1D6+3)
• Powerful, Pummeling

FLIGHTLESS: Whenever you are Grievously Wounded,

THREATS
suffering from an Injury or Bleeding, you cannot fly.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SPIRIT SIGHT: You can automatically spot foes who are
hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Meat (6), Owl feathers (6)

David Chronister (order #31360124)


№ 518

POISONOUS SNAKE
“W r etc h e d thi n g s .
I tell ya, the devil’s among the tailors why are we tormented here, too? Good
people of all kinds have been struck down by that vile poison. People better than your comrades
there . . . What? I didn’t say anything. Just keep your eyes about you, especially in those dense grasses. I
don’t have the time to stop and nurse you, not when we’re in all this mud with trouble all about. Shhh!
Do you hear that?”
TYPE: Animal
C B A P I W F

50% [5] 40% [4] 45% [7] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

5 7 Melee 60% Small


+8 10 Basic (HIGH)
(11/17/23) (13/19/25) Ranged 55% (0D6 Fury)


Awareness +10, Coordination +10, Intimidate +10, Resolve +10,
Simple Melee +10, Stealth +10, Survival +10, Toughness +10


Fangs: 60% • Distance (melee Engaged) • Damage (0D6+4)
• Pummeling, Vicious
THREATS

DARK SENSE: You can see in the dark, treating it as Perfect


Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
POISONOUS: When you deal Damage, roll 1D6 Chaos Die.
If the result is face ‘1–5,’ your foe suffers 2D10+2 Peril. If the
result is face ‘6,’ your foe immediately begins to Suffocate. Only
an antidote can save them from Suffocation.


SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.

Meat (6), Poisonous snakeskin

David Chronister (order #31360124)


№ 519

R E D C O AT C A P TA I N
“W the Colonies ready to put down the Rebel uprising. All my fellows are prepared to stare
e ca m e to
down the barrel of an enemy’s musket and hold their ranks firm . . . provided that enemy is human.
There is worse than bears haunting the woods of New York. Nelson and Pace were both cut down after firing
their rifles point blank at the figure. Rolfe is still missing after running wild at the sight. Though it was miles
from our camp, I swear I can hear hoofbeats when I lay my head to rest. I personally shot the thing twice, but it
had no effect. How does one kill a headless rider mounted on a horse from hell? I have no answers. Only fear.”
TYPE: Humanoid
C B A P I W F

56% [8] 40% [6] 45% [4] 40% [5] 40% [4] 40% [5] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

8 8 Melee 76% Normal Intermediate


+8 7
(14/20/26) (14/20/26) Ranged 45% (1D6 Fury) (MEDIUM)

Athletics  +10, Awareness  +10, Martial Melee  +20, Martial


Ranged +20, Resolve +20, Ride +20 Simple Melee +10, Simple
Ranged +10, Toughness +20, Warfare +10

Cavalry Sabre: 76% • Distance (melee engaged) • Damage


(1d6+8) • Backslash, Slow

THREATS

Musketoon: 76% • Distance (ranged 11 yards) • Load (2 AP)
• Damage (1D6+8) • Blackpowder, Carbine

DEVIL IN THE SADDLE: Every time you inflict Damage


on horseback using Actions In Combat, temporarily increase
your Total Damage by  +1 cumulatively, lasting until you are
Slain! or combat ends.
MAKE A BEELINE: Whenever you Charge, add +3 to your
Damage Threshold until the beginning of your next Turn.
When you Run, add +6 instead. This does not stack with the
action of Take Cover in combat.
MILITARISTIC: Permanently add +6% to your Combat.
OFF THE BRIDLE: When riding a horse in combat, add +3
Movement. You can also Get Up in the saddle for 0 Action
Points.


TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.

Bedroll, Blackpowder w/Bullets (18), Cavalry sabre, Knapsack,


Laudanum (1), Musketoon, Set of inferior clothes, Smelling
salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 520

R E D C OAT C O L O N E L
“‘C C o lo n e l O teti a ni ,’ the bartender placed a pint in front of the newly promoted
o n g r atul atio n s
officer. Otetiani eyed the drink curiously then back at the bartender. ‘How did you know my name?’
the colonel asked the dark-skinned woman who served the beer. ‘This is my first time in Yorktown.’ She
leaned close and whispered, ‘This answer, like many, lies at the bottom of a tankard. We will be in touch with
more orders. Do as we say, and all our knowledge is yours. Defy or ignore us and . . . well, there are plenty of
colonels looking for promotions.’ The bartender walked out as Otetiani reached into his mug, pulling a small
brass key from the drink. Two letters, I and C, were carved into the key’s bow.”
TYPE: Humanoid
C B A P I W F

45% [6] 40% [5] 35% [3] 40% [6] 40% [4] 45% [7] 50% [8]
INT MOV DTH PTH DEF SIZE RFA

8 10 Melee 85% Normal Advanced


+9 6
(14/20/26) (16/22/28) Ranged 45% (1D6 Fury) (MEDIUM)

Awareness  +30, Intimidate  +30, Leadership  +30, Martial


Melee +30, Martial Ranged +30, Resolve +30, Ride +10, Simple
Melee +10, Simple Ranged +10, Toughness +10, Warfare +30

Infantry Sword: 75% • Distance (melee engaged) • Damage


THREATS

(1D6+6) • Defensive


Dutch Longpistol: 75% • Distance (ranged 9 yards) • Load (2
AP) • Damage (1D6+6) • Accurate, Blackpowder, Pistol

EBB & FLOW: Whenever a Coin is spent, automatically


cancel its usage. You can call upon this ability once a game
session.
FRIENDLY FIRE: Provided you can clearly see and hear, you
never suffer penalties to use ranged weapons when firing at
foes who are Engaged with allies.
MANNA OF GOD: Spend one Coin to automatically restore
your Damage & Peril Condition Tracks by one step positively
once a day.


REBEL YELL: When you attempt to incite violence, you gain
a +10% Base Chance to Skill Tests.

Bedroll, Blackpowder w/Bullets (18), Dutch longpistol,


Infantry sword, Knapsack, Laudanum (1), Officer’s uniform,
Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 521

R E D C OAT R E G UL A R
“T red because we want to stand out. We don’t dress in brown and hide in the dirt like
h e u ni for m i s
some Rebel upstart who spends most of their time cursing crops that don’t grow. Fighting and killing is
our job. No one is better on a legitimate field of battle. Red Coats are the greatest and most effective military
forces in the world. We’re the reason there is a bloody British Empire. This color is a badge and a message.
When you see it, consider yourself warned. There won’t be a second notification.”
TYPE: Humanoid
C B A P I W F

50% [7] 45% [5] 40% [4] 45% [4] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

6 7 Melee 60% Normal Basic


+7 7
(12/18/24) (13/19/25) Ranged 40% (1D6 Fury) (MEDIUM)

Athletics  +10, Awareness  +10, Martial Melee  +10, Martial


Ranged  +10, Resolve  +10, Simple Melee  +10, Simple
Ranged +10, Toughness +10, Warfare +10

Bayonet: 60% • Distance (melee engaged or 1 yard) • Damage


(1D6+7) • Socketed, Vicious

THREATS
Brown Bess Musket: 60% • Distance (ranged 13 yards) • Load
(2 AP) • Damage (1D6+7) • Accurate, Blackpowder

METTLE: Whenever you suffer Peril from mental activities,


reduce your Peril Condition Track by one less step negatively.
NIMBLE FINGERS: Reduce the Load value of all ranged


weapons with the Blackpowder Quality by -1 Action Point (to
a minimum of 1 Action Point).

Bayonet, Bedroll, Blackpowder w/Bullets (18), Brown Bess


musket, Knapsack, Laudanum (1), Set of inferior clothes,
Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 522

P U B L I C N O T I C E

R EVE NA NT
THREATS

“I a m not a good person, nor have I ever purported to be. But when
I saw the freebooter, scrambling through darkened corridors,
skin rotting off and dragging its jagged sword, I immediately
recognized her eyes and khevenhuller hat. The woman I’d sentenced
to death had arisen in a new body, and whatever devil presided over
the horrible business, had seen fit to punish me in life as well as
death. The cold steel in my hand had aided me well so far, but as she
stared through the swamp at me toward my very mortal frame, the
knowledge crossed my mind that Anne Bonny had arisen through
sheer strength of will alone or spite. And I was not sure I could put
her into the earth a second time.”

David Chronister (order #31360124)


№ 523

TYPE: Supernatural
C B A P I W F

45% [7] 50% [7] 40% [4] 45% [6] 40% [4] 40% [7] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

10 10 Melee 65% Normal Advanced


+9 7
(16/22/28) (16/22/28) Ranged 60% (1D6 Fury) (LOW)

Athletics  +20, Awareness  +20, Coordination  +20, HORRIFIC: Whenever combat begins, spend one Coin


Folklore +20, Intimidate +20, Martial Melee +20, Martial to force all foes who can see you to Resist using Resolve
Ranged +20, Resolve +20, Stealth +20, Toughness +20 or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
Dutch Longpistol: 60% • Distance (ranged 7 yards) However, if you are an Abyssal or Supernatural threat and
• 
Load (2 AP) •  Damage (1D6+7) •  Accurate, the person Critically Fails their Skill Test, they gain an
Blackpowder, Pistol Affliction.


Hanger Sword: 65% •  Distance (melee Engaged) IMPREGNABLE: Foes do not gain an advantage when
• Damage (1D6+7) • Weak they flank or outnumber you.
LAY TO REST (Your original killer): Every hour, you
BRUTAL: When you inflict an Injury, you inflict two
move one step up the Damage Condition Track positively.
Injuries instead.
Should the object in parenthesis be destroyed, properly

THREATS
CHOSEN: One foe is left Defenseless to all your Attack buried or the situation that turned them into a threat be
Actions and Rough & Tumble. Once it is defeated, select avenged (Historian’s choice), you are Slain!, returning to
a new foe. the spirit realm forever.
DARK SENSE: You can see in the dark, treating it as RETURNER: Whenever you render someone Slain!,
Perfect Light. you immediately move your spirit into their body. You are
restored to Unharmed and Unhindered.
DRAIN (Willpower): Whenever you deal Damage
to a foe, they must successfully Resist with Resolve SECOND WIND: Spend one Coin to automatically


or permanently lose -3% to the Primary Attribute in restore your Damage & Peril Condition Tracks by one
parenthesis. step positively once a day.

Dutch longpistol with 9 bullets, Hanger sword, List of


those who wronged them in life

David Chronister (order #31360124)


№ 524

ROB B E R
“T h e r evo lu tio n ?
O h , I care about it a great deal . . . No, I’m not a Rebel . . . No, not a Loyalist
either . . . No, ma’am. When there’s fighting, more people travel the roads. Families fleeing conflict,
greenhorn soldiers running the other direction and merchants and freebooters supplying the troops, all of
them hurrying on the road, barely watching where they are going and getting themselves lost . . . A guide?
No, that’s not me either . . . Let me show you what I do. I’ll start by taking that brooch and your purse.”
TYPE: Humanoid
C B A P I W F

50% [6] 45% [5] 45% [5] 40% [4] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

6 7 Melee 60% Normal Basic


+8 8/11 (mount)
(12/18/24) (13/19/25) Ranged 55% (1D6 Fury) (MEDIUM)

Athletics  +10, Awareness  +10, Coordination  +10, Martial


Ranged  +10, Ride  +10, Simple Melee  +10, Stealth  +10,
Skulduggery +10, Survival +10, Toughness +10

Hatchet: 60% • Distance (melee engaged) • Damage (1D6+6)


• Slow, Weak


THREATS

Musketoon: 60% • Distance (ranged 10 yards) • Load (1 AP)


• Damage (1D6+6) • Blackpowder, Carbine

DANGER SENSE: Whenever you are Surprised, you are not


Defenseless. In addition, permanently add +1 to your Initiative.
NIMBLE FINGERS: Reduce the Load value of all ranged
weapons with the Blackpowder Quality by -1 Action Point (to
a minimum of 1 Action Point).
OFF THE BRIDLE: When riding a horse in combat, add +3


Movement. You can also Get Up in the saddle for 0 Action
Points.

Blackpowder w/Bullets (18), Camping kit, Field horse,


Hatchet, Hunting bag, Knife, Laudanum (1), Musketoon, Set
of inferior clothes, Smelling salts (1) and Tincture (1)

David Chronister (order #31360124)


№ 525

S A B E RT O O T H TI G E R
“L to come over two nights ago to watch Martha and Abel while he scouted the
aw r e n c e a sk e d m e
clearing past the scrubland. Three wagons have gone missing now, with no sound other than choked
screams schooling on the painted hills. That beast can’t be from this world, not with those great teeth and its
size. It’s a wretched thing, closer to the devil than anything resembling a cat, and that’s the truth. If anyone
can find the beast plucking us from our beds one after the other . . . it’s Lawrence. It has to be.”
TYPE: Beast
C B A P I W F

45% [6] 50% [8] 40% [5] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

14 7 Melee 65% Large Advanced


+8 8
(20/26/32) (13/19/25) Ranged 60% (3D6 Fury) (LOW)

Athletics  +20, Awareness  +20, Coordination  +20,


Intimidate +20, Resolve +10, Simple Melee +20, Stealth +20,
Survival +20, Toughness +10


Teeth and Claws: 65% • Distance (melee Engaged or 1 yard)
• Damage (2D6+8) • Pummeling, Sweeping, Vicious

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
THICK HIDE (3): Your Damage Threshold has factored in
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.


SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.

Meat (9), Sabertooth (1) Sabertooth Tiger hide

David Chronister (order #31360124)


№ 526

S A S QUAT C H
“J as she heard crunching twigs. She was all alone out here in the wild and
e s sab e l l e b o lte d u pr ig h t
she instinctively reached for her rifle that she’d leaned against the tree. The fire had long gone out, but
fortunately the moon was almost full. She relaxed when she saw the silhouette of a man holding a rifle on
his shoulder. She had camped close to a Patriot encampment and this was probably just a sentry. ‘No sense
getting him excited,’ she murmured aloud. She put the gun down and approached him. It was only when the
‘soldier’ reached the clearing that she realized her mistake. This was no sentry, but an eight-foot tall hairy
beast, holding a large branch as one would a soldier. It smiled at the success of its deception . . .”
TYPE: Humanoid
C B A P I W F

45% [7] 50% [12] 35% [3] 45% [7] 40% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

15 7 Melee 75% Large Advanced


+13 6
(21/27/33) (13/19/25) Ranged 35% (2D6 Fury) (LOW)


Athletics  +30, Awareness  +30, Navigation  +30, Resolve  +20,
Simple Melee +30, Stealth +30, Survival +30, Toughness +30


Squatch Throttle: 75% • Distance (melee Engaged or 1 yard)
THREATS

• Damage [2D6+12] • Powerful, Pummeling, Strangling

CONSTRICTOR: Whenever you deal Peril on a foe using a


Chokehold, you also deal an equal amount of Damage.
CRUSHING: Whenever a foe successfully Defends your
attack, spend one Coin to negate it.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
INESCAPABLE: You can maintain a Chokehold for 0 AP
and take other actions during this time.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
SPIRIT SIGHT: You can automatically spot foes who are


hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.

Sasquatch pelt

David Chronister (order #31360124)


№ 527

SETTLER
“I t wa s a cozy log home way out in western Pennsylvania. Far from the war, the Brotherhood, the
Rosicrucians and everyone else who wanted to see a Protector like Jane dead. Well, almost everyone. devil-
worshipping mages haunted these woods, far from the law and Crown justice. Living out here was a lonely
prospect, but Jane’s work was good. It was important. It didn’t matter that the world would never know the
lengths she went to defend it. ‘Stop chaos at any cost,’ Jane thought as she wiped the sweat from her brow and
started nailing the floorboards back into place over Hector’s body.”
TYPE: Humanoid
C B A P I W F

45% [5] 50% [8] 40% [5] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

10 11 Melee 65% Normal Intermediate


+8 8
(16/22/28) (17/22/26) Ranged 40% (1D6 Fury) (LOW)

Athletics +10, Awareness +10, Handle Animal +10, Martial


Ranged  +20, Navigation  +10, Resolve  +10, Scrutinize  +10,


Simple Melee  +20, Simple Ranged  +10, Survival  +20,
Toughness +20

Hatchet: 65% • Distance (melee engaged) • Damage (1D6+5)

THREATS
• Slow, Weak
Pennsylvania Longrifle: 65% • Distance (ranged 17 yards)


• Load (4 AP) • Damage (1D6+5) • Accurate, Blackpowder,
Punishing

GUT INSTINCT: You may alternatively use [BB] in place of


[WB] when calculating your Peril Threshold.
ITS OWN REWARD: You never suffer Peril as a result of
failed or Critically Failed Toughness Tests.
TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.
WHITES OF THEIR EYES: Whenever foes gain the benefit


of Low Cover, you ignore it for purposes of hitting and dealing
Damage.

Backpack, Blackpowder w/Bullets (18), Candles (9), Hatchet,


Laudanum (1), Pennsylvania longrifle, Set of inferior clothes,
Smelling salts and Tincture (1)

David Chronister (order #31360124)


№ 528

P U B L I C N O T I C E

SH A D OW THI N G
THREATS

“T here is a story about a Quaker, who was extremely poor but desired
to travel to Philadelphia to spread his faith. Out of desperation, he
sought the counsel of a wood-witch. Not but a day later, the Quaker
left for the city of brotherly love. After living in Philadelphia for a few
months, the Quaker began to find things missing from his cupboards.
Every night, there was a knocking at his door . . . without a caller to
be found. The Quaker believed local children were pranking him.
Then, one moonless evening, the Quaker heard vermin in the walls.
He took a hammer to them to find whatever was inside and discovered
a shadow that could be none other than the wood witch. You see, the
Quaker had mistakenly killed the wood-witch while trying to steal
from them, and now it wanted the Quaker in both body and soul.”

David Chronister (order #31360124)


№ 529

TYPE: Supernatural
C B A P I W F

45% [4] 45% [8] 35% [5] 45% [7] 40% [4] 50% [8] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

11 11 Melee 75% Normal Advanced


+10 8
(17/23/29) (17/23/29) Ranged 65% (1D6 Fury) (HIGH)

Awareness  +30, Charm  +30, Coordination  +30, LAY TO REST (Your Murderer): Every hour, you move


Eavesdrop +30, Folklore +30, Intimidate +30, Resolve +30, one step up the Damage Condition Track positively.
Simple Melee +30, Simple Ranged +30, Stealth +30 Should the object in parenthesis be destroyed, properly
buried or the situation that turned them into a threat be


Shadow Touch: 75% •  Distance (melee Engaged) avenged (Historian’s choice), you are Slain!, returning to
• Damage [1D6+8] • Pummeling, Slow the spirit realm forever.
MATERIALIZE: You can physically Materialize or
DEAD HANDS: You ignore any Damage Threshold
become Insubstantial any time (or by spending 2 AP
Modifier a foe’s Determination confers.
in combat). While Materialized, you can cause Damage
DRAIN (Agility): Whenever you deal Damage to a foe, to foes. If you don’t cause Damage each minute you are
they must successfully Resist with Resolve or permanently Materialized, you move one step down the Peril Condition
lose -3% to the Primary Attribute in parenthesis. Track negatively. Once Incapacitated!, you are banished to
the spirit realm for twenty-four hours.

THREATS
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve SPIRIT SIGHT: You can automatically spot foes who
or else they suffer from Stress if you are Basic RFa, Fear are hidden or Insubstantial. You can also see in the dark,
if Intermediate RFa or Terror if Advanced or Elite RFa. treating it as Perfect Light.
However, if you are an Abyssal or Supernatural threat and
TAINT: You cannot be harmed by normal weapons
the person Critically Fails their Skill Test, they gain an
unless imbued with magic. Whenever you begin combat,
Affliction.
foes who can clearly see you must successfully Resist


IMMUNITY (Injuries, Rough & Tumble): You are with Awareness or treat Distances as if it were Fleeting
immune to the effects in parenthesis. Shadows until the end of combat.
INSUBSTANTIAL: You are Insubstantial. While
NONE
Insubstantial, you can freely move through physical
objects, but cannot inflict nor suffer Damage, unless by
magical means.

David Chronister (order #31360124)


№ 530

SHARK
“O h,I’ v e n ev e r seen a sea devil up close, but ol’ Martin has told all of us about the things: sleek and
silver with a mouth full of teeth like shattered glass. He swears that they circled the ship, fins slicing
the water, when they tossed tea into the harbor, as though they mistook the tea for blood in the water. No one
else seemed to see their gray bodies or black, beady eyes—or so Martin claims. I suppose one never knows; I
certainly won’t be checking, myself.”
TYPE: Beast
C B A P I W F

50% [9] 40% [6] 45% [7] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

8 7 Melee 70% Normal Intermediate


+8 10 (Swim only)
(14/20/26) (13/19/25) Ranged 65% (1D6 Fury) (HIGH)


Athletics +20, Awareness +20, Coordination +20, Intimidate +20,
Resolve +20, Simple Melee +20, Survival +20, Toughness +20


Jaws: 70% • Distance (melee Engaged) • Damage (1D6+9)
• Punishing, Silent, Vicious

DARK SENSE: You can see in the dark, treating it as Perfect


THREATS

Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
HORRIFIC: Whenever combat begins, spend one Coin to
force all foes who can see you to Resist using Resolve or else
they suffer from Stress if you are Basic RFa, Fear if Intermediate
RFa or Terror if Advanced or Elite RFa. However, if you are an
Abyssal or Supernatural threat and the person Critically Fails
their Skill Test, they gain an Affliction.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
SECOND WIND: Spend one Coin to automatically restore
your Damage & Peril Condition Tracks by one step positively
once a day.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.


SWIMMER: You can only swim and can breathe underwater.

Meat (6), Shark hide, Shark teeth (5)

David Chronister (order #31360124)


№ 531

SHOAL OF SPIKEFISH
“O stream, quick now. See there by the cattails? There they are, the little spikefish. If you get
u t o f th e
too close to the shadows, they’ll take a bite. They like places like this: lakes, ponds, but especially these
slow-moving streams. A bit cowardly hiding in the shade like they do, but I suppose that’s the best method
to survive in these waters. It’s a bit hard to fault them for being so intelligent, at least until one takes a chunk
from your ankle.”
TYPE: Beast
C B A P I W F

40% [4] 45% [4] 40% [4] 40% [6] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA

5 Melee 50% Large Basic


+9 7 (Swim only) NONE
(11/17/23) Ranged 50% (2D6 Fury) (HIGH)


Awareness  +10, Coordination  +10, Simple Melee  +10,
Stealth +10


Swarming: 50% • Distance (melee Burst Template) • Damage
(1D6+4) • Pummeling

IMMUNITY (Intimidate, Injuries, Rough & Tumble): You

THREATS
are immune to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects which targets
you. You also can see in the dark, treating it as Perfect Light.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.


SWIMMER: You can only swim and can breathe underwater.

Meat (6)

David Chronister (order #31360124)


№ 532

SKELETON
“M a n y y e a rs ag o ,
I had been asked by a young man for help. We were both invested in the beaver
trade at the time, and knowing that this man was a well-off European trapper, I did my best. I felt it
necessary for my tribe until we parted ways. Years later, I returned to that trading post, only to come across
poor Bartholomew, sprawled out dead, his bones bleached by the sun. It’s the sort of thing that happens to
bodies when they’ve died out here, starved to death or frozen. I’d have been happier to know he was at peace,
but no . . . the shriveled-up body shambled to his feet. Apparently, we had some unfinished business . . .”
TYPE: Supernatural
C B A P I W F

45% [4] 40% [5] 35% [4] 40% [5] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA

6 Melee 55% Normal Basic


+8 7 NONE
(12/18/24) Ranged 35% (1D6 Fury) (HIGH)

Athletics  +10, Awareness  +10, Intimidate  +10, Martial


Melee +10, Simple Melee +10, Simple Ranged +10, Stealth +10
Cavalry Sabre: 55% • Distance (melee Engaged) • Damage
(1D6+5) • Backslash, Slow


Tomahawk: 55% • Distance (melee or ranged 6 yards) • Load
THREATS

(1 AP) • Damage (1D6+5) • Throwing

AILMENT (Saint Vitus Dance): When you inflict Injuries,


the foe suffers from the Ailment in parenthesis.
IMMUNITY (Injuries, Intimidate, Rough & Tumble): You
are immune to the effects in parenthesis.
LAY TO REST (Bones): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you
are Slain!, returning to the spirit realm forever.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects that target you.
You also can see in the dark, treating it as Perfect Light.
WEAKNESS (Pummeling weapons): Whenever you are


exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.

Bullet rattling around in skull, Tattered clothing

David Chronister (order #31360124)


№ 533

S K I N -WA L K E R
“I n my jo u r n eys ,
I came across a girl who told me of a devilish tragedy in her family. One evening, a
Puritan woman had come to their door in the middle of winter, threadbare and pregnant. The girl said her
papa let the woman in, gave her food and a mat to sleep on that night, as it was the Christian thing to do. The
next morning, when the girl went to rouse her father from sleep, he was gone. The girl heard the sound of
cups crashing downstairs, so she crept down to surprise her father. Rummaging in the cupboard, she saw the
Puritan woman wearing the skin of her father! The girl said she escaped through her window, never looking
back. Strange though, that girl . . . I could have sworn she was pregnant.”
TYPE: Abyssal
C B A P I W F

35% [3] 40% [9] 45% [4] 40% [6] 40% [4] 50% [7] 45% [6]
INT MOV DTH PTH DEF SIZE RFA

12 Melee 65% Normal Advanced


+9 7 10 (16/22/28)
(18/24/30) Ranged 65% (1D6 Fury) (LOW)

Awareness +30, Bargain +30, Charm +20, Coordination +20,


Disguise  +30, Guile  +30, Simple Melee  +60, Resolve  +30,
Scrutinize +20, Stealth +20


Ripping Teeth: 65% • Distance (melee Engaged) • Damage

THREATS
(1D6+9) • Pummeling, Sweeping, Vicious

HORRIFIC: Whenever combat begins, spend one Coin to


force all foes who can see you to Resist using Resolve or else
they suffer from Stress if you are Basic RFa, Fear if Intermediate
RFa or Terror if Advanced or Elite RFa. However, if you are an
Abyssal or Supernatural threat and the person Critically Fails
their Skill Test, they gain an Affliction.
INFERNAL: Whenever you deal Damage, your foes must
successfully Resist with Toughness or else gain 1 Conflict if
you are Basic RFa, 2 Conflict if you are Intermediate RFa or 3
Conflict if you are Advanced or Elite RFa.
SHAPESHIFT (Hunter-Gatherer): You and your belongings
can Shapeshift into the alternative form in parenthesis at any
time (or by spending 2 AP in combat). Once in this form, you
gain its Traits, immediately move three steps up the Damage &
Peril Condition Tracks positively, but cannot Shapeshift again
for twenty-four hours.
SPIRIT SIGHT: You can automatically spot foes who are


hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.

Tattered clothing

David Chronister (order #31360124)


№ 534

S N A L LYG A S T E R
“A I e n te r e d that despicable abode, I glanced upward to take in the strange monument to magic this
s
mage had built upon a serene hillside. Staring back at me was a thing of such monstrous size, folded
angel’s wings, a leering iron snout and claws where it was fastened to the lip of a cliff. These stone things
must have been carved here. I must confess, looking at such handiwork, I was forced to imagine they had
been wrought by sorcery and brought to this place from the Old World. What’s more, I could have sworn its
eyes were watching me as I walked the area . . .”
TYPE: Supernatural
C B A P I W F

45% [5] 50% [7] 45% [7] 40% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

13/16 11 7 Melee 65% Large Intermediate


+8
(Fly) (17/23/29) (13/19/25) Ranged 65% (2D6 Fury) (MEDIUM)

Athletics  +20, Awareness  +20, Coordination  +20,


Intimidate +20, Resolve +20, Simple Melee +20, Stealth +10,
Survival +20, Toughness +20


Beak & Talons: 55% • Distance (melee Engaged or 1 yard)
THREATS

• Damage (2D6+7) • Fast, Sweeping, Weak

DARK SENSE: You can see in the dark, treating it as Perfect


Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time, and automatically Resist against effects which target your
mind.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
THICK HIDE (2): Your Damage Threshold has factored in
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

NONE

David Chronister (order #31360124)


№ 535

SPL I NTE RC AT
“Y a’ ev e r h e a r d
a dying rabbit scream? Had to listen to it all night during the storm when that damn
cat came back round, clawing and yowling at the barn door. Margie found her pet bunny torn to shreds
that morning, fur littered from the door of her cage all the way to a tall tree. The cat knocked down one of
our bee hives as well! Thinking of hiring Brom’s boy to keep watch, take care of it. We can’t really afford it,
but we’ll be in worse shape if it gets to the rest of the hives.”
TYPE: Animal
C B A P I W F

45% [6] 40% [5] 50% [7] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

7 7 Melee 65% Normal Intermediate


+8 10
(13/19/25) (13/19/25) Ranged 70% (1D6 Fury) (LOW)

Athletics  +20, Awareness  +20, Coordination  +20,


Intimidate +10, Simple Melee +20, Stealth +20, Survival +20,
Toughness +10


Teeth and Claws: 65% • Distance (melee Engaged) • Damage
(1D6+5) • Pummeling, Sweeping, Vicious

THREATS
ASSAIL: Whenever you Charge, flip the results to succeed
at the next Attack Action or Rough & Tumble you make
(unless it is Spell-related).
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).


SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.

Splintercat pelt (1), Meat (6)

David Chronister (order #31360124)


№ 536

SPY
“A t nig h t, wa l k
the streets with lit lamps. Those tiny flickering flames keep Old Scratch away. I
mean not the supernatural or some shadowy Brotherhood. The devil festers in the heart of wicked
and desperate folk who stalk through Boston’s shadows. A shortcut down a dark alley might save you a few
minutes walking home from the tavern. If you’re lucky, that extra time just costs your purse and you’ll be
through the door before you ever knew they took it. If you’re not so fortunate, well then you saw their face,
and they can’t have you telling people what they look like . . .”
TYPE: Humanoid
C B A P I W F

45% [6] 40% [5] 50% [7] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

7 7 Melee 65% Normal Intermediate


+8 10
(13/19/25) (13/19/25) Ranged 60% (1D6 Fury) (LOW)

Coordination  +10, Disguise  +10, Guile  +10, Rumor  +10,


Scrutinize  +10, Simple Melee  +20, Simple Ranged  +20,
Skulduggery +20, Stealth +20, Toughness +10

Knife: 65% • Distance (melee engaged or 6 yards) • Damage


(1D6+7) • Fast, Throwing, Weak
THREATS

Turn-out Pistol: 65% • Distance (ranged 6 yards) • Load (1


AP) • Damage (1D6+6) • Blackpowder, Inaccurate, Pistol,
Weak

FLEECE THE SHEEP: When picking pockets, you gain


a +20% Base Chance to Skulduggery Tests.
NOM DE GUERRE: You now have a secret identity. It
requires no Skill Tests to live and to interact as that identity
among those who know you by the secret identity. However,
when interacting with strangers who may know you outside
your secret identity, you must succeed a Disguise Test or else
be discovered.
WHAT I DO IN SHADOWS: When you fail a Skulduggery
or Stealth Test, you may re-roll to generate a better result, but


must accept the outcome. In addition, you always succeed at
Skill Tests to disable locks.

Antidote (1), Blackpowder w/Bullets (18), Knife, Laudanum


(1), Set of dark clothes, Smelling salts (1), Tincture (1),
Tobacco (3) and Turn-out pistol

David Chronister (order #31360124)


№ 537

S WA M P A P E
“F rom th e swa mp had crawled a foul monster, and my guide beckoned to me. As much as my mind
wished for its death, she imparted that I must not interact with the thing. All formed from muck and
rotted wood, they make their homes in the swampiest regions and only venture out in the cover of night when
their eyes see so clearly as we may in midday. Her Seminole friend called them Esti Capcaki; which translates
to ‘cannibal people.’ These things fall so easily into a feeding frenzy, and the very smell of their wretched
bodies would surely incapacitate me . . .”
TYPE: Humanoid
C B A P I W F

40% [4] 50% [7] 40% [4] 45% [4] 45% [4] 40% [6] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

8 Melee 50% Normal Basic


+7 7 9 (15/21/27)
(14/20/26) Ranged 50% (2D6 Fury) (HIGH)

Athletics  +10, Awareness  +10, Coordination  +10,


Eavesdrop +10, Intimidate +10, Navigation +10, Resolve +10,
Simple Melee +10, Stealth +10, Survival +10


Swamp Throttle: 75% • Distance (melee Engaged) • Damage
[1D6+7] • Powerful, Pummeling, Strangling

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
STENCH: Whenever a foe starts their Turn Engaged with


you, they must successfully Resist with Toughness or suffer
1D10+1 Peril.

NONE

David Chronister (order #31360124)


№ 538

TA X C O L L E C T O R
“‘H e ’ s c om i n g ,
M a m a , he’s coming!’ Anne-Catherine tossed the weeds she’d just pulled from around
the tree as she heard those dreaded words from her son. She wiped the sweat from her brow—the
summer sun was particularly hot and harsh today—as she quickly stood, ignoring the cracking of knees too
used to kneeling. Little Matty burst from the wood lining the eastern part of her property and was racing
through the orchard as fast as his little eight-year-old legs could take him. He ran with the energy of one
fleeing a disturbed bear or hungry wolf, as if he were seconds away from being shredded. Anne-Catherine
allowed herself a grim smile as she saw a dark rider emerge from the wood behind her son. Shadowing Matty
was a beast most foul—it was the tax man.”
TYPE: Humanoid
C B A P I W F

35% [3] 40% [4] 40% [4] 50% [7] 45% [4] 40% [5] 45% [5]
INT MOV DTH PTH DEF SIZE RFA

5 8 Melee 45% Normal Basic


+10 7
(11/17/23) (14/20/26) Ranged 40% (1D6 Fury) (HIGH)


Awareness +10, Bargain +10, Guile +10, Scrutinize, 10, Simple
Melee +10, Simple Ranged +10, Toughness +10

Blackjack: 45% • Distance (melee engaged) • 


Damage
THREATS

(1D6+4) • Pummeling, Silent, Slow


Turn-out Pistol: 45% • Distance (ranged 8 yards) • Load (1


AP) • Damage (1D6+3) • Blackpowder, Inaccurate, Pistol,
Weak

EYES IN THE BACK OF MY HEAD: Whenever you fail


a Bargain or Scrutinize Test, you may re-roll to generate a
better result, but must accept the outcome. In addition, you
always succeed at Skill Tests to demand debt owed to you or
another character.
FOSTERING COMMUNITY: Whenever using social-
based Skill Tests, gain two Assist Dice, using the best of all the
results you roll.
STEADFAST: Whenever you suffer Peril from physical


activities, reduce your Peril Condition Track by one less step
negatively.

Blackjack, Blackpowder w/Bullets (18), Laudanum (1),


Ledger, Set of superior clothes, Small chest & padlock w/key
(Standard  +/-0%), Smelling salts (1), Tincture (1), Turn-out
pistol and Writing kit

David Chronister (order #31360124)


№ 539

TI M B E R WO L F
“P r ay th at o u r Heavenly Father does not lead us into the hungry jaws of the wicked. Pride is a sin
that fattens our soul, gorging us on false love for oneself and the world, which gladly leads us from the
Lord’s pasture into the clutches of the wolves, to be ripped asunder and left to the devil’s machinations.
Stray not, my children, into the full moon’s arms and beg forgiveness when the howls wake you from your
blessed slumber.”
TYPE: Animal
C B A P I W F

40% [4] 45% [4] 50% [7] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

5 7 Melee 50% Normal Basic


+8 13
(11/17/23) (13/19/25) Ranged 60% (1D6 Fury) (MEDIUM)


Awareness  +10, Coordination  +10, Resolve  +10, Simple
Melee +10, Stealth +10, Survival +10, Toughness +10


Snarling Bite: 50% • Distance (melee Engaged) • Damage
(1D6+4) • Pummeling, Sweeping

AILMENT (Sepsis): When you inflict Injuries, the foe suffers

THREATS
from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.


SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).

Meat (6), Wolf pelt

David Chronister (order #31360124)


№ 540

P U B L I C N O T I C E

TORMENTOR
THREATS

“W hen I looked upon them, the stories of the Bible were called to
mind. Such scales upon their bodies, such height! I’ve heard they
journey to our world to punish the wicked, but it seems to me that
they lust for pain of any kind, regardless of who experiences it. The
dark red scales across their bodies seemed to gleam at the fireside, and
I was quite sure that if they saw me, I would be joining the members
of my small hunting party on their short trip to the afterlife.”

David Chronister (order #31360124)


№ 541

TYPE: Abyssal
C B A P I W F

50% [8] 40% [6] 45% [4] 40% [5] 40% [4] 40% [6] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

11 9 Melee 80% Normal Intermediate


+8 7
(17/23/29) (15/21/27) Ranged 55% (1D6 Fury) (HIGH)

Athletics +20, Awareness +20, Coordination +10, HORRIFIC: Whenever combat begins, spend one Coin
Interrogation +20, Intimidate +20, Leadership +20, to force all foes who can see you to Resist using Resolve


Martial Melee +20, Scrutinize +20, Simple Melee + 20, or else they suffer from Stress if you are Basic RFa, Fear
Toughness +20, Warfare +20 if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat
Horns & Talons: 55% • Distance (melee Engaged) and the person Critically Fails their Skill Test, they gain
• Damage (1D6+4) • Fast, Sweeping, Weak an Affliction.


Zweihänder: 70% • Distance (melee Engaged or 1 yard) IMMUNITY (Intimidate, Peril): You are immune to the
• Damage (1D6+8) • Punishing, Reach effects in parenthesis.
INFERNAL: Whenever you deal Damage, your foes must
ASSAIL: Whenever you Charge, flip the results to successfully Resist with Toughness or else gain 1 Conflict
succeed at the next Attack Action or Rough & Tumble if you are Basic Risk, 2 Conflict if you are Intermediate

THREATS
you make (unless it is Spell-related). Risk or 3 Conflict if you are Advanced or Elite Risk.
FIERCE: Whenever you are Seriously or Grievously TAINT: You cannot be harmed by normal weapons
Wounded, add 1D6 Fury Die to Damage. You cannot unless imbued with magic. Whenever you begin combat,
Defend during this time, and automatically Resist foes who can clearly see you must successfully Resist
against effects which target your mind. with Awareness or treat Distances as if it were Fleeting
Shadows until the end of combat.
THICK HIDE (3): Your Damage Threshold has factored


in the value in parenthesis. You also reduce Peril &
Damage from fire you suffer by the same value.

War shield, Zweihänder

David Chronister (order #31360124)


№ 542

TRADER
“O Tr a de r B i l l i e made all the deals that they could, didn’t matter much if you were bad or good.
ld
Selling to the Rebels guns and knives, then giving the Red Coats the deal of their lives. They made a
mint profiting off the war, barely breaking a sweat wasn’t even a chore. Didn’t pick sides and always played
nice, Old Trader Billie always had the right price. So as you can see, they were a friend to all, except the man
who shot Billie with a musket ball.”
TYPE: Humanoid
C B A P I W F

40% [4] 40% [5] 35% [3] 45% [5] 45% [6] 45% [4] 50% [7]
INT MOV DTH PTH DEF SIZE RFA

7 7 Melee 60% Normal Intermediate


+8 6
(13/19/25) (13/19/25) Ranged 35% (1D6 Fury) (LOW)

Awareness  +10, Bargain  +20, Education  +10, Gamble  +20,


Guile  +10, Rumor  +10, Scrutinize  +20, Simple Melee  +20,
Simple Ranged +20

Knife: 60% • Distance (melee engaged or 4 yards) • Damage


(1D6+3) • Fast, Throwing, Weak


THREATS

Musketoon: 60% • Distance (ranged 11 yards) • Load (2 AP)


• Damage (1D6+4) • Blackpowder, Carbine

JADED: When suffering Peril from Stress, Fear or Terror,


reduce it by your [FB].
POKER FACE: Your Allegiance cannot be discovered unless
you tell someone, and you cannot be made the target of the
Scrutinize Skill to discover your Allegiance.
REBEL YELL: When you attempt to incite violence, you gain
a +10% Base Chance to Skill Tests.
TIP THE SCALES: Whenever you fail a Bargain or Guile
Test, you may re-roll to generate a better result, but must accept


the outcome. In addition, you always succeed at Skill Tests to
resell legal wares & weapons.

Backpack, Blackpowder w/Bullets (18), Candles (9), Flintlock


pistol, Knife, Laudanum (1), Musketoon, Set of inferior
clothes, Smelling salts and Tincture (1)

David Chronister (order #31360124)


№ 543

VA M P I R I C B A T
“I ’ d n ev e r s e e n one that large—it swooped down like a shadow, shrieking like a banshee. I swear it near
to bit Elspeth’s throat out, clawin’ at her face and hair like some manner of a wretched demon, but her cross
lit up as soon as it tried . . . shot like a star into the sky. I don’t reckon I’ve seen anything like that but suffice
to say . . . we don’t go into that cave no more.”
TYPE: Beast
C B A P I W F

45% [4] 40% [4] 45% [5] 50% [6] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

14 5 7 Melee 55% Small Basic


+9
(Fly) (11/17/23) (13/19/25) Ranged 45% (0D6 Fury) (LOW)


Awareness +10, Stealth +10, Simple Melee +10, Survival +10


Vampiric Fangs: 55% • Distance (melee Engaged) • Damage
(0D6+4) • Pummeling, Silent

AILMENT (Smallpox): When you inflict Injuries, the foe


suffers from the Ailment in parenthesis.

THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FLIGHTLESS: Whenever you are Grievously Wounded,
suffering from an Injury or Bleeding, you cannot fly.
LIGHT SENSITIVITY (3): When exposed to Perfect Light,
reduce your Damage & Peril Thresholds by the value in
parenthesis.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).


VAMPIRIC TEETH: When you deal Damage, the foe begins
to Bleed.

Bat hide, Meat (3)

David Chronister (order #31360124)


№ 544

P U B L I C N O T I C E

VA M P Y R E
THREATS

“‘D o yo u b e l i ev ein vampyres?’ she inquired. It was an odd question


coming from the plain-faced French woman Travis had struck up a
conversation with in the dockyard, but it was one on everyone’s mind. There
were rumors that something was killing chickens and cattle, not to mention
the lone traveler, but Travis had dismissed the more fanciful thoughts.
Still, he was willing to humor anyone who had shared a bottle of whiskey
with him. ‘I s’pose they exist,’ Travis shrugged, almost losing his balance,
‘but I work on the docks. Ain’t no one ever seen one here in the city.’ The
French woman smiled, ‘No, I suppose not.’ ‘Nope,’ Travis smiled, ‘everyone
would . . . hear . . . you scream . . . ugh.’ Travis collapsed, the strong drink
finally defeating him. The last thing he remembered was her ruby red lips,
smiling over him as she revealed her knife. ‘Unless you can’t scream.’”

David Chronister (order #31360124)


№ 545

TYPE: Supernatural
C B A P I W F

50% [5] 50% [8] 50% [10] 50% [5] 50% [8] 55% [7] 50% [5]
INT MOV DTH PTH DEF SIZE RFA

12 Melee 70% Normal Elite


+8 13 10 (16/22/28)
(18/24/30) Ranged 70% (1D6 Fury) (UNIQUE)

Athletics +10, Awareness +10, Charm +20, Coordination in parenthesis be destroyed, properly buried or the situation
+20, Education +30, Guile +30, Incantation +30, that turned them into a threat be avenged (Historian’s


Intimidate +30, Resolve +20, Ride +10, Rumor +20, choice), you are Slain!, returning to the spirit realm forever.
Scrutinize +30, Simple Melee +20, Toughness +10
LIGHT SENSITIVITY (1): When exposed to Perfect
Light, reduce your Damage & Peril Thresholds by the value
Knife: 70% • Distance (melee Engaged or 6 yards) • Load
in parenthesis.
(1 AP) • Damage (1D6+10) • Fast, Throwing, Weak
SECOND WIND: Spend one Coin to automatically


Vampiric Claws: 70% •  Distance (melee Engaged)
restore your Damage & Peril Condition Tracks by one step
• Damage (1D6+10) • Devastating, Fast, Strangling
positively once a day.
CAPTIVATION: When at a Distance from a foe, make a SHAPESHIFT (Murder of Crows): You and your
Charm Test. After successfully rolling (and the foe cannot belongings can Shapeshift into the alternative form in
or fails to Resist using Resolve), they are Captivated. While parenthesis at any time (or by spending 2 AP in combat).

THREATS
Captivated, a foe must move to become Engaged with you. Once in this form, you gain its Traits, immediately move three
Once they are Engaged, they are no longer Captivated. steps up the Damage & Peril Condition Tracks positively,
Foes can only be Captivated once every twenty-four hours. but cannot Shapeshift again for twenty-four hours.
CHOSEN: One foe is left Defenseless to all your Attack SPIRIT SIGHT: You can automatically spot foes who
Actions and Rough & Tumble. Once it is defeated, select are hidden or Insubstantial. You can also see in the dark,
a new foe. treating it as Perfect Light.
CONSTRICTOR: Whenever you deal Peril on a foe using TAINT: You cannot be harmed by normal weapons unless
a Chokehold, you also deal an equal amount of Damage. imbued with magic. Whenever you begin combat, foes who
can clearly see you must successfully Resist with Awareness
DRAIN (Fellowship): Whenever you deal Damage to a foe,
or treat Distances as if it were Fleeting Shadows until the
they must successfully Resist with Resolve or permanently
end of combat.
lose -3% to the Primary Attribute in parenthesis.
VAMPIRIC TEETH: When you deal Damage, the foe
HORRIFIC: Whenever combat begins, spend one Coin
begins to Bleed.
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear VAMPYRE: You cannot cross running water on foot.
if Intermediate RFa or Terror if Advanced or Elite RFa. Whenever you are exposed to sunlight, you suffer 2D10+2
However, if you are an Abyssal or Supernatural threat and the Damage from fire each minute. Whenever you are Slain!, you
person Critically Fails their Skill Test, they gain an Affliction. immediately turn into mist.While in mist form, you can freely
move through physical objects but cannot inflict nor suffer
INESCAPABLE: You can maintain a Chokehold for 0 AP


Damage. After an hour has passed, you re-materialize to your
and take other actions during this time.
Vampyre form, and are restored to Grievously Wounded.
LAY TO REST (Heart): Every hour, you move one step up
the Damage Condition Track positively. Should the object Fancy wig, Fashionable clothing, Fine perfume, Knife

David Chronister (order #31360124)


№ 546

P U B L I C N O T I C E

VE N G E FUL
SPIRIT
THREATS

“I ’m te l l i n g yo u, I won’t go back to that place! Sure as I’m standing


right here, I saw it. A ghost betwixt the bookshelves, and a great
many more just past the main library! She looked white as a bone
from the head, but past the knees, I swear I could see right through
it! When I looked at her, she screamed and her ‘face’ peeled apart. I
saw her disappear into the stacks, whether to unnerve me or do foul
things, I cannot be certain . . .”

David Chronister (order #31360124)


№ 547

TYPE: Supernatural
C B A P I W F

40% [4] 35% [6] 45% [5] 45% [7] 40% [6] 50% [7] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

9 10 Melee 50% Normal Advanced


+10 8
(15/21/27) (16/22/28 Ranged 75% (1D6 Fury) (MEDIUM)

Awareness  +30, Charm  +20, Coordination  +30, INSUBSTANTIAL: You are Insubstantial. While
Eavesdrop +30, Folklore +30, Guile +20, Interrogation +10, Insubstantial, you can freely move through physical


Intimidate  +30, Simple Melee  +10, Skulduggery  +20, objects, but cannot inflict nor suffer Damage, unless by
Stealth +30 magical means.
LAY TO REST (Revenge): Every hour, you move one


Ghost Hands: 50% •  Distance (melee Engaged)
step up the Damage Condition Track positively. Should
• Damage (1D6+6) • Pummeling, Slow, Strangling
the object in parenthesis be destroyed, properly buried or
the situation that turned them into a threat be avenged
DRAIN (Brawn): Whenever you deal Damage to
(Historian’s choice), you are Slain!, returning to the spirit
a foe, they must successfully Resist with Resolve or
realm forever.
permanently lose -3% to the Primary Attribute in
parenthesis. MATERIALIZE: You can physically Materialize or
become Insubstantial any time (or by spending 2 AP
HAUNTING: Spend one Coin to conjure an illusion

THREATS
in combat). While Materialized, you can cause Damage
(e.g., bleeding walls, phantom footsteps, rattling chains).
to foes. If you don’t cause Damage each minute you are
Your foes must successfully Resist using a Secret Test
Materialized, you move one step down the Peril Condition
with Scrutinize, or else suffer from Stress if you are Basic
Track negatively. Once Incapacitated!, you are banished to
RFa, Fear if you are Intermediate RFa or Terror if you are
the spirit realm for twenty-four hours.
Advanced or Elite RFa. The illusion lasts for an hour.
PHENOMENA: You can manipulate physical objects
HORRIFIC: Whenever combat begins, spend one Coin
no larger than a book with your mind. This allows you to
to force all foes who can see you to Resist using Resolve
automatically hit a single foe within 3+[PB], as the foe
or else they suffer from Stress if you are Basic RFa, Fear
suffers 1D10+1 Peril and shove the foe away from you
if Intermediate RFa or Terror if Advanced or Elite RFa.
1 yard. You can also pair this with Skulduggery to make
However, if you are an Abyssal or Supernatural threat and
objects disappear and to reappear.
the person Critically Fails their Skill Test, they gain an
Affliction. SPIRIT SIGHT: You can automatically spot foes who


are hidden or Insubstantial. You can also see in the dark,
IMMUNITY (Injuries, Rough & Tumble): You are
treating it as Perfect Light.
immune to the effects in parenthesis.
Detritus from a place they haunt

David Chronister (order #31360124)


№ 548

WA L K I N G D E A D
“W clogs the air here that the dead cannot rest? Was it a misguided spell cast by a
h at fo ul sti nk
drunken sorcerer? Perhaps a curse upon the living? How miserable a sight, seeing these bodies rise
once more and plead for sustenance. Tattered clothes barely hang about their bodies, no more than the rotten
flesh about their shoulders and thighs. Decaying, decrepit, they lumber from graves and battlefields, hungry
for something I cannot provide. Or worse yet, should I fall, perhaps I can . . .”
TYPE: Supernatural
C B A P I W F

45% [4] 40% [5] 35% [5] 40% [4] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA

6 Melee 55% Normal Basic


+7 8 NONE
(12/18/24) Ranged 35% (1D6 Fury) (MEDIUM)


Athletics  +10, Awareness  +10, Intimidate  +10, Simple
Melee +10, Stealth +10, Survival +10, Toughness +10


Cannibal Claws: 55% • Distance (melee Engaged) • Damage
(1D6+5) • Pummeling, Vicious

HORRIFIC: Whenever combat begins, spend one Coin


THREATS

to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and the
person Critically Fails their Skill Test, they gain an Affliction.
IMMUNITY (Blackpowder weapons): You are immune to the
effects in parenthesis.
LAY TO REST (Brain): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you
are Slain!, returning to the spirit realm forever.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects that target you.
You also can see in the dark, treating it as Perfect Light.
WEAKNESS (Vicious weapons): Whenever you are exposed


to the weakness in parenthesis, you suffer an additional 1D6
Fury Die to Damage.

Tattered clothing

David Chronister (order #31360124)


№ 549

WA L RU S
“N o , i t wa s n ’ t
a damn mermaid, I already told you! Big thing, tail like a fish, swimming in that water
as if the sea were just like air . . . and tusks! Grey skin, but brown too . . . sort of mottled-like. Funny
face like a dog, and hefty as Old Elgon himself! We kept the boat alongside ’em, wondering what the hell
we’d come across. Then when I got a better look, I saw there were these long teeth that went down like . . . I
said it wasn’t a mermaid!”
TYPE: Beast
C B A P I W F

40% [4] 50% [7] 40% [6] 35% [3] 45% [4] 45% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

10 7 Melee 50% Large Basic


+6 9/10 (Swim)
(16/22/28) (13/19/25) Ranged 40% (2D6 Fury) (HIGH)


Athletics +10, Awareness +10, Simple Melee +10, Resolve +10,
Survival +10, Toughness +10


Tusks: 50% • Distance (melee Engaged or 1 yard) • Damage
(2D6+6) • Fast, Skewering, Vicious

LETHARGY: Whenever you roll Initiative, roll a 1D6

THREATS
instead of the normal 1D10.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
THICK HIDE (2): Your Damage Threshold has factored in


the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.

Blubber (3), Meat (9), Tusk, Walrus hide

David Chronister (order #31360124)


№ 550

WAT E R NYM P H
“L i ste n to m e — w h e nyou go near the river, you fill your cup and get the hell out. That river is haunted
by a spirit that can take upon the face of anyone it chooses. Like a mermaid, it frolics in the water, luring
fools in. I suppose a siren is more like what they’d be . . . anyway, listen close now. Anyone who looks a little
too close, gets a little too comfortable, it pulls them down under to drown ’em. You understand me? Good.”
TYPE: Supernatural
C B A P I W F

35% [3] 40% [4] 40% [4] 40% [6] 45% [4] 50% [8] 45% [5]
INT MOV DTH PTH DEF SIZE RFA

6 11 Melee 45% Normal Intermediate


+9 7
(12/18/24) (17/23/29) Ranged 40% (1D6 Fury) (LOW)

Awareness  +20, Bargain  +10, Charm  +20, Disguise  +20,


Eavesdrop  +10, Guile  +20, Resolve  +10, Simple Melee  +10,
Survival +20


Talons: 45% • Distance (melee Engaged) • Damage (1D6+3)
• Fast, Silent, Strangling

CHOSEN: One foe is left Defenseless to all your Attack


THREATS

Actions and Rough & Tumble. Once it is defeated, select a


new foe.
SHAPESHIFT (Hunter-Gatherer): You and your belongings
can Shapeshift into the alternative form in parenthesis at any
time (or by spending 2 AP in combat). Once in this form, you
gain its Traits, immediately move three steps up the Damage &
Peril Condition Tracks positively, but cannot Shapeshift again
for twenty-four hours.
SIREN SONG: When at a Distance from a foe, make a Charm
Test. After successfully rolling (and the foe cannot or fails to
Resist using Resolve), they are Captivated. While Captivated,
a foe must move to become Engaged with you. Once they
are Engaged, they are no longer Captivated. Foes can only be
Captivated once every twenty-four hours.


SWIMMER: You can only swim and can breathe underwater.

Belongings of former victims (6)

David Chronister (order #31360124)


№ 551

WHALE
“I r em emb e r th e f i rstvoyage . . . there was the captain, his dark hair tossing about as the waves whipped
up. I could taste the salt that hung in the air there, thick like pitch, but each time I looked at the captain,
I didn’t think the salt dared touch him. I remember thinking I dared, and that feeling scared me at the time.
He was a Wampanoag man from Martha’s Vineyard, a whaler down to his bones. If we died looking for the
beast, I hoped I could follow the captain to hell, too.”
TYPE: Beast
C B A P I W F

45% [4] 50% [14] 40% [4] 45% [8] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA

7 Melee 75% Huge Advanced


+11 7 (Swim only) 17/23/29/35
(13/19/25) Ranged 40% (3D6 Fury) (LOW)


Athletics +30, Awareness +30, Resolve +30, Simple Melee +30,
Survival +30, Toughness +30

Fatal Bite: 75% • Distance (melee Engaged or 2 yards)


• Damage (3D6+14) • Devastating, Pummeling, Punishing,
Sweeping, Strangling

THREATS
BRAWNY (3): Your Brawn has factored in the value in
parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
HARDY: You cannot be knocked Unconscious or reduce your
AP due to a Combat Condition.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SWALLOW: Whenever a foe is Choked, they suffer 2D10+2
Peril instead. Whenever they Resist, they must flip the results
to fail. Once a foe is Incapacitated!, they are also Slain!.


SWIMMER: You can only swim and can breathe underwater.

Blubber (10), Meat (12), Whale skin

David Chronister (order #31360124)


№ 552

WHITE MAGE
“I di d not de s e rt, sir. I was running from that . . . that thing! Living shadow it was. No face, but arms that
ended in fingers. It choked the bloody life out of Thomas. I fired at it, but my shot passed right through it
into the sergeant’s gut. It turned on me, and I . . . I fled . . . No! Sir, please! I have a witness. Find her . . . Listen!
That thing chased me through the Pine Barrens until a sudden flare illuminated the forest. The shadow
recoiled and ran. At the center of the light was a witch, I swear it, pale and elegant. Her light disappeared and
she faded in the shadows . . . No, sir, please! Find her! Search the forest! The witch will tell you the truth . . .”
TYPE: Humanoid
C B A P I W F

40% [4] 35% [4] 40% [4] 45% [6] 45% [4] 50% [8] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

6 11 Melee 50% Normal Intermediate


+9 7
(12/18/24) (17/22/28) Ranged 40% (1D6 Fury) (LOW)

Alchemy  +10, Awareness  +20, Education  +10, Heal  +10,


Incantation  +20, Resolve  +20, Scrutinize  +20, Simple
Melee +10, Simple Ranged +10, Skulduggery +10, Stealth +10

Knife: 50% • Distance (melee engaged or 7 yards) • Damage


(1D6+4) • Fast, Throwing, Weak
THREATS


Overcoat Pistol: 50% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak

BURN BRIGHT: Whenever you are holding a source of


light, you and your allies treat Fleeting Shadows as if they
were Perfect Light. If doing so in combat, you must spend 1
Action Point every Turn to maintain this effect.
PLANAR ALIGNMENT: Whenever you Risk Backlash,
reduce the number of Chaos Dice you roll (to a minimum of
one die).
WE ARE THE LIGHT: Join hands with up to two allies,
and all of you make an Incantation or Resolve Test to Bind


Wounds. For every successful Skill Test, the person is restored
one additional step up the Damage Condition Track positively.

Blackpowder w/Bullets (18), Knife, Laudanum (1), Overcoat


pistol, Set of average clothes, Smelling salts (1), Tincture (1)
and Writing kit

David Chronister (order #31360124)


№ 553

WI L D B OA R
“H she crept through the brush, being very careful not to disturb the branches. She
i n da sm i l e d a s
couldn’t believe her luck as she spotted a strong, healthy boar grazing not 30 yards from her. Hinda
quietly notched an arrow in her selfbow. She almost lost it as a gentle hand touched her shoulder. ‘Wait,’ her
father said. ‘Notice how the boar is content with the scraps of that well-worn pasture instead of moving to the
plentiful grass just a few feet away?’ Hinda was puzzled, but her father continued his lesson, ‘so, what is keeping
the wild animals in or out of that boundary? And, more importantly, are we standing on the right side?’”
TYPE: Beast
C B A P I W F

45% [5] 50% [7] 40% [4] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA

8 7 Melee 55% Normal Basic


+8 7
(14/20/26) (13/19/25) Ranged 50% (1D6 Fury) (HIGH)

Athletics  +10, Awareness  +10, Coordination  +10,


Intimidate +10, Resolve +10, Simple Melee +10, Survival +10,
Toughness +10


Tusks: 55% • Distance (melee Engaged) • Damage (1D6+4)
• Fast, Powerful, Skewering

THREATS
ASSAIL: Whenever you Charge, flip the results to succeed
at the next Attack Action or Rough & Tumble you make
(unless it is Spell-related).
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SECOND WIND: Spend one Coin to automatically restore


your Damage & Peril Condition Tracks by one step positively
once a day.

Boar skin (1), Cracked tusk (2), Meat (6)

David Chronister (order #31360124)


David Chronister (order #31360124)
№ 555
Article  15
BOSTON BESIEGED
T hi s i s a n i n troductory a dv e n tu r e s et du r i n g th e S i e g e o f B o sto n i n 1776. I n
i t, c h a r acte rs w i l l c o n f ro n t mu n da n e a n d su p e r natu r a l th r e at s i n th e tow n

a s s h a d ow y forc e s plot to w e a k e n th e R eb e l s — b oth tho s e l ay i n g si e g e to th e

ci ty a n d e n c roac hi n g u po n tho s e w i thi n i t. Th e a dv e n tu r e i s brok e n u p i n to

fo u r act s th at w i l l s e e th e c h a r acte rs dr aw n i n to a F r e em a s o n plot to br e a k

th e Si eg e of B o sto n . D u r i n g th e i r i nv e stigatio n , th ey w i l l m e et a n umb e r o f

c o n spi r ator i a l f ig u r e s , pl ay i n g a n i n strum e n ta l pa rt i n dr iv i n g th e B r i ti s h


E mpi r e f rom th e ci ty.

This adventure is used to teach Historians and players


how to use its game systems; the story has places Read Aloud
where the players can explore the city and do creative TEXT BOX
T h e a dv e n tu r e h a s boxes containing read-
things. It can also be expanded into a sandbox-style
setting in Boston Besieged: Aftermath (found after this
aloud text. Beginning Historians may wish to
adventure), where players can freely explore Boston and
read these boxes aloud word for word, but feel
surrounding environs.
free to shorten or change passages as you see fit.
Boston Besieged is set during the final days of the
Siege of Boston, starting in winter on February 15, 1776.

ACT 1 —TO SAVE A FAMILY: The party is ACT 3 —TO SAVE A MAGE: The character’s new
in Boston and is given a message by a wealthy patroness has been captured, and it seems that the
patroness who needs help escaping the city. Along last thing she did before that happened was find the
the way, the player characters will learn that there location of a mage important to the war effort, one
are powerful, supernatural forces at work behind who has the power to turn the tide of the siege.
the scenes in the city.
ACT 4 —END GAME: Harold Winchester
BOSTON BESIEGED

ACT 2 —INTO THE DEPTHS: Having found is backed into the corner and sees this as his
a new ally in Grace De Beers, the characters are last chance to move against General George
sent to investigate strange goings-on in one of the Washington before the city is lost. The characters
city’s old Common Burying Grounds. There, they must do everything in their power to get to the
discover unliving threats and another branch of the general before the Freemasons can.
plot against the Rebel cause.

David Chronister (order #31360124)


№ 556
BOSTON BESIEGED

David Chronister (order #31360124)


№ 557

GETTING THE PLAYERS INVOLVED


Before your adventure formally begins in Boston Besieged, all players will work with the Historian to determine one
Story Hook. Separated by Archetype, they will create connectivity to the Bostonians and help explain some of the
sympathies they will have to the city and the rebellion.

D100 COMMONER STORY HOOK

A family member worked in the Pullman house until they retired a few years ago. They never had a mean thing
1 to 12 to say about the Pullmans. Do you hold the same view as they did? What interactions, if any, did you have with
Morris Pullman or his daughter, Mary?
Fishing along Boston Harbor has been very lucrative. After arguments regarding water rights left a rift between
you and the elders, you chose to stay behind and make a home near the docks. But the people who buy bass and
13 to 26 flounder off of you often seem to be changing . . . they grow more skeptical every day. Will you stay in this eerie
town, despite that pit in your stomach? Why or why not?
It’s one thing after another. First, your family trapped animals for them because the settlers wanted it. Then, the
game became scarce. So you moved to the city for jobs. But they keep all the best jobs for the rich. And now,
27 to 41 spirits roam Boston in the dead of night while dangerous people plot in shadows. Perhaps it is time to make
some new friends and get out of this city while you can.
The garden you keep has smelled rank and foul. The soil near the graveyard has always been fertile, but now
42 to 57 something sours it. Perhaps it has to do with the strange sounds you’ve heard during sleepless nights or the
shadows you’ve seen skulking away from the Common Burying Ground.
You were a servant of Morris Pullman . . . that is, until he left Boston. His sister Philippa Pullman took his place
58 to 72 in the city and has grown increasingly worried about her niece Mary Pullman. You have a relationship with
Mary—what is it and why?
Your sibling got what seemed like a choice apprenticeship working at the Common Burying Ground. They
73 to 86 never were a ‘people person.’ You haven’t seen them since Christmas. Was your sibling normal that last holiday,
or did they seem rattled?
The British authorities confiscated your shop due to your support of the Rebels and actions taken against the
87 to 100 Red Coats. They were very rude this time, and their leader looked gaunt like he wasn’t eating the food they were
buying. That face has been in your dreams now for weeks, and you can’t seem to forget it.

D100 FRONTIER STORY HOOK

It’s been a rough year for you. Between the scarce animals for furs, the wife back home, the husband in
Boston . . . caring for everyone has been an undertaking. But from the moment you set your canoe upon the
BOSTON BESIEGED

1 to 12 shoreline, you knew something was wrong here. Your husband is nowhere to be found. In your ransacked house,
there was a letter demanding that you meet with the Rebels. Whatever could they want your partner for? Were
the Rebels behind this, or is this another Loyalist game?
It wasn’t too long ago that you’d left a lucrative career of trail-blazing. Somehow, you got caught up in the
13 to 26 goings-on of the Rebel faction. You never liked King George, or the ‘Lobsterbacks.’ Did the Red Coats do
something to your family? And if so, what?
Rich people love interesting meats; you were hired to bring in a shipment of game meats from the far country.
27 to 41 It was all impounded by British Imperial forces when the siege turned out to last longer than they thought it
would. Do you hold this against them? Was there any game that was hard to find?

David Chronister (order #31360124)


№ 558

D100 FRONTIER STORY HOOK

The bag of dispatches was next to a dead man; he didn’t have colors on him. Now you are trying to get these
42 to 57 messages delivered. The last two are addressed to Morris Pullman and Major Harold Winchester. Both are
sealed in a strange red wax. Why are you delivering these? Why haven’t you opened them?
The name Crispus Attucks will never be forgotten. You know the name as a multicultural figure of Black and
Indigenous descent in Boston whom you met once as a fellow sailor. You knew he’d made his way to Boston,
58 to 72 and you find yourself there years later seeking him out only to discover he was killed. There has to be something
you can do here to protect people like him, but what?
Trade has allowed you to travel to many far-off places, and the letters you carry bring you everywhere else.
Boston was meant just to be a little stop, selling beaver pelts and trinkets to the milliner, until you had that
73 to 86 horrible dream. Who were those legions walking through Boston in the dead of night? What allies can you find
in this town, and how can they help you escape?
Your vanished lover left behind a strange compass and nothing else. It’s been a week of following where it
87 to points. It has taken you nearly everywhere in Boston, from Bird Island to the Pullman Residence and De Beers
100 bookshop. What connection do they all have and where is your lover?

D100 INTELLECTUAL STORY HOOK

A college friend of yours who was involved in secret societies on campus sent you a letter a few weeks ago. It
1 to 12 said, “The agents of shadows are in Boston—the Lodge is split.” What is the shadow? What is the Lodge?
What secrets was your friend involved in while at school?

13 to 26 An old book you found at Harvard contained a map of Boston over which the word ‘M A D A G’ was
scratched onto the page. What does it mean? How does it affect Boston?

Before you left for the city, one of your professors gave you a letter to pass along to a woman named Grace
27 to 41 De Beers. What is your professor’s name? What is in the letter? Did you and this professor share a common
allegiance?
Coming from a family of medicine people as you do, you thought it prudent to leave your family’s camp and
learn from doctors in Boston. After all, if the Europeans are so intent on spreading disease with their unwashed
42 to 57 bodies, you may as well be able to heal your own people. While spending a late night in the library, you heard
odd whispers and saw horrible shapes strolling through the halls of Harvard. This could not have been merely
your candlelight . . . something awful lurks here. You must do more research and find its true nature.
In reading Catharine Macaulay’s History of England, you have stumbled across a hidden message on the very
58 to 72 nature of evil in New England. Macaulay makes casual reference to Grace De Beers in her works. Who is De
Beers? What does she know of the rising evil in Boston?
BOSTON BESIEGED

Lucas Santomee, a Black physician, inspired you. You have sought to help as many as possible and Boston has
73 to 86 been a battleground lately. You’ve decided it isn’t so much about how much you can do, but about being able to
do something at all. How far will you go to help and heal?
Much to the dismay of your grandmother, you have moved to Boston at the behest of a priest, who believes you
may have a bright future as a lawyer at this local school called Harvard. He states it is quite prestigious, but you
87 to 100 think he might be saying that because he attended there. But while on your journey into town, you see people in
red cloaks marching here and there. Do they mean you harm?

David Chronister (order #31360124)


№ 559

D100 LAWBREAKER STORY HOOK

An older Black woman with long curls approached you one night as you’re out walking after a ‘long day’s work.’
1 to 12 She was kind, yet there was concern in her eyes. She called you “blood of her blood” and warned you of chaos
that might be coming down to Boston. Who is she to you?
A tailor friend of yours found some beads in the pocket of a coat they were taking in for a Loyalist officer, who
seemed to be losing a fair amount of weight. Your friend figured they could sell the beads to you, but before you
13 to 26 could come to take a look, they vanished, leaving behind only bloodstains in their shop. Were they sympathetic
to the Rebel cause? Who was this Loyalist officer?
Every person you’ve traded your services with has disappeared over the last month. While confident in your
27 to 41 seductive arts, disappearing clients mean less money, and your girls rely on you. You know you are the common
thread between them all. Is someone following you or stealing your clients? Why you?
Freedom is something that has been taken from the people, but you’ve decided to help fight so people can have
it back. Both the Rebels and Loyalists are doing things for what they see as good, but is someone keeping the
42 to 57 members on a proper path? Where do your allegiances lie, and how will you preserve the freedoms of those you
come across?
This entire Boston Tea Party debacle has been horrible for business. You had been quite comfortable buying
up a single brick of that tea and using your grandmother’s training in gathering local plants to make herbal
drinks . . . to stretch out that tea quite a bit further than it should have been. “A special blend, straight from the
58 to 72 East India Trading Company,” you’d promised. Well, now the jig is up, regardless of how many pounds of pine
and raspberry leaf you have on hand. You’ve heard a rumor that one of your best customers has been looking a
bit . . . dry lately. Skeletal, even. You had better get to the bottom of this before someone comes looking for you
on counts of witchcraft . . . again.
You’ve never been the kind who knew when to back down. Whether you’ve been selling off ‘sacred religious
objects’ made the night before in your bedroom or using sleight of hand to return stolen goods from the parlor
73 to 86 of a Colonial to the family from which it was taken, your goal is always to play dirty. What you don’t understand
is why you have a mysterious benefactor paying your fines with the city. What could this person want with an
Indigenous troublemaker like yourself?
You owe the publican at the Sign of the Maiden a large sum of money. They are convinced you are good for it.
87 to 100 Are you? Did you acquire this debt before or after the trial? How did you incur this debt? Was it from a bad
investment, or something more questionable?

D100 MAGE STORY HOOK

An old friend who was a mage settled in Boston and invited you to come study there. You are surrounded by
others from diverse backgrounds you may have never anticipated. This is a chance for new beginnings and new
knowledge, where you could leave the fight behind. What brought you to this place and what is it that you want
BOSTON BESIEGED

1 to 12
to learn? Did you come looking to learn from the Indigenous folk or just learn from the cultures and melting
pot that has become Boston?
For half a year you have been afflicted with nightmares of a shadow brewing under the surface, consuming
13 to 26 Boston in a wash of death. At the center, you keep seeing a strange, gaunt man in a Red Coat. Who is this man?
Why have these dreams chosen you?
The only way to learn spells is to find people who know them and those who hold powerful relics. There are
27 to 41 whispers of a strange mage named Elizabeth who is connected to the fabric of this world’s power. Where did
you hear about her? Do you want to learn from her or steal her powers?

David Chronister (order #31360124)


№ 560

D100 MAGE STORY HOOK

There is a chandler in Pulling Point who makes the best candles, and there is even talk they are imbued with
42 to 57 enchantment. They don’t talk to people about the unique candles unless a referral is given. Why do you want
these candles? Who in the city can refer you to Pulling Point?
You come from a family that had a relationship with Elizabeth ‘Katie’ Gould. She may not know you personally,
58 to 72 but she may know your family name, especially considering it has light ties to magic. With this relation, is your
family also avoiding the Knights Templar, and if so, why? Are you seeking out ‘Katie’ for that reason?

Your herbs wither. Your magic weakens. Something sours the air. Your local coven of witches has implored you
73 to 86 to help them discover the source of this evil. How is your fate bound to this unnatural phenomenon?

You were mistaken for a heretic and put on trial, and a key piece of evidence in your defense was a letter from
87 to 100 Mary Pullman. What did that letter say? Why would a wealthy Rebel want to free you?

D100 URBANE STORY HOOK

After a few too many close calls, you did the smart thing and married a rich British man. High society has had
less to say about your brown skin and Indigenous upbringing since you slotted yourself in so perfectly to this
marriage of convenience. Still, it suddenly feels a lot less convenient and a bit more like a hassle. Your estranged
1 to 12 partner has gone missing. At first, it seemed they might have run off with another young thing again. But
enough days have passed that you have reason to worry since all eyes will be on you shortly. Perhaps you’d better
call on some allies and see what your options are.

A friend of yours—the rabble-rousing sort—hasn’t been heard from since just before Christmas. They sent you
13 to 26 a letter filled with paranoid scribbles. What did it say? Were they a Loyalist or Rebel?

The Pullmans are one of the city’s wealthiest families, and Mary Pullman is rumored to be taking over her
27 to 41 father’s business soon. Befriending her could be very advantageous. Her family has Rebel leanings—do you? Are
you acquainted at all?
The Pullman family’s tax records are in arrears. There is something wrong, and you have to get to the bottom
42 to 57 of it. Does this have to do with money laundering for the Rebels? Could Loyalist forces be meddling with a
prominent and rich Rebel?
You play a good fool, but you are well aware that your place in what counts for ‘society’ these days is predicated
entirely upon the whims of the royalty. After all, the novelty of a high society Indigenous person has been
58 to 72 wearing thin of late. This makes the letter begging for your aid spinning rumors regarding the Loyalists all that
much more enjoyable.
You have been nursing those who need you back to health, serving both the Loyalists and the Rebels. One of
BOSTON BESIEGED

73 to 86 the people has a strange injury, like nothing you’ve seen before, and keeps rambling in his fever about being
witch cursed by Elizabeth Gould. Can you find her and put a stop to his suffering?
With no ships coming in or out, save for those helmed by Loyalists to the British Empire, you are stuck in the
city. A strange person was on the boat on your last voyage, though they never sat right with you. They smelled of
87 to 100 the grave, and you know they said they work in the Common Burying Grounds. What is their name, and have
you made contact with them again?

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D100 WARRIOR STORY HOOK

During the Battle of Bunker Hill, one of your officers was acting strangely, giving odd orders. They had a
1 to 12 strange look in their eyes that still haunts you. Did you tell anybody about this? What kind of orders did they
give? What happened to the officer?
If you’ve said it once, you’ve said it a thousand times: “I hate going to Boston.” But despite your best efforts, the
leader of your people made themselves apparent. You were to go into that awful town and retrieve your cousin
13 to 26 that had gone missing. Yet they are nowhere to be found. In fact, any trace of them ever being here is gone . . .
Just an empty shack, swept clean, save for a note on their bed with a drawing of a grasshopper. Could the Rebels
be behind this?

In your dreams, you saw a bleeding Liberty Pole with a strange mask hanging from the branches. What do you
27 to 41 think it means? Is it a sign to join the Rebels, or that their blood is about to be spilled for Loyalist allies?

You’ve chosen to fight and defend others. Life and liberty are morals that you’ve taken to heart and because of
this, you’ve served as a soldier, or even currently still serve. While you were serving, you may have seen or heard
42 to 57 a strange rumor of something weird brewing in Boston. Whispers of figures creating groups that control others.
These are only rumors though, right?

Your commanding officer died in your arms after you dragged them away from the fighting. The last thing the
58 to 72 officer did was press a small signet ring into your hand and say, “You’ll know when.”

Your husband, a man whom you met on the battlefield, was interred in Boston. You were unable to protect him,
73 to 86 despite your prowess. Every day you have visited his body at the Common Burying Ground. Yet now his grave
is disturbed, one severed finger left behind. Can you find his body and lay him to rest once more?
Your nation has allied with the Rebels, so you fight with them. What little love there may have been for the
87 to 100 Loyalists died with Crispus Attucks. But within Boston, you hear things and see things. People shamble about
in the night toward graveyards.

DRAMATIS PERSONAE
This section outlines the major NPCs that the characters will encounter in Boston Besieged.

S
ton, MASSACHUSETT
In Pro vin cial Con grefs, B o s

PHI L IPPA PUL L M A N


is sister to Morris
F
rom B o sto n , she
Culture: Adult who
Colonial woman Pullman—a wealthy merchant
lipp a is
Professions: As fled the city just before the siege. Phi
BOSTON BESIEGED

ed with
Trader in Article extremely trustworthy and has been task
n during
14: Threats managing the family business in tow
cerned
Allegiance: Rebel the occupation. She is currently con
nee ds to
Secret Society: about her niece Mary Pullman, who
NONE leave Boston.
Her
Disposition: Philippa is bookish and small.
good
Polite clothes are modest in style, but of very
quality thread.

Philippa ∏ullman
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In Pro vin cial Con grefs, B o s


ton, MASSACHUSETT
S
M A RY P UL L M A N

T
Culture: Young ho ug h appearances she is an
by a l l
Colonial woman ordinary young woman, she is far from
Professions: As typ ical. Raised by her father, Morris Pul
Tax Collector lman,
her upbringing was unconventional;
in Article 14: she grew
up with access to books and educati
Threats on and
was raised to be extraordinarily cun
Allegiance: Rebel ning and
business-savvy. She has inherited her
Secret Society: father’s
stubbornness as well as his temper.
NONE Her
immediate desire is to protect her fath
Disposition: er and
the family business, but in time, she
Friendly wants to
take over his business. Her business acu

Mary Pullman|
men has
greatly benefitted the Pullman family,
which
she knows and is quietly proud of.
She is short and frail, speaking to her
age.
Long blonde hair frames a square face
, and she
is dressed in breeches and a loose shir
t. She
wears a man’s jacket, clearly not her own
.

USETTS
ef s, B o s t o n , MASSACH
on gr
In Pr ov in ci al C LD
GOU
T H K ATH E R I N E u l d is a
ELIZ A B E K at h e r i n e G o
E
l i za b et h
Culture: Adult Descended from
of some renown.
mage lizabeth
Multicultural e Black family, E
a Natick and fre d icine an
woman ways of both med
was raised in the both
Professions: As ely being sought by
magic. She is activ to
Apprentice Mage gh ts Te m pl ar an d the Freemasons
the K ni h keeps
in Article 14: their plans. Elizabet
be made a part of rs,
Threats to he rs el f, ra re ly opening up to othe
mostly pt her
Allegiance: Rebel d nature that has ke
and it is this guarde inia,
Secret Society: al l th es e ye ar s. O riginally from Virg
alive ily was
NONE ngland after her fam
she came to New E
BOSTON BESIEGED

g in
Disposition: out by th e R ed Coat army. Arrivin
driven race De
Indifferent she first met was G
Boston, the person but
fle eting relationship,
x
a
Katie Beers . T he y sh
have since separate
She is tall d m
ar ed
d.
an oves with a power
ful
abeth’s
n hair frames Eliz
gait. Natural brow ch a
fa ce, an d he r st ar tling grey eyes mat
oval s.
ears over a blue dres
hooded cape she w

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S
ton, MASSACHUSETT
In Pro vin cial Con grefs, B o s

GRACE DE BEERS
roots in the
G
r ac e D e B e e rs , with
Culture: Mature ntly
Colonial woman Netherlands and the Colonies, has rece
r foiling
Professions: As returned to the Thirteen Colonies afte
. She is
Knight Templar a plot by Loyalist mages in Amsterdam
books
Sergeant in a jovial but serious woman who collects
educated
Article 14: and is well-known in the elite and
has been
Threats circles of the Thirteen Colonies. She
since the
Allegiance: Rebel in Boston for the last three years, ever
of the city’s
Secret Society: Loyalists butchered the members
keeps a
Knights Templar Templar Hall. As a consequence, she
tionship

s
GraceDe Beer
Disposition: low profile. Grace had a fleeting rela
the fact
Friendly with Elizabeth Gould, complicated by
Gra ce being a
that Elizabeth’s suspicions about
Templar were true.
h a
She is a middle-aged woman, wit
a hanger
mop of unkempt hair. She wears
doe sn’t appear
sword at her side, one which
to be ceremonial whatsoever.

In Pro vin cial Con grefs, B o s


ton, MASSACHUSETT
S
H A RO L D WI N C H E ST
ER

H
Culture: Mature a rol d Wi n c h e ste r,
Loyalist
a
British man agent of the British Empire and
Professions: the
Fre emasons, was assigned to Boston by
As Freemason the
head of his order, the immortal Sir
Master in Article Richard
Southwell. His mission was to bring the
14: Threats Lodge
under control and to break the sieg
Allegiance: e. In the
Lodge, he purged those who voiced
Loyalist support
for the American Revolutionary War
Secret Society: and then
sought to find tools and magic that
Freemason could be
used to help King George smash the
Disposition: rebellion.
He is a ruthless and efficient leader
Antagonistic who will
BOSTON BESIEGED

stop at nothing to get what he wants.

H≠
He owns a relic, given to him as a gift by

arold Winchester|
the
Mandoag Sorcerer Ho’me’to’chekik—a
complex
character whose origin and aims will be
revealed
in the larger campaign outside the scop
e of this
adventure. It is having a terrible effect upo
n him,
for his skin is slowly drying, and Wi
nchester
is coming to resemble a mummified
corpse.
A collared military coat with golden
epaulets
adorns his rail-thin, slumped shoulders.

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CHRONOLOGY OF THE SIEGE

K August 14th, 1765: A group calling themselves the K May 10 to 11, 1775: The Green Mountain Boys, led
Sons of Liberty suspended two effigies of tax collectors by Ethan Allen and Benedict Arnold, capture Forts
near the Boston Common to protest the Stamp Act. Ticonderoga and Crown Point in New York.
K November 1767: The Sons of Liberty adopted a flag K May 25, 1775: HMS Cerberus arrives in Boston
with nine vertical stripes: five red and four white. The carrying Viscount William Howe and Generals John
flag represents the nine Colonies who attended the Burgoyne and Henry Clinton. Together with Gage,
Stamp Act Congress in New York in 1765. they lay plans to break out of Boston.
K March 5, 1770: The Boston Massacre. A large crowd of K June 12, 1775: General Gage issues a proclamation
Colonials face off against a detachment of Red Coats offering pardon to all Rebel patriots who lay down
who end up opening fire and killing six. their arms, except for John Hancock and Samuel
Adams. In response, more Rebels take up arms.
K December 16, 1773: The Boston Tea Party. Two cargo
ships in the harbor unable to unload their cargo are K June 15, 1775: The Committee of Safety learns of
boarded and 342 chests of tea are dumped into the Loyalist plans to fortify Bunker Hill to the north
water. of Boston and Dorchester Heights to the south. It
orders General Ward to fortify Bunker Hill and the
K September 1774: Massachusetts Committee of Safety
Charlestown heights.
founded. Forces under the Loyalist General Gage
set out to capture Rebel powder stores. The alarm K June 17, 1775: The British attacked Bunker Hill and
is set throughout New England. The dissolved captured it, despite heavy losses. The siege becomes a
Massachusetts government meets in defiance, calling stalemate as the Loyalists are reluctant to strike again.
itself the First Continental Congress.
K July 3, 1775: George Washington arrives to take
K January 1775: Mashpee Wampanoag tribe members command of the Rebel forces, now the Continental
fight on the side of the Rebels, following the death of a Army. He establishes his headquarters at Cambridge.
Wampanoag man in the Boston Massacre More troops and supplies continue to come, including
riflemen from Maryland and Virginia. Taking
K April 19, 1775: Battle of Lexington and Concord. British advantage of the stalemate, Washington begins work
forces sent to capture Rebel militias come into direct
to transform the militias into an actual army.
armed conflict with Rebel Minutemen. The war has
started. K Early September 1775: Washington plans an attack on
Boston, worried that the army might not hold together
K April 20 to 22, 1775: Militias begin to arrive from New over the winter. The plan is rejected.
Hampshire, Rhode Island and Connecticut. Most of
the Rebel residents leave Boston, and Loyalists from K November 1775 to February 1776: Henry Knox and
BOSTON BESIEGED

the surrounding area move into the city. a team of engineers use sledges to bring sixty tons
of heavy artillery from Fort Ticonderoga across the
K May 3, 1775: Congress orders Benedict Arnold to raise frozen Hudson and Connecticut Rivers.
a force and capture Fort Ticonderoga in New York.
The Rebels are short of artillery, and the fort is known K February 15, 1776: Boston Besieged begins in the dead
to be lightly defended. of winter . . .

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ACT 1: TO SAVE A FAMILY

As th e a dv e n tu r e b e g i n s , read the following SCENE 1: SIGN OF THE MAIDEN


text aloud to players: A large and ramshackle place, the Sign of the Maiden
is a favorite haunt for sailors and dock workers. It is
Y our
also a known rallying point for the Sons of Liberty—
story sta rt s in Boston. Supplies are
largely because of its proximity to Hancock’s Wharf—
low, conditions are bad and tensions are high.
and it has been raided by Red Coat patrols more than
The summer smallpox outbreak has given way
once. Patrols pass the tavern at least once an hour, if not
to winter; Boston is bracing for more problems,
twice—especially at night. This show of force has not
and the British are deeply entrenched. Although
intimidated the Maiden’s patrons as the authorities had
most Rebels have fled, the Red Coats are not
hoped, but it has made them very cautious and suspicious
above handing out brutal summary justice to
of newcomers. Harold Winchester’s agents also keep an
anyone they suspect of having Rebel leanings, or
eye on the place, which has a second reputation, known
to anyone else who crosses them.
only to a few: it is said to be a place where one can
Although you are surrounded by the terrified
sometimes find workers of magic.
townsfolk and brutal Red Coats, your sympathies
lie with the Rebels, who have gathered from all SETTING THE SCENE
over the Thirteen Colonies in response to the
Sight: A crowded dark tavern filled with out-
actions at Lexington and Concord. You have
of-work porters, sailors and carpenters. They all
quickly learned to keep these views to yourself,
look like they are looking for trouble, frustration
and to present a smiling face to the Red Coats
readable on their faces.
and the Loyalist spies.
A Rebel sympathizer named Henry Jones Smell: Old ale, perspiration, fleeting salt and fish
has a need for assistance and is willing to pay on the air each time the door is opened.
well. The news is short on particulars, but you are
Hearing: Guarded whispers of discontent. Clinking
100 percent assured that Jones is a good patriot
of glasses and the hustle of people moving in and out.
and that this is not another of the innumerable
traps set by Loyalist agents. Tonight, you find Taste: Salt, fish, bad ale and vomit hang in the air.
yourselves at a tavern called the Sign of the
Touch: Rough tables, pewter mugs and the oppressive
Maiden. You’re to ask for ‘Philip the Short.’
press of bodies.
Second Sight: There is no air of magic in this place;
it feels almost uncomfortably pedestrian.

With the blockade in full effect and trade at a


BOSTON BESIEGED

standstill, the tavern is crowded with out-of-work


carpenters, porters and sailors. Many are looking for
work, and plenty are looking for trouble. Frustration is
taking hold and feelings are running high. Although
no one dares express anti-British sentiment openly
for fear of Loyalist spies, outsiders are viewed with
suspicion and brawls are common.

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The party arrives and, depending on their background, When she arrives, the player characters should
they either stand out or blend in. On asking the tavern either explain to Philippa Pullman that they are here to
publican for ‘Philip the Short,’ they are ushered into a help Henry Jones, or mention the name of their contact
back room and told to wait. At the Historian’s option, they who told them of the job. When Pullman is satisfied, she
may be tested with the question, “What is on the roof of explains the situation:
BOSTON BESIEGED

Faneuil Hall?” The correct answer is “a grasshopper.” Any

“I
character who is from Boston would know this fact and
act o n b e h a l f of my brother Morris
anybody else can make a (Routine +10%) Folklore Test to
Pullman, who is currently in Philadelphia assisting
recall it. Any other answer may lead to the characters being
our friend Mister John Hancock. I have taken the
thrown out, possibly with a beating for good measure.
liberty of making inquiries as to your character
The tavern publican has no other information to give
and have received satisfactory reports. I hope you
the characters, and they have no option but to wait. After
will excuse this precaution, but I must have people
about ten minutes, a woman joins them. Her manner is
I can trust.”
businesslike, but not unfriendly. From the open door, she
scans the room and looks over her shoulder before closing
the door. Only then does Philippa Pullman speak.

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Philippa Pullman goes over the situation. Her brother SCENE 2 : THE PULLMAN HOUSE
has a sixteen-year-old daughter named Mary Pullman, Pullman’s house at 15 George Street is one of the grander
who is the apple of her eye. Mary fears that she will be properties on Beacon Hill, with a view of the Charles
kidnapped by those seeking leverage. Philippa Pullman River as well as the city of Boston. The house is being
needs the characters to escort Mary from Beacon Hill spied on by 1 Freemason Agent on Winchester’s order.
to Bull’s Wharf, where her brother Adam Pullman will
be waiting with a boat. For this, she is willing to pay 10 SETTING THE SCENE
pounds (£), half upfront and the rest by her brother. Sight: Outside it is a grand house; inside, what
Philippa Pullman will not be open to any attempt to little furniture is left is covered with sheets.
negotiate for a higher price. Once the characters agree,
Smell: Musty, the smell of lamp oil and old fires,
she gives them the address of the Pullman estate and
polished floors and heavy fabrics fill the empty air.
says the boat will be ready at 1 a.m. tomorrow morning.
Adam Pullman will have the rest of the characters’ Hearing: Footfalls on hardwood echo through the
money. Philippa Pullman then pulls two sealed letters mostly empty house.
out of her coat.
Taste: Dust and a light perfume touch the tip of
Pullman hands the players two sealed letters. She
your tongue.
gives them special instructions: hand one over at the
house when they pick up Mary and give the second to Touch: Dusty in the empty room; otherwise,
Adam at the boat. Pullman stresses that opening the everything is smooth and clean like you haven’t
envelopes will breach the contract. encountered since the siege started.

CHASE SCENE: DITCH THE RED COATS Second Sight: There is a glow and the faint outline
of a man standing in the front room, looking in a
Before the characters can ask any further questions, they
mirror.
hear a huge commotion from the tavern’s common room.
Harold Winchester’s agents have told the authorities
The door is answered by a servant who asks the
that Rebels (Philippa and the characters) are plotting
characters their business. They should hand the servant
in the tavern, and soldiers have arrived to arrest them. A
the first letter that Philippa gave them; if they simply
(Standard +/- 0%) Eavesdrop Test allows the characters
state that she sent them, the servant asks for proof. Once
to hear a number of Red Coat Regulars (1 per character)
the letter is handed over, the characters are invited inside.
making threats against traitors and saboteurs. Philippa
If characters inquire about the empty house, they
dashes out of the room, telling you to flee.
will be told that the home is only being kept open for
The party must move quickly to avoid a fight with
Miss Mary Pullman and that once she leaves, only a
the Red Coats. A Chase Scene begins. The characters are
small staff will remain behind to protect the house and
Escapees, while the Red Coats are Pursuers. This is a Short
its contents from burglars or seizure by the authorities.
Chase (3 Rounds). Players must escape out of the back
Inside the house, the characters are accompanied by a
BOSTON BESIEGED

door. If they fail, they must stand down the Red Coats.
man who identifies himself only as Thomas, butler to the
Once the characters lose any pursuers, they must
Pullman family.
lay low until the time comes to find Mary Pullman.
The characters can use this time to explore Boston; wise
characters will perhaps scout a route from the house to
Bull’s Wharf.

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MINOR NPC—THOMAS HARRIS: He is an aging K About five weeks ago, Thomas saw a strange man
British man who is Rebel, with a Friendly Disposition. outside the house. He was holding a mirror and
He was once Morris Pullman’s indentured servant and muttering to himself.
came to Boston fifteen years ago to start a new life. At
first, Thomas was a simple dock worker, but his skill
K A kidnap attempt was made three weeks ago while
Mary Pullman was on her way to church, but Mary
in running a house and talents as a chef led Morris to
prevented the attempt from succeeding. Unfortunately,
reassign Thomas to service in the Pullman house. He
the would-be kidnapper got away.
flourished and quickly rose to take charge of running
the entire household. Though he worked off his term of K Thomas received a note a week ago warning that harm
service five years ago, Thomas was so indispensable that might come to Mary. Thomas has the note and will
Morris paid him a salary to stay on. With Morris now in show it if asked. It is unsigned but bears the Knights
Philadelphia, Thomas has become the chief caretaker of Templar symbol that a character can recognize as such
the Pullman house. with a (Hard -20%) Education Test.
While waiting for Mary Pullman to come
If the characters have used their day well, they will
downstairs, the characters can question Thomas. He will
already have a route planned to Bull’s Wharf and will be
answer honestly, and has valuable information to share:
ready for any opposition they meet along the way. If not,
K Morris Pullman has not been in Boston since February they need to devise a plan. Given the 1 a.m. rendezvous,
1775. He has been in Philadelphia since the start of the the best time to leave will be after midnight, allowing
Second Continental Congress to assist his longtime time to reach the dock and to deal with any problems
friend John Hancock. along the way. The characters meet with Mary Pullman
prior to escorting her and will find that she is very
worried after the recent kidnap attempt.

COMBAT: THE FIRST ATTEMPT


The Historian can time this event as desired between the
characters’ arrival at the house and the time they leave with
Mary Pullman. There is 1 Freemason Agent per character,
and they rush into the house, attempting to grab Mary
Pullman and leave. They will flee if any of them are killed.
The party may try to interrogate the Freemason
Agents. Captured Agents can be interrogated with a
(Standard +/- 0%) Interrogation or Bargain Test:
K They have been ordered to kidnap the girl.
BOSTON BESIEGED

K Enemies of the British Empire will be made to suffer.


K The Brotherhood will succeed where others have failed.
K The characters are marked and should abandon this
task if they value their lives.
K The Brotherhood is watching the house and they see all.
No matter how hard the characters press them, the
Freemason Agents will not reveal who is behind the
attacks or mention the Freemasons except by the vague
term ‘The Brotherhood.’

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SCENE 3 : TO THE DOCKS! If the characters decide to stay at the house, no


With the attack by the members of this so-called further kidnap attempts are made there. However, the
Brotherhood, it becomes clear that getting Mary surviving Freemason Agents will keep a close watch on
Pullman to the docks by your 1 a.m. meeting time will the place and lie in wait for the characters when they
be no easy matter. The streets are no doubt crawling with finally leave. The Freemason Agents will shadow the
Brotherhood agents and Loyalist patrols. characters and try to kidnap Mary Pullman when they
see an opportunity.
SETTING THE SCENE If the characters decide to move, they can wait out
Sight: The streets are dark, the main light coming the remaining time at a tavern. The Freemason Agents
from the moon. There are street lights, but a scant will not attack them in a tavern but will search likely
few have been lit, thanks to the siege. places discreetly and plan an ambush once they have
determined that Mary is with them.
Smell: Stale night air, the hint of salt and fish as
you get closer to the docks. ROUTES AND DECOYS
Hearing: Far in the distance, you can hear the It is likely that the characters will take some precautions
sounds of a Loyalist patrol terrorizing somebody against being seen while escorting Mary Pullman to
who dared to be out after curfew. The crunch of Bull’s Wharf, and the Historian will have to deal with
frozen snow underfoot in the distance. these plans on their own merits. Here are a few options,
but the players may well think of others.
Taste: A cold damp mist hangs in your throat
There is a coach at the house that can either be used
along with your breath.
to get to the wharf or send by another route as a decoy.
Touch: As midnight has come and gone, the It is fitted with canvas window blinds which prevent
temperature has dropped and the damp is anyone outside from seeing in. If they see the coach
turning into ice everywhere, leaving a gleam and leave, the Freemason Agents will follow it, leaving one
smoothness over the grime. of their number behind to watch for anyone else leaving
the house. Whoever is driving the coach needs to make
Second Sight: The dissipating feeling of the magic
an (Easy +20%) Drive Test. If they are given chase, the
if you killed the Brotherhood mage; otherwise, it
difficulty increases depending on how the characters
is still there, a reflection watching.
decide to shake off their pursuers.
More elaborate plans, such as dressing a character in
Defeating their Freemason attackers gives the Mary Pullman’s clothes, require a (Challenging -10%)
characters an opportunity to leave the house unnoticed Disguise Test to fool the Freemason Agents.
while their foes regroup. If no one brings this up, Mary Sneaking out of the house while it is being watched
Pullman will express concern that the attackers will be requires each of the characters to make a (Standard +/-
back, and she suggests that it would be better for her to 0%) Stealth Test upon leaving the house, opposed by the
BOSTON BESIEGED

be away from the house before they return./ Freemason Agents’ Awareness.

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COMBAT: THE SECOND ATTEMPT the sound of firearms will attract the attention of nearby
Like all large cities, Boston’s major streets are illuminated Red Coats, they will only draw pistols in response to
by oil lamps after dark. Despite this, much of the city is gunfire from the characters.
dark at night, especially with the siege in effect. At night, By the sixth Round, a Red Coat Captain and a patrol
BOSTON BESIEGED

the streets of Boston tend to be empty. Other than a of Red Coat Regulars arrive (1 per character). They are
few stragglers from the taverns, the occasional Red Coat intent on arresting everyone they find. At this point,
patrol is all most people will see on the streets of Boston the aged woman (and future patron of the characters)
late at night. Grace De Beers intercedes with the Red Coats, tells the
There is 1 Freemason Agent per character. Three characters to flee and promises to contact them soon.
attack the characters directly while one makes a rush Showing remarkable bravery and skill, she turns to hold
for Mary Pullman. The Freemason Agents try to seize off the Red Coats and any remaining Freemason Agents
the girl and retreat as quickly as they can. Realizing that while the characters make their escape.

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SCENE 4 : THE DELIVERY Arriving at the wharf, the characters see three people
Running from the bloodshed on the dark streets, the dressed in dark clothes waiting beside a boat. Two of
characters make it to Bull’s Wharf just in time. them hold flintlock pistols in each hand; the third is
Adam Pullman. Upon seeing him, Mary Pullman runs
SETTING THE SCENE to her Uncle Adam, and the two embrace warmly. Adam
Sight: Small boats and sloops tied up to the dock, seems happy and asks the characters if they have a letter
all bobbing in the pitch dark that is Boston Harbor, for him. When they give him the letter, he thanks them.
the only light coming from the moon. Mary tells him to give the characters the second half
of their payment as she boards the boat. Then, Adam
Smell: Salt air, perspiration and the blood upon
boards the boat himself and it sets sail. Adam’s parting
your blades.
words are that the Pullman family will not soon forget
Hearing: The sloshing of water against the sides the service that the characters have rendered.
of the boats and worried breathing of the men
waiting for your arrival. The slow cocking of a END OF ACT 1
musket’s hammer. The party has successfully managed to help Mary
Pullman to her boat and on the way back to her
Taste: Salt, both from the air and your body. Mixed
influential Rebel father, Thomas Pullman, who will not
with sewage runoff.
forget this act of bravery. The characters have also started
Touch: Everything is wet and lightly frozen over; to see the powerful forces that are at work and seemingly
puddles and filthy snowdrifts line the street. Fish aligned with the Loyalists. They have also met a possible
guts and seaweed. new ally.
Second Sight: For the first time tonight, nothing
seems out of the ordinary.


ACT 2: INTO THE DEPTHS

A mo n g plans that Harold Winchester


th e m a n y Ho’me’to’chekik intends that it will eventually bring
has afoot is the search for one Elizabeth Gould, a Harold Winchester under Mandoag control.
mage who has gone into hiding rather than join his The artifact permits Harold Winchester to
service. While his Red Coats continue to look for her communicate with the Ghouls that infest a series
by conventional means, he has enlisted some unusual of tunnels beneath the Common Burying Ground.
allies to help him find her. Through some delicate negotiations, he has come to
BOSTON BESIEGED

The first is the Mandoag mage Ho’me’to’chekik. He an agreement with the creatures. He provides them
and Harold Winchester became aware of each other with bodies to eat, thereby removing the evidence of
shortly after the Mandoag band arrived in the Boston the murders arising from his other plans. In exchange,
area, and, after a brief, uneasy truce, a meeting was the Ghouls use their knowledge of the city and their
arranged. superhuman senses to aid in his search for Elizabeth
In exchange for the use of a magical artifact, Harold Gould.
Winchester agreed to leave the Mandoag to their own Until now, Grace De Beers has not had the time or
devices, planning to deal with them once the matter resources to devote to investigating reports of Ghoul
of the siege had been settled. Ho’me’to’chekik has activity around the Common Burying Ground or to take
double-crossed Harold Winchester, however, because a hand in thwarting Harold Winchester’s search for the
the artifact is starting to slowly wither him away. missing mage. Now that she has made the acquaintance

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of the characters, she asks them for their help with the SCENE 1: A CURIOUS INVITATION
former task. As they deal with the Ghouls, the characters Shortly after the characters’ success in smuggling Mary
will find out more about Elizabeth Gould and the role Pullman out of Boston, they receive via messenger a
of the Freemasons in current events. They will also learn letter bearing the same symbol (which they may have
something from their new patron. identified as a Knights Templar symbol in origin) that
they saw on the warning note to the Pullman family.
It reads:

Friends,
WHO IS HO’ME’TO’CHEKIK?
Learning of Harold Winchester’s desire for
power, Ho’me’to’chekik contacted him and I a m a n x io us to renew our fleeting acquaintance
offered aid in the form of a relic that permits from Bull’s Wharf, as it appears we have certain
its owner to communicate with Ghouls. In interests in common. Therefore, I shall be pleased
return, Winchester secretly provided arms if you would take dinner with me this evening at
and powder for Ho’me’to’chekik’s band of about seven o’clock when we can discuss matters
Mandoag Seekers. Ho’me’to’chekik’s half of further. In particular, I have something to disclose
the bargain is proving to be a double-edged that will be to your financial advantage.
sword, however. After all, the Mandoag mage You may find my house off Beck Street,
views Winchester as an ally of convenience at overlooking Mill Pond.
best. Under cover of the siege, Ho’me’to’chekik Your humble servant,
and his small band are plundering burial sites
in and around Boston, gathering the bones of Grace De Beers, Esq.
powerful Indigenous leaders and tapping their
latent magical energy to further the Mandoag’s
plans. These despicable acts have earned them SETTING THE SCENE
the nickname ‘graverobbers’ among some of
Sight: A nicer part of the city that has so far been
the local Indigenous folk. Despite their birth
spared the ravages of war. De Beers’s home looks
name, it seems Ho’me’to’chekik’s kin no longer
to have a bookshop on the first floor, though the
claim them. Ho’me’to’chekik does not appear
door is locked, and nobody is home. People are out
in this adventure but will figure into the larger
and about.
campaign story to come.
Smell: Fresh morning chill and baking bread
Hearing: People are talking, gossiping, enjoying
what they can of life. Draft animals are whinnying
and a cat screeches in the distance.
BOSTON BESIEGED

Taste: That morning market tang and tea leaving


the taverns.
Touch: Cold, crisp, the melting of the frozen dew
gives everything a slick feeling.
Second Sight: De Beers’s establishment is not
normal, that is for sure.

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The characters have most of the day to explore K “The Red Coats are turning Boston upside down
Boston. They will find Grace De Beers’s house with no looking for [mention one of the characters’ names].
difficulty. It is one of the better houses in the area, and I hear they resisted the army! They’ll swing if they’re
it seems miraculous that it has not been commandeered taken and no mistake!”
by the army. The lower floor is a bookshop, but the
characters can see from the street that the upper floor
K “Have you heard of Elizabeth Gould? The Red Coats
are offering a reward to anyone with information
seems to be given over to accommodation.
about her.”
Inquiries in the area can be made with a (Standard
+/- 0%) Eavesdrop or Rumor Test. If the characters are K “People are disappearing and not the people you
asking about Grace De Beers, they will learn some or all might think. Even Red Coats sometimes, though the
of the following: army is keeping mum about it. It’s been going on for
weeks now.”
K Grace De Beers is a dealer in books and scientific
equipment. K “I’ve seen shady people skulking about at night. No
one believes me, but I know what I saw.”
K She moved to Boston from Cambridge some years
ago.
K Her neighbors regard Grace as an educated person. SCENE 2 : A DINNER ENGAGEMENT
When the characters arrive, they find Grace De Beers
K The bookseller keeps to herself but is not unfriendly still in her shop.
when she does interact with people.
K Some whisper that she is a Loyalist, but can offer no SETTING THE SCENE
evidence besides the fact that the Loyalists have not Sight: The home is old and weathered, a bit dusty,
touched her house. but clean and well kept. Some of the shelves are
empty, a sign of the times.
Others wonder if she has bribed Commander in
Chief of British land forces General William Howe so Smell: Musty old used books, the scent of
that the Red Coats will leave her alone. If the characters knowledge.
are looking for idle gossip and rumors, of which there are
Hearing: The house creaks and protests with each
many in a place like Boston, they can go about learning
step anybody takes.
some with a (Routine +10%) Rumor Test:
Taste: Dinner is cooking upstairs, and the scent is
K “The siege will be broken within a fortnight. These wafting down; you can almost taste fresh, warm
so-called Rebels are no match for Loyalist regulars.”
food, something you haven’t had in a while.
K “There’s no food to be had in Boston for love nor
Touch: Clean and old, stately hardwood.
money, yet Viscount Howe and his Loyalist dogs eat
BOSTON BESIEGED

like kings. My cousin brings back fantastic tales of Second Sight: This house holds secrets.
their banquets at Castle William.”
K “The Liberty Tree marks the time to move, heed my Grace De Beers is waiting in her shop and is glad
words.” to see the characters. Cheery, she looks up as they enter,
and the characters recognize her from their encounter at
K “I’ve seen some strange shapes moving in the shadows Bull’s Wharf.
near Beacon Hill at night.”

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A
nor denies being a Knight Templar herself. If pressed on

g o od ev e ni n g to you all and welcome,”
the matter, she points out that the order was dissolved,
she says. Her accent is Dutch-inflected, more
its members executed in the fourteenth century, and it
common in New York than Boston. “Thank you
has not been heard of since.
for accepting my invitation upon so brief an
acquaintance.” She looks around her shop with A GRAVE INVESTIGATION
a rueful smile. “I regret that you do not see my
After dinner, the characters may head straight for the
business at its best, but this current unpleasantness
Common Burying Ground and keep watch, or it may take
has taken a toll on my customers and my suppliers
some time to investigate the rumors that Grace De Beers
in equal measure.
mentioned. Strange people have been seen outside the
“But enough of such melancholy things,” she
burying ground around the Hollis Street Meeting House
continues. “Pray, come upstairs and take some
(corner of Hollis and Orange Streets) and the South Writing
wine before dinner.”
School (corner of Common and West Street). There are
enough taverns, coffee houses and other locations in the
Grace De Beers leads the party upstairs to the dining
area for the characters to make discreet inquiries and gather
room, which is dominated by a broad stone fireplace, with
information. Much of this can be gathered with (Standard
doors that lead into a small office. Two servants are laying
+/- 0%) Eavesdrop or Rumor Tests, or sly role-playing:
out the meal and De Beers dismisses them. Grace tells a
joke about her cooking not being one of her many skills. K “Every night I see these strange men stumble and
Dinner starts with small talk. De Beers is glad the party’s shuffle down the street.”
mission to protect Mary went well. If asked why she helped
the Pullmans, she dodges the question with a sly note, saying
K “The Lobsterbacks are staying away from the Common
Burying Ground.”
“ . . . the enemy of my enemy is my friend.” An (Easy +20%)
Scrutinize Test will tell a character that Grace De Beers is K “Saw some men poking around the cemetery at Frog
feeling things out before getting to the heart of the matter. Lane. They’re people I’ve never seen.”
Eventually, De Beers sets down her fork and, with a
voice filled with portents, tells the characters that there
K “I don’t care much for dreams, but my Massachusett friend
here swears he had a vision of a person who looked just like
is evil in Boston and that not all of it can be identified by
that friend of yours . . . Yeah, you. You better mind yourself
looking for Red Coats. The Common Burying Ground
or get out of town if you know what’s good for you.”
is worrying her. She’s heard stories of people holding
midnight council on the grounds. K “Strange shapes have been seen in the caretaker’s
The job she has for the party is simple. Grace De window at night.”
Beers wants them to go to the Common Burying
Ground and ascertain what is behind the rumors. She
K “The Common has a strange feeling lately.”
offers to pay the party 6 pounds (£) each upon bringing K “Two people have been seen round the lone house on
back their findings. If money is not enough to interest Frog Lane. They come at dusk and one of them leaves
BOSTON BESIEGED

the characters, De Beers assures them that figuring out at dawn.”


what is going on in the Common Burying Ground
will be of great assistance not just for General George
K “Grady O’Leary has not been seen in three months.
They were the caretaker at the Burying Ground.”
Washington, but the Thirteen Colonies as a whole.
The characters can ask Grace De Beers further K “Three weeks ago, a Red Coat was talking to two
questions, but she politely deflects their inquiries. She people at the Old Oak Tavern. They didn’t seem to be
has told them everything she knows about the Common happy with each other.”
Burying Ground and is not willing to discuss her other
activities. If they ask about the Knights Templar symbol
K “A person has been asking around if anyone knows an
Elizabeth Gould. I’ve never heard of her, have you?”
on her notes, Grace replies that it is a mark she uses
when communicating with her allies, but neither admits

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THE OLD OAK TAVERN A GRIM DISCOVERY: The figures move about singly
The Old Oak Tavern is one of the few places Loyalists or in pairs, leaving the Common Burying Ground and
and Red Coats feel welcome in Boston. The tavern is disappearing into the surrounding streets. Their skin
Loyalist-aligned and a less than friendly place for Rebels. appears unhealthily pale when their lean bodies catch
If the characters are not careful in their questioning here, the light. They appear to have no hair at all. Their hands
they might find themselves in a fight or under suspicion, seem unusually large, with long fingers; on a Critical
even finding themselves being followed as they walk Success, the characters will notice that their fingers end in
around Boston. If they have made a name for themselves curved claws. A (Challenging -10%) Folklore Test reveals
as outspoken Rebels or anti-Loyalist, they might also find that they are Ghouls: supernatural threats that frequent
themselves in a fight. Anyone asking about rumors finds graveyards and feast on the dead.
the tavern’s patrons tight-lipped and getting anything out Shadowing a Ghoul reveals some strange behavior.
of them will require a (Challenging -10%) Rumor Test. It creeps about the dark streets, taking obvious care not
The information in the following list should to be seen or heard. Occasionally it stops, raises its head
be dropped into conversations or overheard by the and sniffs the air. The Ghouls all return to the Common
characters as they sit in the tavern: Burying Ground before dawn. If the characters
successfully follow a Ghoul back to the cemetery, they
K “I’ve seen humanlike shapes moving around the
will be able to watch it re-enter the Ghouls’ lair, which is
burying ground at night.”
inside a small house on the property.
K “We’ve been ordered to stay away from the Common If any Ghoul senses that it is being watched or
Burying Ground. No patrols go that way, which suits followed, it will bolt into the shadows and try to escape.
me. I don’t like the feel of the place.” They will only fight if cornered, or if a lone character
encounters one or two of them. In order to keep from
K “That cemetery bothers me. Something is not right
being discovered, the characters must keep downwind
there.”
of the Ghouls, as well as staying quiet and out of sight.
K “You didn’t hear it from me, but there’s a medicine man These particular Ghouls have an especially acute sense
who told me dark spirits are hanging around Grady’s of smell, which they are employing in the search for the
old place. You won’t catch me around there.” missing mage.
K “Grady’s nowhere to be found, but two strange people
are living in the house.”
K “Why are we looking for this ‘Elizabeth Gould’? We
have too much on our hands already.”
K “People have been asking too many questions lately.
The word is that some have paid for their curiosity
with their lives.”
BOSTON BESIEGED

FIGURES IN THE DARKNESS


If the characters watch the Common Burying Ground
or the surrounding streets at night, they will have to deal
with a patrol of Red Coat Regulars (1 per character)
enforcing a dusk-to-dawn curfew. The patrols are
identical to the one encountered on Bull’s Wharf, and
Red Coats will try to arrest the characters if they’re
spotted. Fighting will draw the attention of other
Red Coat patrols, which will come to the aid of their
compatriots.

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SCENE 3: COMMON that the Common Burying Ground’s caretaker has


BURYING GROUND disappeared, and two strange people have taken over
By one means or another, the characters should the building. These Freemason Agents will report any
eventually investigate the Common Burying Ground. suspicious activity back to Harold Winchester, who
Most of the characters will sense that the cemetery has will have the characters watched while covering up the
a strange, oppressive air and a successful (Standard +/- caretaker’s disappearance.
0%) Education Test within the Burying Ground leads The graveyard contains three entrances to the Ghouls’
the characters to realize that the place has a faint aura lair in caves below the graveyard. Each can be found with
of evil magic. a (Hard -20%) Awareness Test. All the entrances to the
lair consist of 50-foot shafts that are relatively easy to
SETTING THE SCENE climb with a (Routine +10%) Athletics Test. The shafts
Sight: Old gravestones leaning at odd angles, descend into darkness. Close examination of the walls of
thick weeds cover the stones and their fading any of the three shafts reveals claw marks, both from it
inscriptions. being dug and climbed up and down.
Smell: Wild nature and lilac. BY NIGHT
Hearing: During the day, the sound of Red Coats If the characters arrive at night, they’ll find the Common
from the Frog Lane battery; otherwise it’s quiet as Burying Ground is an even more disquieting place. The
the grave. characters will hear soft rustling sounds and see fleeting
shadows as the Ghouls move about. However, they will be
Taste: The moisture of the plant life is pervasive,
in less danger from nearby Red Coats or the Freemason
and you can taste it with each breath; if this were
Agents. The Freemason Agents are underground with
summer, it would be unbearable.
the Ghouls, and the Red Coat Regulars are so used to
Touch: Loose gravel under your feet, thorns and seeing movement in the graveyard at night that they
rough stone everywhere; everything bites or sticks dismiss it as being perfectly normal.
to your hands. The Ghouls are more aggressive within the
Common Burying Ground than outside in the town.
Second Sight: This ground is hallowed, but
Thanks to their acute sense of smell, they suffer no
something feels sinister under your feet.
penalties to Awareness Tests because of darkness, and
if a Ghoul spots the characters, it will run to the nearest
BY DAY shaft entrance to raise the alarm. Once the alarm is
During the day, the Common Burying Ground is a raised, 1 Ghoul will emerge from the caves each minute
typical old graveyard. The dates on the stones reveal that, until there is 1 Ghoul per character. They will attack the
like many of Boston’s older cemeteries, the Common characters immediately, dragging dead or unconscious
Burying Ground filled up after about a century since its bodies into their lair. At night, Skill Tests to discover
BOSTON BESIEGED

founding and has lain untouched ever since. The most the entrances to the Ghoul’s lair are a (Hard -20%)
modern headstones date from about 1742. Awareness Test.
Any characters acting suspiciously in the Common
Burying Ground may attract the attention of the Red THE HOUSE
Coats manning the Frog Lane battery. If so, 1 Red Coat There is only one house on Frog Lane—the small
Captain will approach and demand to know what they cottage that formerly belonged to the Common Burying
are doing. Almost any excuse will be accepted because Ground’s caretaker and has been taken over by Harold
the Red Coats have been warned away from the Burying Winchester’s Freemason Agents. During the day,
Ground on Harold Winchester’s orders. they will be resting inside, and at night, they will be
A greater danger is posed by the old caretaker’s underground in the excavation chamber.
house. The characters may have picked up on rumors

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BASEMENT: Beneath the house is a basement. Its MAIN ROOM: This is the main living area. A table and
ceiling is no more than 5 feet high, and the floor is packed two chairs stand in the middle of the room: the table bears
dirt. There is not much in the basement besides some the remains of a meal, as well as several books and papers.
moldering root vegetables and two kegs of ale. On the The embers of a fire smolder fitfully in the fireplace. A
floor is a wooden plank with a large rock resting on top of (Challenging -10%) Awareness Test near the fireplace will
BOSTON BESIEGED

it. Moving the rock and plank reveals a shaft descending reveal the remains of a burned letter. Among the books on
50 feet down into the earth. At night, the plank and rock the table is a copy of Ahiman Rezon, printed in London
have been moved and the shaft is plainly visible. in 1756. This book concerns the rites and regulations of
Freemasonry. The papers appear to be handwritten notes
BEDROOM: A small bed stands in one corner, and
by someone who has been studying the book, along with
there is a chest under the bed. Depending on when the
some vague reports concerning ‘excavations.’
characters arrive, the agent is either sleeping in the bed,
or not here. The chest is not locked and contains personal STORAGE: Discarded tools—picks, shovels and the
effects, a wood burl bowl carved with an animal head, a like—litter this part of the building. Most of the tools are
knife sheath decorated with colorful beads and about 7 damaged.
pounds (£) in loose change.

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THE LETTER ENTRANCE TUNNEL: This tunnel is just under 3


The fragments in the fireplace come from a letter which feet high, which requires most people to crouch. Unless
has been torn up and burned. The players will have to the characters bring a lantern or other light source with
make what they can of the pieces, but for the Historian’s them, they will be in total darkness.
benefit, the full text of the letter is as follows:
SHAFTS: These shafts are 5 feet in diameter descending
200 feet at a steep angle. All three are equipped with rough
James, handholds, requiring a (Routine +10%) Athletics Test
to descend. A character must have both hands free for
A s muc h a s it is an imposition, you are to remain
climbing. With one hand full, make the Test (Hard -20%);
at the Cemetery. You are one of the few within the
if they have both hands full, make it at (Arduous -30%).
Lodge whom I can trust with this Task. Though the
Failing the Test results in the character sliding down the
Creatures are not to be trusted, for the present, they
tunnel. A successful (Standard +/- 0%) Coordination Test
are vital to the successful Breaking of the Siege and
stops the slide after 2D10+2 feet. Failure results in the
our eventual Victory over the Rabble. You know better
character sliding all the way to the bottom of the tunnel,
than any that the Plans of the Lodge ensure this.
suffering 2D10+2 Damage and alerting the Ghouls in the
You will not be forgotten, and our Patron
lower level that someone is coming.
rewards those who Work. Rest assured, your
Sacrifice does not go unnoticed. COMMUNAL AREA: The floor of this area is littered
with numerous bones, all of them human and many
~Harold W inchester of them chewed and split to extract the marrow. Upon
realizing this, each character must make an (Easy +20%)
Resolve Test or else suffer from Stress. The ceiling here is
SCENE 4 : THE GHOUL LAIR low like the entrance tunnel, imparting the same penalties.
The Ghouls live in a cave complex underneath Boston. PAINTED CAVE: Numerous crude carvings and
There are three entrances in the Common Burying paintings cover the walls of this cave. They depict scenes
Ground and one below the old caretaker’s house. of ritual murder and the worship of a dark, massive figure
with tentacles erupting from its mouth. Characters can
SETTING THE SCENE deduce that a story is being told on the cave walls but
Sight: Without light, these caves are pitch black. estimate that it would take at least one day of study to
When you can see, the walls are rough stone held decipher the tale. A character who spends time studying
up by wooden supports. The walls are covered in the paintings starts to get a glimpse of the disturbing
ancient paintings. story and must make a (Standard +/- 0%) Resolve Test
or else suffer from Fear.
Smell: Death, rot, decay.
A gaping hole in the floor of this small cave opens
Hearing: Each footfall and small noise echoes in into a deep vertical shaft. A rope is anchored to the wall
BOSTON BESIEGED

the chambers; the dirt crunches underfoot. and hangs down into the shaft. The shaft is dark, and
its depth cannot be assessed visually. Characters who
Taste: The air is stale and tinged with death; you
think to drop a lighted torch or rock down the shaft
can’t help but taste it with each breath
can estimate that the shaft is about 200 feet deep with
Touch: The walls are rough, dry and crumbling, a (Routine +10%) Awareness Test. However, during the
revealing the rock underneath with each touch. night this also alerts other enemies.
Climbing down the rope is physically and mentally
Second Sight: The foul feeling of necromancy is all
demanding. Physically, a character must make a
over this place, and something deeper in the tunnels
(Challenging -10%) Athletics Test to make it down
seems to be thumping like a beating heart.
unharmed. If the Test is failed, the character’s hands

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slip, and they suffer 1D10+1 Peril from rope burns but from above and forming puddles on the floor. Beyond
do not fall. A Critical Failure results in an uncontrolled an opening in the south wall, a light flickers.
plunge down the shaft, hitting the bottom. They must If the NPCs have not been alerted to the characters’
then make an (Arduous -30%) Toughness Test to avoid presence (by dropping rocks or falling characters) the
being Incapacitated!. cave is lit by six oil lamps spread out along the walls.
The climb is mentally demanding due to the sheer Otherwise, the lamps are extinguished. The lamplight is
BOSTON BESIEGED

depth of the shaft and the risk of a fall. Characters enough to see by, but it also creates disturbing shadows.
climbing down must make an (Easy 20%) Resolve Test
EXCAVATION: This smaller chamber is lit by torches
or else suffer Stress.
and occupied by Freemason Agents (1 per character),
SMALL CAVES: These small cave complexes are who’re digging in the earth.
occupied by 1 Ghoul, which will attack any characters If the NPC’s have not previously been alerted,
who descend from above immediately. they can make an Opposed Awareness Test against
the characters’ Stealth. If they succeed, the Freemason
ANTECHAMBER: The shaft opens onto a natural cave,
Agents turn and attack the characters while one attempts
and it looks as if two tunnels once fed into it, but have
to sneak away. The Freemason Agents will fight to the
long since collapsed. Beams support the 10-foot ceiling,
death, or until they are Bleeding or Injured.
and the area is moist and warm, with water dripping

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INTERROGATION AFTERMATH
If the characters can take anyone alive, successful Having defeated the Ghouls and Harold Winchester’s
Interrogation Tests will reveal the following information: agents, the characters are presented with a few choices. If
they capture any of the NPCs alive, the characters must
K They are looking for an object of great power. decide what to do with them. The options boil down to
K They are agents of the Brotherhood of Freemasons. killing them, keeping them as prisoners or taking them
back to Grace De Beers for further interrogation.
K The Ghouls are kept at bay by a pact that has been The simplest option is to kill the NPCs, preventing
made with them.
them from disclosing any further information. If the
Under no circumstances will the Freemason Agents bodies are left in the caves, Harold Winchester will send 1
reveal anything about Harold Winchester. One speaks Freemason Fellowcraft to the Common Burying Ground
only French. She also speaks the Mandoag ton gue, but to find out why they have not reported back to him on
the characters have probably had no opportunity to learn their progress, and these agents will discover the bodies. If
it. Characters who can speak French can question her. the bodies are disposed of elsewhere, Harold Winchester
She will only say that, “. . . a great power is coming that may still conclude that his agents were killed.
will destroy all the outsiders in this land.” Imaginative characters may try to dispose of the
bodies by feeding them to the Ghouls, or by staging a
AN ANCIENT ARTIFACT scene that suggests the Ghouls rebelled and killed the
One of the Freemason Agents has the artifact that NPCs. Depending on how well this is done, the characters
Ho’me’to’chekik gave to Harold Winchester. It is a mask may be able to throw Harold Winchester off track.
carved from a human skull and decorated with black Keeping surviving NPCs as prisoners will permit
and red paint to look like the face of a Ghoul. the characters to interrogate them at leisure, but they
will disclose nothing more than the information given
above. In addition, they will try to escape at every
MASK OF THE DEAD opportunity and may try to kill themselves if they find
The Mask of the Dead is an ancient Mandoag relic. that they cannot escape. This may leave the characters
In the past, numerous similar masks existed and with a lot of explaining to do if dead bodies are found in
allowed Mandoag Sorcerers to communicate with their lodgings.
the dead. Now only a few remain, and even fewer Taking any captives to Grace De Beers is a
know what they are. The mask is made from the challenging option. Again, they will try to escape or kill
skull of a spirit that feeds on the dreams of children, themselves to avoid further interrogation, but she will
and lacks a cord or strap. Instead, the mask is placed be grateful for the opportunity to question them herself.
on the face and adheres to the wearer, becoming a
part of their face while it is being used. THE SKULL
If the characters decide to continue the excavation, they
EFFECT: While wearing this mask, you can
BOSTON BESIEGED

will find a wooden box after a few hours’digging. It contains


speak with Ghouls. With a successful Incantation
a skull that is utterly alien, with strange carvings etched
Test, you can speak with other threats classified as
onto it. Characters can discern the skull’s inhuman nature
Supernatural. If you fail this Skill Test, you suffer
with a (Standard +/- 0%) Education Test. Once this fact is
from Fear. If you Critically Fail this Skill Test, you
known they must make a (Routine +10%) Resolve Test or
suffer from Terror and are unable to remove the
suffer 1D10+1 Peril, as their preconceived notions about
mask for twelve hours as you permanently reduce
the natural order of the world are questioned. Indigenous
your Fellowship by -9%. Should your Fellowship
characters may evade this debuff if they take the skull and
ever be reduced to 0%, you are Slain!, and arise as
choose to repatriate it to the deceased’s family. Should
a Ghoul on the new moon.
they lose the skull, or if it is damaged while in their care,
they will suffer the same Peril originally bypassed.

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“ T hi s i s a bad business,” she says as drinks


THE SKULL OF MA’CH-ON are poured. “I suspected that some evil was afoot
Ma’Ch-on was a person of the Mashpee in the Common Burying Ground, but now it is
Indigenous Nation. This skull was a powerful clear that the Freemasons are involved. I promised
talisman and when they died, it was buried you an explanation, and surely you have earned as
with Ma’Ch-on. It is oddly shaped due to the much. Here is what I know.”
enchantments with which it has been imbued.
De Beers lays out what she has learned so far:
EFFECT: Holding the skull allows a single
character to teleport to any place they have K Harold Winchester is a Freemason of the highest rank
previously visited and back to where they started placed in General William Howe’s staff.
once a month. However, once this power has
been activated, the character suffers 3D10+3 Peril
K Who Winchester’s actual master is, De Beers does not
know. She suspects it is somebody far more powerful
from disorientation and is knocked Prone after
than General Howe.
teleporting.
K At the moment, the Freemason and Loyalist goals are
the same, but that could very well change. The Ghouls
indicate a darker purpose.
When Harold Winchester discovers that the
mask has been lost, he redoubles his efforts to find the
K Harold Winchester was clearly responsible for the plot
to kidnap Mary Pullman.
characters and get it back. Ho’me’to’chekik does not care
about the mask, but if he learns that they have the skull, K The relics the party brought back will take some time
he devotes all his efforts to recover it. to identify.

“E l i zab eth G o ul d i s someone we should


help, could we find her. It is certain that Harold
Winchester does not seek her for any amicable
purpose. The last few weeks have seen many
disappearances from Boston, and I’ll wager that
Harold Winchester has the same thing in mind
for Elizabeth.”

Grace De Beers then pays the characters. She tells


them it will take about a week for her to figure out
what the relics are, and that they should be left with
BOSTON BESIEGED

END OF ACT 2 her for safekeeping. She’ll send word to the characters
Grace De Beers listens to the characters’ report with once she learns more. If an Indigenous character plans to
interest, pays them as promised and takes the objects repatriate the skull in their safekeeping, they must succeed
they found for further examination. She asks the a (Challenging -10%) Bargain Test or suffer the earlier
characters to take her to the Ghoul caves immediately, evaded Peril.
but when they arrive at the Common Burying Ground,
the characters find the caretaker’s house on fire and the
tunnel entrances collapsed. Clearly, someone does not
want any further investigation to take place. Grace De
Beers suggests the characters return to her house and
promises to tell what she knows about the situation:

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ACT 3: TO SAVE A MAGE

T he c h a r acte rs di s c ov e r that their new patron, K Lanterns can be seen moving inside the house through
Grace De Beers, has been kidnapped, and they narrowly its windows.
miss being able to confront the head of the snake they
have been chasing, Harold Winchester. They learn
K A moment later, a Red Coat walks out and stands by
the door, clearly on a watch.
that the Freemasons have both Grace De Beers and
Elizabeth Gould, a mage who is believed to have a key K A voice can be faintly heard inside, ranting about not
to the future of the Rebels’ chances in the city. being able to find his mask.
After a few moments of watching, Red Coat Regulars
SCENE 1: THE TRUE ENEMY (3 per character) walk out of the house with a tall, gaunt
and mummified-looking man wearing a Red Coat with
A note comes in the night telling the characters to
golden epaulets. While the party does not know it, this
meet Grace De Beers at her house at first light: she has
is Harold Winchester. With a harsh whisper, Harold
something important to talk about, and there is no time
hisses to the other Red Coats:
to be wasted. As the characters arrive, there is clearly a
commotion in the house. Have anybody who wants to
hide make a (Standard +/- 0%) Stealth Test. Characters “Now th at we have the woman,
observing what is going on can make a (Routine +10%) Washington’s defeat will soon be within our
Awareness Test. This is a Fail Forward Skill Test. Failure grasp.”
results in suffering 1D10+1 Peril. Success yields the
following observations:
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If the characters wish to attack the Red Coats, the It would appear that Grace De Beers had a backup
Historian should advise them not to, as this fight will plan in case things went awry. It is now up to the
result in their untimely demise. Encourage them to hide characters to finish what she started.
or make their way into De Beers’s office.

DE BEERS’S OFFICE
Grace De Beers’s office is a mess of papers and books, CRITICAL HISTORY:
thrown all over the place. Looking around, the characters A FORTUITOUS MIST
will find two things that pique their interest. Leaning The period from March 2nd to March 5th was
against the back wall is a painting of an officer of the a busy time for the city of Boston, perhaps
British army. Strange garb is draped over his uniform. one of the most important periods during
There is a deep cut in the canvas across the face. The the early part of the American Revolutionary
name on the plate reads Harold Winchester. A (Hard War. The Rebels began bombarding the city
-20%) Folklore Test lets a character know that the with cannons, ones that Colonel Henry Knox
regalia is that of the Freemasons, and places Harold brought from his mission to Fort Ticonderoga.
Winchester high among their ranks. While less gaunt, The cannonade continued every night until
they recognize him as the man they just saw outside. March 4th. Though the characters are out of
the city when these events take place, they will
COMMON SENSE hear the cannon fire as they undertake their
Under a table, cleverly hidden, is a pamphlet entitled mission.
Common Sense by Thomas Paine. Oddly, it is sealed On the evening of March 4th, a thick
with red wax on the edge and has half of a mark that fog settled over Dorchester Heights, which
looks familiar. Opening it, the characters find that the allowed the Continental Army to place the
pamphlet does not contain the words of Thomas Paine, remaining Fort Ticonderoga cannon on the
but is instead a letter addressed to them: hills overlooking the city of Boston, from
which they could reach the British ships in
Friends, Boston Harbor. For their part, the ships could
not elevate their guns sufficiently to reach the
I f yo u h av e received this, then all has gone wrong.
cannon on the hills above and would be obliged
Two days ago, when we parted ways, I mentioned
to abandon Boston or be destroyed. When the
that you would not hear from me for a while. The
sun rose, the Red Coats awoke to the sight of
intervening time I have spent on a search.
their impending destruction. It was this act that
Many are looking for Elizabeth Gould, and I
caused the British to surrender, leave Boston
am one of them. Plans are afoot, and her survival is
and hand young General Washington and the
vital to the Thirteen Colonies’ success.
Continental Army its first major victory.
Elizabeth Gould is being held by agents of evil
BOSTON BESIEGED

In the history of FLAMES OF FREEDOM,


in the village of Winnisimmet. She was captured
that fog was no coincidence. The characters are
by the Freemasons and is to be killed within the
about to play a crucial role in ridding Boston
next two days. I have discovered she is being
of British forces and the Loyalists.
held at the tavern The Drunken Fish. If you are
reading this, then I have not made our scheduled
rendezvous. I would ask for the rebellion to take up
the task of freeing Ms. Gould from the clutches of
His Majesty’s Freemasons. We cannot let her die.

~ Grace De Beers

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SCENE 2 : GETTING TO WINNISIMMET DANGER AHEAD: Have the character rowing the boat
The characters have about thirty-six hours to save make an (Easy +20%) Stealth Test opposed by the Red
Elizabeth Gould and Grace De Beers in Winnisimmet. Coats’ Awareness Test. If the Red Coats win, they will
With a (Standard +/- 0%) Education Test, a send a longboat with Red Coat Regulars (1 per character)
character can remember some of the following facts after the characters.
about the town of Winnisimmet:
K Indigenous characters would know it translates in SCENE 3 : IN WINNISIMMET
English to ‘good spring nearby.’
No matter when the characters arrive in Winnisimmet,
K It was incorporated as the town of Chelsea in 1739, but they find the village quiet. Like many of the towns on
has remained little more than a village and is generally the fringes of Boston Harbor, Winnisimmet has suffered
referred to by its Algonquin name. under the blockade and siege. With no water traffic
allowed in or out, the fishing boats have remained idle.
K Predominantly a farming and fishing area,
However, smuggling still takes place under the cover of
Winnisimmet is a haven for freebooters.
night, and some goods come into the town overland.
OVERLAND TRAVEL: IF BY LAND
SETTING THE SCENE
The road to Winnisimmet loops around the harbor
Sight: A small, wind-beaten town on the edge
and it will take some time to reach the town by this
of a cliff. With trade at a standstill, many of the
route. There is no direct road, and it’s likely patrolled
buildings look abandoned and rundown in the
by numerous Red Coats. Characters must elect to fill
cold.
the Roles required for Overland Travel: Trailblazer,
Quartermaster and Scout. It will take about four hours Smell: Fish, salt and the assaulting cold of early
to reach Winnisimmet by road, which is only a Short March.
Stretch (requiring one Endure Check per character,
Hearing: Very little. The town is quiet as a grave;
regardless of whether they filled a Role or not). The route
no horses, no people walking about, just the water
is considered to be Routine Terrain. In addition, the
of the bay hitting the cliff.
journey to Winnisimmet is Moderately Dangerous. If
they trigger an encounter during their journey, it is with Taste: Fish and salt, like rations on a boat.
a patrol of Red Coat Regulars (1 per character). Upon
Touch: The ground is well-traveled, the wood old
triggering this encounter, Indigenous characters local to
and splintery, aged by the harsh air.
the area may take advantage of the terrain, gaining an
Assist Die during the fight. Second Sight: The mundanity of this place is
crushing.
IF BY SEA
If players decide to go by water, the ferry between Boston Although Loyalist forces are largely confined to
BOSTON BESIEGED

and Winnisimmet has ceased operation because of the Boston, Harold Winchester has succeeded in placing
siege. Given the urgency of their mission, the characters’ agents in Winnisimmet. They are based in an old tavern
best option is to steal a small boat and sail it the two called The Drunken Fish. Originally owned by a member
miles to the town. There are a few boats in the harbor, of the Sons of Liberty, it was confiscated by the Loyalists
and with a (Challenging -10%) Skulduggery Test, one before the siege began. The building seems abandoned,
can be liberated for their cause. Crossing the harbor will but Harold Winchester’s Freemason Agents have made
require a (Routine +10%) Pilot Test. The span is two good use of the caves that lead from the building to the
miles, so for each mile, roll 1 Chaos Die and if a face ‘6’ inlet, using the location as a staging point for operations
is rolled, a nearby Loyalist ship is alerted. north of Boston.

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BOSTON BESIEGED

THE DRUNKEN FISH SECOND & THIRD ROOM FLOORS: The rooms on
The tavern is easy to find. It stands alone to the west of the second floor were once rented out to travelers, and the
the village, on a ledge overlooking a small inlet. large beds look as if they have been used recently.
COMMON ROOM: 1 Freemason Agent stands watch CELLAR: The cellar is only 5 feet high with a dirt floor.
in the common room, and about every half hour, leaves It is littered with miscellaneous debris, but nothing of
the building and patrols outside. interest or value. A ladder leads down into the caves.
KITCHEN: The kitchen is nothing more than a few
tables and a huge fireplace with a spit and enough hooks
for four large pots. It seems not to have been used for
some time. A staircase leads down to the cellar.

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CAVE 1: This cave is level with the water outside and was CAVE 5: The door leading to the dock is hidden from
used for smuggling in times past. It is currently empty. the outside and requires a (Hard -20%) Awareness Test
to find. From inside the cave, it is easy to spot.
CAVE 2: This cave contains a small alchemical laboratory,
with enough ingredients to make various poisons and THE CAPTIVES
alchemical vitriol. Also here are two books: Paracelsus’
Having freed the two captives—and possibly captured
Coelum Philosophorum and The Sceptical Chymist.
some of the Freemasons—the characters can learn a
CAVE 3: There are three people in this cave. Grace De little about what has been going on. Depending on the
BOSTON BESIEGED

Beers is bound to a chair and looks as if she has been time, they may be able to interrogate the Freemasons
beaten and tortured. Two people are questioning her: 1 and give medical assistance to Grace De Beers and
Freemason Agent and 1 Freemason Entered Apprentice. Elizabeth Gould, who are both three steps down the
Damage Condition Track.
CAVE 4: A woman is chained to the wall of the cave by
If it is close to dawn, they may have to move
her ankles. If the characters free her, she will confirm that
to a safer location before the Red Coats arrive to
she is Elizabeth Gould.
collect Elizabeth Gould. With a (Challenging -10%)
Interrogation Test, the Freemasons will reveal the
following information:

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K They are members of the Boston Lodge and were SCENE 4 : PULLING POINT
stationed here by a Master Mason. The party can reach Pulling Point by water or by land.
If the characters have commandeered a boat, they can
K They will not reveal their leader’s name, but the
sail to Pulling Point under cover of darkness with no
characters should have no difficulty in surmising that
issue. Going overland will require skirting along the
they are referring to Harold Winchester, the man they
rocky coast.
saw leaving Grace De Beers’s house at the start of the
Act. SETTING THE SCENE
K They were ordered to guard Elizabeth Gould until Sight: More small, weather-beaten buildings,
the Master Mason made arrangements for her to be though there are a few people here, at the edge of
moved. the bay.
K Soldiers are due at first light to collect her. She is an Smell: Fish and the salt air of the Atlantic proper.
enemy of the cause and a threat to the Master Mason’s
Hearing: Water brushing against the shore, a few
plans.
people shuffling around the town at night.
K Grace De Beers has been an enemy of the cause for Taste: Fish, brine and dung.
years.
Touch: Rough and salt-blasted, the sea weathers
Grace De Beers will confirm that she has been
everything.
working against the Freemasons for years. She admits
ruefully that they were able to capture her before she Second Sight: Quiet, aside from the mage in your
set out to try and rescue Elizabeth Gould, and repeats company.
that her interest in Elizabeth is friendlier than Harold
Winchester’s. Elizabeth could be a great ally in the Rebel Located on the easternmost edge of Boston
cause, she says, but will not explain why. on Nahant Bay, Pulling Point is one of the many
Elizabeth Gould herself is not at all talkative. She small fishing communities that existed before the
is grateful for being freed, but not inclined to trust the siege. Since the siege, it has turned into a haven for
characters until they have proved themselves further. smugglers, and also for privateers given commissions
Grace De Beers is anxious to deal with the by General Washington. This close-knit community is
Freemasons and get to Pulling Point as quickly as not welcoming to outsiders, but Grace De Beers has
possible. If it comes up, she shows a chilling lack of cultivated contacts here.
compunction about killing any prisoners. Grace De Beers seeks out the old and weather-
If the characters entertain the notion of waiting for beaten house of one Josiah Biggs. Like all houses in
the expected soldiers and ambushing them, both Grace the village, its windows are small and shuttered. The
De Beers and Elizabeth Gould will try to dissuade them. only door faces the center of the village. A large stone
Grace De Beers argues there are more important things chimney juts from the middle of the roof, and smoke
BOSTON BESIEGED

to be doing and questions the characters’ loyalty to the rises lazily from it. Drying fish hang on a rack near the
Rebel cause if they would rather murder Red Coats than door, promising that this Josiah is a capable fisherman,
help turn the tide in the Rebels’ favor. along with the weighted fishing lines people of their
For her part, Elizabeth Gould argues that a few nation are renowned for, carefully placed near the door.
Red Coats more or less make little difference, and asks
cryptically, “Why stay to kill a dozen when you can help
me kill thousands?” This will probably get the characters’
attention, but neither she nor Grace De Beers will
explain further, saying that everything will be made clear
in due time.

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MINOR NPC—JOSIAH ‘LITTLE BEAR’ BIGGS: K “The ‘native-folk’ are up to something. More than
They are an aging Indigenous-Massachusett Nation once lately they’ve been seen north of the point,
person who is Rebel, with an Indifferent Disposition. though no one’s seen what they’re about. They’re hard
They wear a snakeskin belt proudly as well as a necklace to see if they don’t want to be seen. I keep my gun
of shell and beads, dressed otherwise in European loaded and close to hand these days, even when I’m
clothing. They’re expecting Grace De Beers, but not the in my bed.”
characters; nevertheless, Josiah does their best to make
everyone feel welcome. There is scarcely room for them
K “The ‘native-folk?’ Tch! Do they mean the
Wampanoag? The Massachusett people? The Tsalagi?
all in the tiny house.
If you ask me, you’d better seek out some of us ‘native-
After introductions are made, Grace De Beers tells
folk’ when you go traveling across the big open roads.
the characters she and Josiah Biggs need to discuss a
You know, I wish we could do half of what you people
confidential matter and tactfully suggests that the
say we can. Maybe there’d be a little peace around
characters use the next hour or two to explore the village.
here . . .”
However, Grace warns them to be careful, as others may
be looking for them, and to be polite to the locals, who WHARF: This small wharf is rundown compared to
are her friends. Grace De Beers promises to send for those in Boston, but it is serviceable and sturdy. A few
them when she is ready to make a move. fishing vessels are tied up there, as well as smaller boats.

EXPLORING PULLING POINT CHURCH: The church is a small building, one of the
oldest in Pulling Point. There is nothing remarkable
The town is small and can be explored quite thoroughly
about it.
in a short walk. The characters are free to talk to anyone,
but they will find that most of the locals are wary of CHANDLER: The candlemaker is one of the few
strangers. Still, if they are polite, the characters might businesses in Pulling Point. Beeswax is brought in
gain a few pieces of information with a (Challenging from hives kept north of town and used to make the
-10%) Rumor Test: candles. Before the siege, the owners also bought wax
from the surrounding area. Bostonians will know that
K “Yes, this is a quiet spot, all right. We kind of like Pulling Point candles are renowned for their quality, and
it that way, though it’s hard to make a living on the
many of Boston’s wealthiest purchase their candles from
water these days, what with the siege and all.”
here. An (Easy +20%) Tradecraft Test helps a character
K “The Red Coats tried to settle themselves here, but remember this fact.
they couldn’t get a ship near the point on account of
FISHERMAN’S POLE TAVERN: Seemingly open
the rocks. They’re afraid to go beyond the protection of
around the clock, this tavern is favored by the local
their ships’ guns—and if you ask me, they should be.”
fishermen. Before the siege, it was also popular with
K “Grace De Beers? She’s been coming here for years, visiting sailors and watermen. It is basic but cheerful,
though I think she lives over in Boston. Nice enough although these days the locals keep to themselves, and
BOSTON BESIEGED

lady for an outsider, I have to admit. Doesn’t go both food and drink are in short supply.
sticking her nose where it doesn’t belong, and she’s
done favors for several folks in these parts. You’d be
better asking old Josiah Biggs—the two of them are
tight friends. Not that I was the one who told you to
go asking questions, mind.”

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COMBAT: NIGHT ATTACK K They take orders from Harold Winchester.


During the night, Freemason Agents (1 for every two
characters) and 1 Mandoag Seeker sneak into Josiah
K Grace De Beers has been a thorn in their side for
months, and Major Winchester has ordered her death.
Biggs’s house through a window. The Mandoag Seeker
will try to overpower Elizabeth Gould, while the K Harold Winchester plans to send an agent to assassinate
BOSTON BESIEGED

Freemason Agents try to kill everyone else. Characters General Washington.


at the house hear them on a successful (Routine +10%)
Awareness Test. END OF ACT 3
If the attackers succeed in kidnapping Elizabeth
What the characters do with any survivors is up to
Gould, they will flee overland to the north. If the
them. Once again, Grace De Beers has no qualms
characters interrogate any of the captives, they gain the
about killing them. It is clear that the Freemasons need
following information:
Elizabeth Gould dead, and the Rebel army needs her
alive. With a plot to assassinate General Washington, it
would seem that the Siege of Boston is about to come
to a head.

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ACT 4: END GAME

In thi s A ct, the adventure reaches its climax as the Elizabeth Gould looks a little surprised but speaks
characters find out why Elizabeth Gould is so important after a moment’s pause. She tells the characters that she
and try to ensure that she completes her mission. is a witch. ‘Witch’ is a word Elizabeth doesn’t like, but
The captured guns from Fort Ticonderoga have it is what the common people say. Harold Winchester
arrived at Boston, and Washington plans to emplace has killed or assassinated mages throughout Boston.
them on Dorchester Heights. From this vantage point, General Washington is in desperate need of Elizabeth’s
they can threaten the British ships in Boston Harbor, abilities to help the siege. Elizabeth Gould has no love
which will be unable to elevate their cannons sufficiently for the Freemasons but is not particularly fond of the
to fire back. General Howe will then be left with two Loyalists, either.
choices: abandon Boston, or try to capture the Heights Grace De Beers then lays out the situation:
in a repeat of the near-disastrous Battle of Bunker Hill.
Elizabeth Gould is vital to this plan because of her
K The Rebels have brought heavy guns down from Fort
Ticonderoga.
skill in the magical arts. It is imperative that the Loyalists
do not suspect what is going on and attack before the K Once the cannons have been placed above the city
fortifications on Dorchester Heights are complete and in Dorchester Heights, the Rebels can strike any
she can cast a spell which ensures the operation will be Loyalist ship in Boston Harbor. This will make the city
hidden from both mundane and magical sight. To do so, impossible for the Loyalists to hold.
she must reach Bird Island.
General Washington’s soldiers need cover—fog,
Grace De Beers and Josiah Biggs intended to escort
to be precise—if they are to get the heavy cannon to
her to Bird Island personally, but their plans have been
Dorchester Heights without Loyalist reprisal.
changed by the discovery that Harold Winchester has
Elizabeth Gould points to a small island on the map
sent an assassin to kill General Washington. Josiah
labeled Bird Island. This is where she needs the characters
Biggs explains that while he has minimal interest in the
to her, and to keep her safe while she casts a spell that will
machinations of the general, his nation is allied with
summon fog. If asked, Grace De Beers will say she and
the Rebels. This fact, along with the friendship between
Mister Biggs will head to Cambridge to warn General
himself and Grace De Beers, has led him to put life on
Washington about the Freemason assassin.
the line for General Washington. They decide to leave
the party to protect Elizabeth Gould while they rush
to Washington’s headquarters at Cambridge with a “O n c e i t ’ s d o n e , meet us in Cambridge at 105
warning. Brattle Street, as quick as you please,” says Josiah Biggs.
“Well then,” De Beers says, “there you have
FORMING A PLAN it. Boats are already arranged and stand waiting.
Grace De Beers’s face is grave as she hears the news about May I count on you in this final matter?”
BOSTON BESIEGED

Harold Winchester’s plan to assassinate Washington.


She and Josiah Biggs converse briefly with Elizabeth Providing the characters have nothing else to say,
Gould, and then Grace turns to the characters: move on to the next scene.

“M y f r i e n d s , yo u have made enormous


contributions to the cause of freedom, and I am
hesitant to lay another duty upon you. However,
this news compels me to do so. Miss Gould,
perhaps you would be so good as to explain to
our friends your role in the coming days’ events.”

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SCENE 1: BATTLE OF BIRD ISLAND PREPARATIONS


Two small boats have been arranged for the characters, When the characters arrive on the island, Elizabeth
with crews to row them to the island under cover of Gould sets about making other magical preparations—
darkness. It takes about two hours of rowing to cover the burning censers, odd symbols drawn into the ground and
two-and-a-half miles from Pulling Point to Bird Island. frightening face paint. The characters are free to make
Leaving at 9:30 p.m., the characters reach the island a whatever preparations they desire in order to defend
little before midnight. The rowers take one of the boats her position while she works to prepare her ritual. She
back to Pulling Point, leaving the other for the characters. estimates it will take an hour to fully prepare for the ritual.
If the characters are interested in digging or quickly
SETTING THE SCENE constructing some form of earthworks, have them make
Sight: Flat marshy land, with a field and forested a (Standard +/- 0%) Survival or Warfare Test, depending
areas. The mist and fog roll across the island. on what they describe they are doing. Any earthworks
or logs that the characters can arrange around the area
Smell: Salt, dirt and a hint of early spring.
count as Medium Cover.
BOSTON BESIEGED

Hearing: Water hitting the shore, birds and bugs.


COMBAT: BIRD ISLAND AMBUSH
Taste: The ever-present taste of salt and muck.
Ten minutes before the ritual is completed, and unknown
Touch: The ground is spongy and wet, becoming to the characters, there is a group of Mandoag on Bird
more solid as you head inland from the shore, which Island. On the orders of Ho’me’to’chekik, they are
is less a beach and more a muddy, rocky bank. searching for ancient burial grounds and relics in order
to further the sorcerer’s plans. There are two Mandoag
Second Sight: Elizabeth Gould is glowing a faint
hidden on the island—Mandoag Seekers (1 for every
white, which gets brighter and brighter as she
two player characters) and 1 Mandoag Sorcerer. The
starts the ritual.
Mandoag watch the characters arrive on the island and
spend some time debating what to do.

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It will take ten Rounds for Elizabeth Gould to finish SCENE 2 : RACE TO WINNISIMMET
her Ritual. As Elizabeth Gould is casting the Spell, the It takes two hours for the characters to row from Bird Island
Mandoag decide to attack. The precise timing of the to Winnisimmet. The journey is easy since the British are
attack is up to the Historian, but it is a useful event to distracted by the bombardment from the Rebel cannons.
have waiting in the wings for when the action begins
to flag—or better yet, just before the characters finish SETTING THE SCENE
their preparations. Elizabeth Gould cannot break from Sight: Trees line the road, which is made of hard-
her ritual—it must be completed before she can take any packed dirt. Along with it, you see small towns,
other action. just to the edge of the road. People are coming and
The Mandoag Seekers will fight to the death while going as the fog lifts.
their Mandoag Sorcerer remains alive. If the sorcerer
Smell: The acrid tinge of sulfur from the shelling
is killed, their morale breaks and they try to escape the
of the Loyalist fortifications.
island in a canoe. If any Mandoag are captured alive, they
can be questioned as long as the interrogating character Hearing: The fast clopping of horse hooves
speaks French. They speak French and Mandoag. punctuated by the thundering of cannon fire.

CATCHING UP Taste: Dust from the horses gets into everything;


it’s all you can taste at this point.
As the ritual is completed, a massive grey fog will fall
over the Boston Harbor and the waters. It is thick, Touch: Thick leather reins, hard wooden seats.
impenetrable and covers the entirety of the harbor. The
Second Sight: The fog has a glow very much like
characters must succeed at an (Easy +20%) Resolve
Elizabeth Gould did on the island.
Test at this realization, or else suffer 1D10+1 Peril from
astonishment.
Once the fog has been summoned and the cannons IN WINNISIMMET
put into place, the characters need to make their way
By the time the characters reach Winnisimmet, the
to Cambridge. Unfortunately, there is no easy way to
barrage has ended, and all is quiet. In the village, the
get there; a (Routine +10%) Navigation Test will tell
characters need to secure some form of transportation to
a character that the best option would be to return to
get them to Charlestown, and from there to Cambridge.
Winnisimmet and go by road. It is the most direct route
Searching the town, they will find a horse and wagon
in a sea of indirect routes and has the least chance of
that will serve their purpose. The horse is stabled, and the
attracting Loyalist attention or being hit by Rebel
wagon stands outside. It is a simple matter to hitch the
cannon fire. If the party lacks a character with the
horse to the wagon. Making off with the horse and wagon
Navigation skill, or nobody is from the Boston area,
will require a (Challenging -10%) Stealth Test. If the
Elizabeth Gould can impart this information to them.
character fails, they’ve made too much noise and awakened
the owner, who rushes outside, musket in hand. A (Hard
BOSTON BESIEGED

-20%) Charm or Bargain Test is required to convince him


to let the characters take the horse and wagon.
Once the characters acquire the wagon, they have a
quick ride to Penn Ferry, which takes them across the
river to Charlestown, and from there to Cambridge.
The one complication is that the ferry is near a Loyalist
floating battery—an old frigate moored a 100 yards or
so from the ferry’s route.

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FLIGHT TO THE FERRY COMBAT: WINCHESTER’S LAST STAND


The ferry is still in operation, but characters who act rashly The ambush plan is a simple one: kill the characters and
or draw attention to themselves will attract the attention capture Elizabeth Gould.
of the Red Coats stationed there. If weapons are drawn, While the characters have been busy traveling to
or muskets fired, Red Coat Regulars (3 per character) will Cambridge, Harold Winchester has not been idle.
come to the rail, challenge the characters and open fire if Learning of Elizabeth Gould’s rescue, as well as the
the ferry does not stop. If the characters return fire, a dozen Rebel Continental Army’s miraculous placement of the
or so Red Coats will climb into a longboat and follow cannons, Southwell’s agent has been spurred into action.
them, intending to stop them when they reach land. The The last of his Freemasons have assembled, and this time
characters will be able to outrun them in the wagon but Harold Winchester has decided to go with them himself.
will be vulnerable to six volleys before they are out of range. They have begun tracking Elizabeth Gould, and this
If the Red Coats hit the horse, the wagon will come to a will lead them to the characters. Harold Winchester (as
standstill. The Historian should remember that Elizabeth 1 Freemason Master) and 1 Freemason Fellowcraft have
Gould is as vulnerable to musket fire as the characters are. made haste from Boston and are waiting to ambush
Cambridge is about 4 miles from Charlestown by the characters on the outskirts of Cambridge. Harold
road. On foot, the journey will take the characters about Winchester’s remaining agents have been sent to the
two hours. By wagon, it will take an hour. lodges in New York, Philadelphia and Providence with
word of what has happened.

BOSTON BESIEGED

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TO CAMBRIDGE George Washington lauds your accomplishments,


Once Harold Winchester and his minion have been letting the characters know that without their actions,
defeated, the characters have an easy journey to Cambridge. the war would have been lost before it could truly
Militia sentries have been told to expect them, and they are have started. He then moves to the matter of reward.
conducted directly to General Washington’s headquarters Washington is humble in how he refers to himself while
in an imposing house at 105 Brattle Street, where Grace building the characters up as heroes of the Rebel army.
De Beers and Josiah Biggs are waiting for them. Both are
A s to th e matter of rewards,” General
clearly relieved to see everyone safe.

Washington states, “it is certain that your actions
“ My f r i e n d s ,” says Grace De Beers, merit the highest and noblest reward anyone
shaking each of their hands warmly, “both I and could give. Yet, I confess myself at a loss to know
the Colonies owe you an incalculable debt. When what that may be. A soldier may be promoted,
the Loyalists see the guns on Dorchester Heights, and their breast decorated with medals, yet you
they will have no option but to quit Boston. Their are—and I mean no offense—of another stripe
ships are within our reach now, and the cannons altogether. Of gold, which suffices as a reward
are so high on the hills that the Loyalists cannot when all others fail, I have almost none to give,
elevate their own sufficiently to touch them. and my thanks are a mere wind compared to the
“And for my own part, your news of Harold meaning of your actions. Therefore, I offer you
Winchester’s defeat is music to my ears. He and what I can, which for the moment is a drink,
the Brotherhood have been a thorn in our side for and for the future, my personal gratitude and the
longer than I care to remember. You will no doubt solemn pledge that I shall not forget what you
be glad to hear that Mister Biggs and I were able have done for our cause.”
to deal with the threat on General Washington’s
life and that he is safe and well. And indeed, he is An aide-de-camp reappears moments later with
anxious to meet with you.” glasses for all present, a bottle of brandy and warm milk
for those who want it. George Washington toasts to
Grace De Beers will speak of the Brotherhood being their health and continued success.
the cover for the Freemasons but will explain that she
doesn’t know much about them. How much you, as the
Historian, disclose here about them is up to you. ENDING THE ADVENTURE
Grace leads everybody into the house which has The characters can bask in their success. They have helped
been converted into a command post. The table is free Boston from the Loyalist occupation force, and in
covered in maps, and General George Washington in the process, they have earned the gratitude of George
all his considerable height is bent over them, studying Washington himself. They have also made valuable
the situation. When the characters enter, General contact with Grace De Beers.
BOSTON BESIEGED

Washington turns and greets the characters warmly, For now, Boston is their oyster—and many other
shaking each of their hands. adventures await within.

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BOSTON BESIEGED: AFTERMATH

T he r em a i n de r o f thi s article is the doorway into with England and acknowledging the Wampanoag as
a sandbox-style campaign set in Boston. Presented here self-governing within their territories.
is an overview of the city, leading up to 1776. It provides The settlement developed quickly. In the 1630s, the
information on historical events and locations relevant Massachusetts Bay Colony developed several settlements
to the Boston Besieged adventure, along with Rebel nearby. The First Church of Boston was founded in
Intelligence to drive further adventure. 1630, and America’s first public school, the Boston Latin
School, was founded in 1635. Harvard College, the first
QUICK & DIRTY GUIDE TO BOSTON of its kind in the Thirteen Colonies, was established the
The city of Boston is an armed camp surrounded following year. Harvard’s 1650 charter states that one of
by Rebel militias. the university’s purposes is to educate the Indigenous
General Gage has worked to strengthen population (though the reasons are less than pure).
Boston’s defenses ever since the Powder Alarm of
1774. The Neck, the narrow isthmus joining the
peninsula to the mainland, is heavily fortified, as
are the town’s hills. Loyalist troops and artillery AS A MAJOR trading port, Boston has suffered
occupy the Boston Common. The extensive more than most towns from acts of the British
coastline is partially fortified, but the Loyalists are Parliament intended to bring the Thirteen
confident that the British Royal Navy can see any Colonies under closer control. Tensions have risen
threat from the harbor or Back Bay. as Britain has levied increasingly harsh taxes on the
General George Washington is preparing to Thirteen Colonies to help pay for the French and
deliver the death stroke to the British Empire’s Indian War. Customs officials are intimidated by
occupation of the city. This is where the characters locals, and in some cases, tarred and feathered.
come in.

A BRIEF HISTORY THE SONS OF LIBERTY


Boston sits on the Shawmut Peninsula, which is In 1765, a secret society calling themselves the Sons of Liberty
connected to the mainland by a narrow isthmus and hung two effigies of tax collectors from a tree near the Boston
surrounded by the Massachusetts Bay and Back Bay, an Common to protest the Stamp Act. The tree became known
estuary of the Charles River. The first European settler as the Liberty Tree and became a popular meeting place.
in the area was William Blaxton, who moved to the site
now occupied by the Boston Common in 1625. A CALL FOR REBELLION
Puritans settled Charlestown, to the north of the The history of the American Revolutionary War
BOSTON BESIEGED

peninsula, on Wampanoag land. In 1629 and 1630, they sprang from Boston, as calls for rebellion blossomed
purchased land from Blaxton to expand their settlement. across the Thirteen Colonies. Other cells of the
Initially called Trimountaine due to the three hills on Sons of Liberty society sprang up, spreading leaflets
the peninsula, the town was later renamed after Boston and handbills while calling meetings at other
in Lincolnshire, England, from which several prominent Liberty Trees and the Liberty Poles that had been
settlers had emigrated. The Cambridge Agreement of raised as landmarks. These groups popularized the
1628, which the settlers had signed before leaving the slogan, “No Taxation Without Representation.”
British Empire, guaranteed that the Massachusetts Bay The Sons of Liberty were involved in the tarring
Colony would be self-ruling and answerable only to the and feathering of customs officials and were said to
king. It was not until 1763 that the colony would do have been involved in the Boston Tea Party.
the same for the local Indigenous population, agreeing

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BOSTON BESIEGED

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Though the Sons of Liberty eventually adopted DID YOU KNOW?


a flag, they were never as organized as the Loyalists
Crispus Attucks was the first person killed. The
supposed. Their leaders were in communication with
fact that a Black-Indigenous person was the first
each other, but most Sons of Liberty only mobilized
struck down during a conflict that would lead
locally as the need arose. Among their leaders in Boston
to the American Revolutionary War shows who
are Benjamin Edes (the publisher of the Boston Gazette),
would be caught in the crossfire and who would
John Hancock, Paul Revere, Samuel Adams and the
stand to gain from the event.
lawyer James Otis Jr.

THE BOSTON MASSACRE Amid a storm of protests, the soldiers were ultimately
indicted for murder. In court, they were defended by
After the Liberty Affair, the British Parliament passed
John Adams, a renowned Rebel and the man who had
more restrictive laws to curb smuggling and bring the
supported John Hancock in the Liberty Affair. Despite
Rebels in Massachusetts under control. Troops were sent
his politics, Adams was an able public defender, and in
to the town, and tensions escalated.
the end, six of the eight defendants were acquitted—the
The Boston Massacre started as a small affair. On
remaining two were found guilty of manslaughter.
March 5, 1770, a wig-maker’s apprentice arrived at
Boston Custom House on King Street and asked for a BOSTON TEA PARTY
Captain-Lieutenant John Goldfinch, claiming he had an
The East India Company had held a monopoly on
unpaid bill. Ignored by the sentry, the apprentice left and
importing tea since 1698. The British Empire heavily
returned later with a group of friends. After an exchange
taxed tea coming into the Colonies. Because the Dutch
of insults, the group started throwing snowballs, and a
government did not tax tea imports, smuggled Dutch
Private White struck the apprentice on the side of the
tea was cheaper—both in the British Empire and in the
head with a musket.
Thirteen Colonies. The East India Company was losing
A crowd started to gather, and more insults and
an estimated £400,000 per year to tea smuggling, and
snowballs flew until Private White retreated up the
one of the goals of the 1773 Tea Act was to redress this.
custom house steps until his back was to a door. The
As the tea price rose, the East India Company
Officer of the Day sent reinforcements with fixed
was left with a growing stock of tea that no one would
bayonets, and the crowd—300 to 400 strong by now—
buy. To keep Rebel officials dependent on the British
pressed angrily around them as the reinforcements
Empire, they were paid with tea tax money. The lack of
joined White on the steps.
tax income to pay off these officials turned what might
Precisely what happened next has never been
typically be a minor trade issue into a growing crisis.
established due to the chaos of the event. The crowd’s
The solution was to take the surplus tea to the Thirteen
mood grew uglier, and harder missiles joined the barrage
Colonies and sell it directly to selected merchants rather than
of snowballs. One soldier fell, having been struck with
go through tea brokers in London. This Tea Act reduced tea
a club according to some accounts, and while getting
price to the point where the East India Company could
BOSTON BESIEGED

up, he either fired his musket or it went off accidentally.


undercut the smugglers’ prices. However, the taxes were
Protesters in the crowd were taunting the soldiers
still controversial, especially since they made Rebel officials
by yelling, “Fire!” It is uncertain whether one of their
independent of the citizens they were supposed to represent.
officers also ordered them to shoot, but it is regarded as
In September and October 1773, seven tea ships set
unlikely. But fire the British did, hitting eleven members
sail to Boston, Charleston, New York and Philadelphia.
of the crowd and killing five. A sixth died two days later.
Though one of the Boston-bound ships was lost at sea,
the fleet was well underway when the Rebels learned
about the Tea Act. By the time the vessel arrived in the
cities, the merchants selected to buy the tea in all four
ports had been intimidated into resigning.

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When the first ship—the Dartmouth—arrived, a Early on September 1st, a force of about 260 Loyalist
standoff unfolded. Samuel Adams held a mass meeting Regulars rowed up the Mystic River to Charlestown and
at Faneuil Hall, where a resolution was passed to send the marched back a mile to the Powder House. The powder
ship back without allowing it to unload its cargo. Twenty- was then loaded into boats and taken to Boston to be better
five people were assigned to watch the ship and prevent it protected.
from unloading. Meanwhile, Governor Hutchinson stuck News of Gage’s intentions had leaked out to ordinary
to the law’s letter and refused to allow the ship to leave citizens and Rebel officials, and the troop movements
the harbor until it was unloaded. This set a twenty-day spread alarm through the countryside. Many feared that
deadline for the tea to be unloaded and taxes paid, or else the movement—or seizure—of weapons and powder
the Rebel authorities would confiscate the tea. meant that war had come.
The other two ships, the Eleanor and the Beaver, As the rumors spread, they became wilder—some said
arrived during the standoff. The Governor refused to there had been fighting already, or that Boston was set to
let them leave without unloading, and the deadlock be bombarded by His Majesty’s warships. People streamed
continued. On the day of Dartmouth’s deadline, about to Boston from all over the region, armed and ready to
7,000 people had gathered around the Old South fight. Most learned the truth before they arrived and went
Meeting House in anticipation. When the news arrived home, but Gage was alarmed and sent an urgent message
that the governor would not relent, the crowd headed to London requesting more troops.
for the harbor. The excitement eventually died down, but neither side
That evening, a group of anywhere between 30 and could ignore what had happened. Gage began fortifying
150 people boarded the ships and dumped all 342 chests the Boston peninsula and gradually reinstated his plan to
of tea into the water. Some were disguised as Mohawk move weapons out of the militias’ reach. The militias thus
Indigenous folk to hide their identities. became more organized in response. Rebel leaders urged
that one-third of all militia forces should be organized into
DID YOU KNOW? minutemen companies, in constant readiness to march.
Nearly forty-five tons of tea were dropped into The former legislature of Massachusetts, which was
Boston Harbor, costing an estimated $1,000,000 dissolved by the Massachusetts Government Act due to the
by today’s standards. recent events, met in defiance of the law and declared itself
the First Continental Congress. They created a Committee
The British Parliament responded by passing the of Safety to help monitor Loyalist activity and coordinate
Coercive Acts, also known in the Thirteen Colonies as Rebel responses.
the Intolerable Acts. The port of Boston was closed,
more troops were sent to the town and the townspeople SPY VS. SPY
were forced to provide them with lodging in their own The gathering of intelligence about Loyalist
homes if necessary. At the urging of Benjamin Franklin, plans and troop movements became paramount.
an offer was made to pay for the destroyed tea, but it was Paul Revere played a significant role in spreading
BOSTON BESIEGED

turned down. Tensions were running high in Boston, information to Rebel groups, and some of this
and the lines were drawn for the start of the Revolution. information came from no less than General Gage’s
wife, Margaret Kemble Gage.
THE POWDER ALARM
In May 1774, General Thomas Gage was appointed
military governor of the Province of Massachusetts Bay LEXINGTON & CONCORD
and charged with enforcing the Coercive Acts. He tried Armed conflict between the Rebels and Loyalist forces
to defuse the tensions between the Rebel majority and finally broke out on April 19, 1775. Seven hundred British
the Loyalist minority. One of his priorities was to secure troops set out from Boston to capture arms and supplies
military stores of weapons and powder so that they did collected at Concord by the Massachusetts militia. They
not fall into the Rebel militias’ hands. may also have been planning to capture Samuel Adams

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and John Hancock, who fled Boston to avoid arrest and REBELS ASCENDANT
stayed with Hancock’s relatives in Lexington.
The importance of Lexington and Concord cannot
The Rebels learned of the expedition in advance
be overstated. Both battles inspired those on the fence
and moved the supplies to other locations. Paul Revere
when it came to the rebellion that victory was possible.
and William Dawes were sent out the night before the
When Lexington was fought, only 77 Rebel
expedition to alert the local militias along the route.
patriots answered the call,facing down 400 well-trained
As the sun was rising, part of the British force reached
British regulars. Undeterred and unconventional with
Lexington, where seventy-seven Lexington militiamen
their approach to infantry engagement, the Rebels
met them. There was a brief standoff; the militia was
fired from behind cover, breaking up the British’s
outnumbered, and the Loyalist officers had orders not to
line tactics. The musket fire was so heavy it forced the
provoke a rebellion. A Loyalist officer ordered the militia
British to retreat. Meanwhile, learning of the victory
to lay down their arms. Militia commander Captain John
at Lexington, more Rebels came to fortify Concord.
Parker ordered his men to disperse and go home, but
By the time the 100 British regulars arrived, they
seeing as he had only recently recovered from tuberculosis,
faced no less than 400 Rebel muskets. This forced the
his voice was not clear.
British into retreat back to Boston.
As the militia began to disperse, two shots were fired.
By the end of the day, the Rebels had seen only 49
Both sides later denied shooting first, and the identity of
killed, 39 wounded and 5 gone missing. The British,
the first shooter remains a mystery. The Loyalist troops
however, saw 73 killed, 174 wounded and 53 missing.
reacted to the shots by returning fire without being
ordered to do so and then charged with fixed bayonets.
Having grown in numbers, the Rebel militia and
Seven militiamen were killed and ten were wounded, and
minutemen advanced on the North Bridge when they saw
one Loyalist soldier was wounded.
smoke rising from the town square. They outnumbered
When the remaining Loyalist forces arrived, the militia
the Loyalist forces there by four to one. A shot was fired,
dispersed, and the troops pressed on toward Concord.
most likely by a panicked Loyalist soldier, and the Rebels
Finding themselves outnumbered, the local militia offered
responded with a volley that killed several soldiers and
no real resistance. They instead waited in the woods to the
wounded many more.
north of the town as minutemen continued to arrive from
Wounded, though successful in their mission, the
neighboring communities. The Loyalists discovered and
Loyalists withdrew from Concord. On their way back
destroyed three cannons and threw 500 pounds of musket
to Lexington, however, they were harassed by growing
balls into the millpond.
numbers of the militia. By the time the column reached
Lexington, the militia numbers had risen to about 2,000,
but the Loyalists were temporarily relieved by an additional
force of 1,000 soldiers.
After pausing to rest and treat their wounded, the
Loyalists set out for Boston and were harried every step of
BOSTON BESIEGED

the way. By the time the running fight reached Cambridge,


the militia numbers had grown to 4,000. Some of the
Loyalist troops had been without sleep for two days and had
marched forty miles in twenty-one hours, under constant
fire for eight of those hours.
Exhausted and run ragged, the Loyalist soldiers took
up strong positions on the hills around Boston, where the
guns of the HMS Somerset protected them. The town was
surrounded by some 15,000 Rebel militiamen from all over
New England.
The Siege of Boston had begun.

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ANABAPTIST MEETING HOUSE CASTLE STREET


The Anabaptist meeting house stands on Back Street Castle Street crosses the Neck where the peninsula
overlooking the Mill Pond. Its worshippers have never begins to broaden out. This fortification covers the entire
been welcoming in Puritan-dominated Massachusetts. north side of the street, providing a third line of defense
Their opposition to taxes levied for the support of against attacks by land.
Congregationalist churches and ministers has led to
imprisonment and worse punishments over the last CHRIST CHURCH
century. More fundamentally, their opposition to the More famously known as the Old North Church, Christ
baptism of infants alarmed Puritans, who saw this as a Church is an Anglican church at the corner of Salem
necessary protection against evil. Street and Love Lane. Above it stands Copp’s Hill, with
The pastor is Reverend Samuel Stillman, who has a battery covering the Back Bay. The church was built
served since 1763. He is a small but very charismatic in 1723 and was the first Anglican church in Boston.
preacher, and people from other denominations General Gage and many other prominent Loyalists are
regularly come to hear his sermons promoting the Rebel members of the congregation.
cause. John Hancock rents a pew here despite being a Despite the strong Loyalist sympathies of most
Unitarian. Stillman holds honorary degrees in divinity Anglicans, it was from the steeple of Christ Church
from Harvard and the College of Philadelphia and is one that two lanterns were hung to warn Paul Revere that
of the founders of Brown University in Rhode Island. Loyalists troops had set out for Lexington and Concord.
The signal was also intended to warn the inhabitants of
REBEL INTELLIGENCE Charlestown in case Revere should be captured, since
Reverend Samuel Stillman has been passing the 191-foot steeple—the tallest structure in Boston—is
intelligence to the Rebels. The Loyalists are visible for miles around.
having him watched, and a piece of information
he has bound for General George Washington REBEL INTELLIGENCE
could be fake. Times are getting desperate, and through the
grapevine, it’s spoken that George Washington
has put a price on the British Imperial officer
BARTON’S POINT AND HUDSON’S POINT General Gage. Rebel contacts in the city have
These two headlands sitting on either side of the Mill pointed people toward Christ Church, where
Dam mark the northernmost points of Boston. Both Gage and other Loyalists pray every Sunday and
have been fortified, commanding both land and water are vulnerable. How to extract him outside the
approaches to the north of the town. city . . . well now, that is where things are going to
get hard.
BEACON HILL
Beacon Hill, which commands much of the city, has
BOSTON BESIEGED

been heavily fortified, as have the two hills to the west COPP’S HILL BURYING GROUND
of it. They command the lower-lying land to their south The second oldest cemetery in Boston was founded in
and the northern part of Back Bay. 1659 and extended in 1708. Its most famous occupants
are the Puritan ministers Cotton and Increase Mather.
BOSTON COMMON At present, the hill is occupied by a Loyalist artillery
Boston Common has been strengthened with a battery battery trained on Charlestown.
of artillery and two fortified enclosures: one on Frog
Lane by the Burying Ground, and the other a little way
inland from the Island.

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GRANARY BURYING GROUND


REBEL INTELLIGENCE
Near the workhouse is a burying ground dating back to
A local book collector, Grace De Beers, has learned
1660, when the King’s Chapel burying ground filled up.
of a horrible plot. The Freemasons are planning to
The cemetery takes its name from the nearby granary. Its
exhume the body of Cotton Mather, a renowned
most notable feature is the row of eleven European elms,
scholar in the occult and author of Wonders of the
planted in 1762, along the southeast frontage.
Invisible World. For what ends, only Grace knows.
Near the entrance on this side is a common grave
Grace De Beers wants people to foil this plot
holding the remains of the six men killed in the Boston
and find a way to protect the grave so this doesn’t
Massacre. Other notable burials include those of John
happen in the future.
Endecott, the first Governor of Massachusetts (d. 1665),
Peter Faneuil, the benefactor of Faneuil Hall (d. 1743)
FANEUIL HALL and Samuel Sewall (d. 1730), one of the judges at the
Salem Witch Trials.
Pronounced something like fannel or fanyul by native
Bostonians, Faneuil Hall is named after merchant Peter REBEL INTELLIGENCE
Faneuil, who funded its construction between 1740 and
Elizabeth Gould, a mage desperately sought after
1742. Its gilded grasshopper weather vane is a Boston
by the Freemasons, has heard a horrible rumor.
landmark and has become connected with the Rebel
A fellow mage has reanimated the victims of the
cause. Rebels often ask outsiders, “What is on top of
Boston Massacre as the walking dead and is using
Faneuil Hall?” Those who do not answer “a grasshopper”
them to murder Loyalist troops. It must be stopped
are regarded as possible spies.
before it does irreparable harm to the Rebel cause.
The hall burned down in 1761 but was rebuilt the
following year. The lower floor is opened to provide
space for a covered market, and the upper floor is used KING’S CHAPEL
as a meeting room. Meetings here denounced the Sugar
This Anglican church, also known as the Stone Chapel,
and Stamp Acts in 1764, and more recently, Samuel
was completed in 1754. The chapel is situated within
Adams has been one of several speakers at hall meetings,
Boston’s first burying ground because no citizen in
including a funeral for the victims of the Boston
predominantly Puritan Boston would sell land for the
Massacre.
construction of an Anglican church. It is known for its
REBEL INTELLIGENCE organ, a rarity in the Thirteen Colonies, and its elegant
fluted columns. The pews are box pews, which are rented
The Loyalists have stolen the grasshopper of
to members of the congregation. Among the chapel’s
Faneuil Hall and replaced it with a crown. This
current congregation are many of the Loyalist officers
slight cannot go unpunished! A contact inside
currently stationed in Boston.
Faneuil Hall might know where the Red Coats
took the grasshopper. It is 4 feet long, not to
BOSTON BESIEGED

REBEL INTELLIGENCE
mention the perch is six stories up. Getting it back
Sarah Deveroux, a Loyalist governor in the
to the top of the building unnoticed is going to be
city, is unhappy with how the British Empire is
as big a challenge as finding it.
conducting the war and seeks to join the Rebels.
She is seeking Rebels to help bring her before
FORT HILL AND THE SOUTH BATTERY General Washington to entertain switching sides.
Could this be a trap?
Across the town from Boston Common, Fort Hill and
the South Battery command Boston Harbor. The guns
of Fort Hill can also command most of east Boston.

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NEW SOUTH MEETING HOUSE


REBEL INTELLIGENCE
The New South Meeting House was completed in 1719.
Hannah Lathrop, the wife of Reverend John
Unlike the Old South Meeting House, this church has
Lathrop, is a friend and fiery Rebel. For the last
avoided controversy, although the Reverend Joseph Howe
few weeks, General Gage has had Loyalists in
has drawn the ire of the authorities for his expressions
the church to spy on locals. Now they are gone,
of Rebel sentiment. It has effectively replaced the Old
and the Reverend John Lathrop has gone missing.
South Meeting House as a gathering place for Rebels.
Hannah suspects that it was General Gage who
REBEL INTELLIGENCE kidnapped him and wants help in exposing the
Loyalists and hopefully rescuing her husband.
A boon to the Rebel cause, Reverend Joseph Howe
is being blackmailed. John Hancock wants fellow
Rebels to figure out what the Loyalists have on OLD SOUTH MEETING HOUSE
him, and then take care of it. The more people of
The Old South Meeting House was completed in
the cloth on the Rebel side, the better.
1729 and has been at the forefront of Rebel sentiment
in Boston since 1770. Beginning in 1771, meetings
OLD NORTH MEETING HOUSE have been held here on the anniversary of the Boston
Massacre, including speakers such as John Hancock and
The Congregationalist (Puritan) Old North Meeting
Dr. Joseph Warren. Some 5,000 people met here in 1773
House is the second oldest place of worship in Boston. It
to debate the new British Imperial taxes, resulting in the
stands near Hancock’s Wharf, its square tower dwarfed
Boston Tea Party that took place that very evening.
by the steeple of Christ Church to the north. The people
As an act of petty vengeance upon the Rebels, the
of Boston call it ‘Mr. Lathrop’s Meeting’ after Reverend
Loyalist army has taken over the building. They have
John Lathrop, who became its minister in 1768.
gutted the interior, filled it with dirt and now use it for
Lathrop has delivered many anti-Loyalist sermons
riding practice. To add insult to injury, it is not even used
here, including a memorable one in 1774 in which he said,
very often for that purpose.
“Americans, rather than submit to be hewers of wood or
drawers of water for any nation in the world, would spill REBEL INTELLIGENCE
their best blood.” General Gage has described the Old
The Rebel John Hancock, in his haste to flee
North Meeting House as “a nest of traitors,” and has
the city, left a ledger with information on Rebel
been known to place a sentry on the pulpit stairs while
arms and finances under the Old South Meeting
Reverend Lathrop is speaking, “lest anything rebellious
House. Now, it’s covered by dirt and horse dung.
should be expressed.”
A woman named Mary Pullman is asking Rebels
to recover it before the Loyalists find it, for the
knowledge hidden there could compromise the
whole revolution.
BOSTON BESIEGED

David Chronister (order #31360124)


№ 603

PAUL REVERE’S HOME THE NECK


This L-shaped timber house dates back to 1680. Revere In front of the Neck is a ditch that floods with water
was apprenticed as a goldsmith and silversmith but also at high tide. The Neck itself is covered by another
works as a copper-plate engraver and a dentist. After his fortification that covers the causeway and extends for
role in the events at Lexington and Concord, Revere almost 50 yards. From this vantage point, the Red Coats
and his family have moved temporarily to Watertown can keep watch not only over the causeway but also over
for safety. the mudflats to either side.

REBEL INTELLIGENCE TOWN HALL


When Paul Revere and his family left Boston, At the junction of Cornhill and King Street, the Town
he accidentally left behind a silver serving plate. Hall is the legislative center of Boston.
It doesn’t look out of place in the home of a The lower floor is occupied by the Merchant’s
silversmith, but now that General Gage has billeted Exchange, where goods were traded until the British
Loyalist troops there, a problem has cropped up. Parliament closed the port of Boston. There is also
On the plate, as part of the decorative trim, is a a warehouse space in the basement. The upper floor
cipher for Rebel intelligence. Paul is looking for contains the Governor’s chamber, the Suffolk County
fellow Rebels to break into the house unseen and Court and the Superior Court of Judicature. Among the
steal the plate back. judges are Peter Oliver, a staunch Loyalist, and William
Cushing, who favors the Rebel cause. It is here that
Captain-Lieutenant Thomas Preston and the soldiers
PLEASANT STREET under his command were tried following the Boston
A fortified enclosure has been built between Pleasant Massacre.
Street and the Back Bay, covering approaches by sea
and protecting the west flank of the Castle Street REBEL INTELLIGENCE
fortifications. It also anchors the southern end of the While in town, a woman hid an intercepted warrant
fortifications on Boston Common. in the basement of the Town Hall, intended only
for Rebel eyes. It’s a Loyalist warrant for the arrest
PROVINCE HOUSE of Judge William Cushing. The judge has Rebel
Built by merchant Peter Sargent in 1679, this elegant sympathies and knows many highly placed Rebels
house was sold to the Province of Massachusetts Bay in in Boston society. The warrant is signed and dated.
1716 and became the residence of the Royal Governors.
Although it is his official residence, General Gage
spends much of his time on Castle Island, where Fort TRINITY CHURCH
William has become a refuge for many members of the This is an Anglican church founded in 1733. It possesses
royal administration and other prominent Loyalists. a plain exterior without either a tower or a steeple.
BOSTON BESIEGED

Inside is an arch resting upon Corinthian pillars with


THE MAINLAND handsomely carved and gilded capitals. Since so many
A broad earthwork covers the approach to the Neck. Anglican ministers have fled Boston, the assistant rector,
Two fleches, or arrowhead-shaped walls, are set on Samuel Parker, has been conducting services here. He
either side of the Roxbury road in advance of the main is a graduate of Harvard, and despite his Anglican
fortification. Each fleche is manned by twenty men affiliations, he is sympathetic to the Revolution.
under the command of a subaltern.

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№ 604

WORKHOUSE DEER ISLAND


The Workhouse was built to provide work for the able- Deer Island lies at the eastern edge of Boston Harbor.
bodied poor. The inmates are not paid; instead, the profit A century before the siege, the island was used as a
from their labor is used to maintain the Workhouse. place of internment for Indigenous people during King
The main work carried out here is picking oakum, Philip’s War. Some 500 Indigenous people were held
which is separating the strands from old rope so they on the island in the winter of 1675 to 1676 without
can be sold for caulking. Skilled crafters who come to adequate food and shelter. Many of them died within
the Workhouse are permitted to follow their trade if the the concentration camp, as was clearly the purpose.
facilities exist for them to do so and if the Workhouse
can profit from their labors. REBEL INTELLIGENCE
The Workhouse is run by three overseers who take A Wampanoag two-spirit person has come
monthly shifts. It is kept locked, and no one can see one forward with horrible news: an ancient enemy
of the inmates without permission. Clothing is provided, called the Mandoag are moving from the shadows
and all care is taken to prevent the spread of lice, disease toward Deer Island, a place of great death and
and other problems. Regular religious services provide sadness. The Mandoag are preparing a ritual that
godliness to match the cleanliness. An adjoining will have devastating consequences for everybody
almshouse is used for the care of the sick. in Boston, be they Loyalist or Rebel. The best
chance is to make an alliance with Wampanoag
REBEL INTELLIGENCE folk in the area and work together to defeat the
One of General George Washington’s spies, code Mandoag, but the Wampanoag sunksqua leader
name Agent 355, was injured escaping from Namumpum has purposefully told her people to
Loyalist forces. They had no identification and avoid the Loyalist-Rebel conflict. They must be
no money and were brought to the Workhouse. convinced.
Loyalists are still on the hunt for them. If the
overseers of the surprisingly secure Workhouse
find out their identity, they will surely turn them GRAPE ISLAND
over to the Loyalists. This green, 42-acre island on the south side of the
harbor is owned by a Loyalist named Elisha Levitt. It
has been farmed and grazed since the early days of the
BOSTON HARBOR ISLANDS Massachusetts Colony. With Boston under siege, the
Boston Harbor is filled with many small islands and Loyalists’ need for hay and other food may lead to a raid
shifting sandbanks. The most significant islands are on the island—something the Rebel commanders have
covered below. prepared for.

CASTLE ISLAND REBEL INTELLIGENCE


BOSTON BESIEGED

The first fort in Boston was built on Castle Island in Oiguina, a Wampanoag woman, found the
1643. In 1776, it is home to Fort William and Mary, characters on the recommendation of a mutual
known to the locals as Castle William. Castle William acquaintance. She is the daughter of the
is the Loyalist headquarters during the Siege of Boston Wampanoag sunksqua Namumpum. Oiguina was
and the site of General Gage’s military administration. forced to show a group of Loyalist mages where
Several prominent Loyalists have taken refuge there to find wild berries on Grape Island. These berries
with their families. are said to have magical uses. She knows that they
cannot fall into the hands of these Loyalist mages,
who are probably loyal to ‘The Gaunt One.’ They
must be stopped.

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№ 605

HANGMAN ISLAND LITTLE BREWSTER ISLAND


Despite its name, this small island was probably never This island is the site of the Boston Lighthouse, built in
used for hanging criminals. It is also known as Hayman’s 1716 to help guide vessels into the harbor. With Boston
Island, and its grislier name seems to be a corruption under siege, it has been occupied by the Loyalists. It is a
or misreading of this name. The island is surrounded by strategic target for the Rebels, as destroying the wooden
rocks and shoals and consists of barren rock. lighthouse would impede Loyalist ship movements in
the harbor.
REBEL INTELLIGENCE
John Hancock has an opportunity for Rebels who REBEL INTELLIGENCE
know their way around a boat. A Loyalist frigate Peter Salem, Black hero of the Battle of Bunker
has been offloaded on Hangman Island, leaving Hill, is temporarily in Boston. He’s here to bring
only a skeleton force. He needs someone to slip supplies back to the Continental Army. The
onto the boat and make off with as many guns and lighthouse on Little Brewster Island needs to be
supplies as possible. There is also more reward than destroyed—or at least temporarily extinguished.
just Rebel pride if they can get the whole ship past Once that is done, Peter Salem’s Rebel forces will
the guns of Castle William. place false lights on a sandbank off nearby Great
Brewster so they can raid the ships sailing into the
harbor. He needs Rebel saboteurs to help make
this happen.

BOSTON BESIEGED

David Chronister (order #31360124)


№ 606

LONG ISLAND NODDLE’S ISLAND


To the south of Deer Island, Long Island is used by Noddle’s Island lies close to northeastern Boston and
the Loyalists for grazing cattle, pigs and sheep, and is used for farming and grazing. The Loyalist Vice-
to provide hay for their horses. This would be a prime Admiral Graves had posted guard boats and marines
target for a Rebel raid to put pressure on the Loyalist to protect the island, but ranking officer Colonel John
supplies in Boston. Long Island held an internment Stark’s First New Hampshire Regiment of about 300
camp during King Philip’s War, but it was smaller than men slipped past them. The Loyalists were first alerted
the one on Deer Island. Originally called Wamponomon, by smoke from burning hay. The Rebels forced the Royal
‘Place of Shells,’ Long Island was of great importance Marines to retreat and even captured and destroyed the
to local Indigenous nations for the abundance of quahog schooner HMS Diana, which had been sent to cut off
(hard clam) found here. Quahog is prized for its white their retreat.
and purple shells, which have been used as wampum, a
purple shell bead used in the creation of wampum belts, REBEL INTELLIGENCE
which are visual representations of recording laws and General Artemas Ward has a complicated plan. The
alliances between nations. defunct HMS Diana is about to join the service
of the Rebel cause. The General wants a band of
REBEL INTELLIGENCE Rebels to escort a shipwright to the wreck so they
The Wampanoag woman Oiguina has learned of a can refloat the ship. Once there, Rebels are to keep
relic of great power that was lost on Long Island watch and load the gunpowder into her hold to
during King Philip’s War. To the detriment of all, turn her into a fireship. Once the shipwright is
a Mandoag Sorcerer has also learned of it and is finished, the Rebels must sail her into the midst
using the current unrest as cover to find it. They of the Loyalist fleet and escape before the HMS
must be stopped, for getting to this relic first will Diana detonates.
clearly save lives, but it could also be a boon for the
Rebel cause.
PEDDOCKS ISLAND
This large, strategically situated island at the southern
MIDDLE BREWSTER ISLAND edge of Boston Harbor was originally used for farming.
Located on the outer edge of the harbor, Middle
Brewster Island was home to a fishing settlement. With REBEL INTELLIGENCE
Loyalist ships filling the harbor, Colonial fishing from Peddocks Island is empty—the perfect place for
the island has been suppressed, and its catch diverted a secret gun battery to be established. That is
to supplement Loyalist supplies under General Gage’s exactly what General Ward wants the Rebels to
martial law. do. The General warns them to be careful because
Peddocks Island is close enough to Castle William
BOSTON BESIEGED

REBEL INTELLIGENCE that Red Coat marines can be deployed.


The Rebel navy is a joke. General Artemas Ward of
the Continental Army knows this, and also knows
that if the Rebels are going to break out of Boston,
that fact will have to change. The fishing fleet from
Middle Brewster is still stuck at sea. The General
has acquired a sloop for Rebel use. He needs loyal
Rebels to help organize these fishermen into some
kind of Rebel force, so that they can remove this
island from the clutches of the Loyalists.

David Chronister (order #31360124)


№ 607

RAINSFORD ISLAND SPECTACLE ISLAND


Lying between Long Island and Peddocks Island, Spectacle Island was home to a smallpox quarantine
Rainsford Island was used as a quarantine station. It station before the acquisition of Rainsford Island in the
includes a small hospital where physicians are using the 1730s.
new inoculation method to protect against smallpox.
REBEL INTELLIGENCE
REBEL INTELLIGENCE Oiguina has learned that Spectacle Island is home
Gershom Atkins, descendant of the first Black to ghosts who are still able to infect the living with
landowner in Boston, Zipporah Atkins, has reported smallpox. A Mandoag Sorcerer is trying to bring
tales of the horrors of Loyalist activity on Rainsford these spirits under their control. If the Mandoag
Island. A group of Loyalist doctors and mages are can wrest control of this force, there will not be
collecting smallpox victims’ clothing. Something much left of Boston for the Rebels and Loyalists
has gone wrong, and the island is now swarming to fight over.
with shambling people covered in oozing pustules.
Gershom has been told that only the Rebels will do
something about this horrific travesty.

BOSTON BESIEGED

David Chronister (order #31360124)


№ 608
BIBLIOGRAPHY
F L A M E S OF F R EE DOM wa s r e s e a rc h e d by i t s de sig n e rs a n d dev e lop e rs ,

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i n c lu de d b e low for tho s e w ho w i s h to dig de ep e r i n to th e c ultu r a l hi story o f


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RANDOM ENCOUNTERS
ENCOUNTER
D100 COASTAL ENCOUNTERS
NAME
A group of Indigenous fisherfolk has just rowed onto shore with their latest catch.
They are willing to trade with those interested, but upon inspection, their bounty seems
1 to 8 Catch Of The Day
slightly . . . off. The fish are discolored, strangely proportioned and have unnatural
mutations. When asked, the fishers say their catches have been like this for some time.
The characters sight a naval battle only a mile offshore between a British convoy and
a Continental army ship. Both ships seem severely damaged, and lifeboats are starting
9 to 16 Crossfire to drop into the water to row to shore. When the two forces meet on the beach, the
fighting will no doubt continue, and the characters will find themselves caught up in
the middle of it.
A seemingly abandoned lighthouse sits on a small, rocky island just offshore. Upon
exploring the lighthouse and adjacent lighthouse keeper’s house, the characters find
17 to 25 Help Me Recollect the corpses of two wickies and evidence of extreme violence. An eeriness hangs over
the lighthouse, and characters feel a near-constant sense of déjà vu while searching the
grounds.
An enormous dead creature lies beached on the shoreline and has attracted a group
RANDOM ENCOUNTERS

It Came From of onlookers. Some say the corpse is a decayed whale, others a prehistoric shark, while
26 to 33
Beneath The Sea still others claim it is a Kraken or sea serpent only hinted at in sailor’s tales. Characters
experienced with marine biology will have difficulty classifying the corpse as well.
Deep within a cliffside cave sits an old wooden chest, believed to be a lost pirate treasure.
The chest is surrounded by what looks like the skeletons of the crew, but there is no
34 to 41 The Cursed Chest
sign of struggle or entrapment. The chest itself has a heavy padlock, and upon closer
inspection, the bands of the chest seem to be engraved with arcane sigils.
While camping on the shore one night, the characters notice an eerie light offshore. If
viewed through a spyglass, the light is revealed to be a large man o’war glowing a pale
42 to 49 The Ghost Ship green color. The ship looks worn and damaged, and there is no crew in sight. Could this
be a fabled ghost ship, or could it just be a trick of the light and weariness after a long
journey?
The characters sight a cave off in the distance, its mouth open to the sea. Every time a
wave enters the mouth of the cave, there is a massive roar as if a great beast has awoken
50 to 58 The Howling Cave
from slumber in violent anger. It could simply be the sounds of waves echoing in the
cave, but perhaps the idea of a beast has at least some amount of merit.
A small dockside tavern is currently home to a group of whalers preparing to go to sea
again to hunt. Their leader, an old bearded man who likes to wax poetic, speaks of an
59 to 67 The Leviathan enormous white sperm whale that has eluded him for years. He offers the characters
fame and riches if they join his latest excursion to find the beast, but he makes no
guarantees of their safety.
A fort sits offshore on a sandbar; the only way to access it is at severe low tides when a
natural land bridge connects the fort’s entrance to the coast. The water is far too choppy
68 to 76 The Lonely Fortress
to navigate by boat, so the residents must stretch their provisions between the low
tides—which can occur as far apart as a month from each other with little consistency.

David Chronister (order #31360124)


№ 621

ENCOUNTER
D100 COASTAL ENCOUNTERS
NAME
A huge storm is seen blowing in, one that has whipped the winds and waves into a
fervor the characters have never seen before. Trees bend and break, boards and shingles
77 to 85 The Maelstrom
fly off shacks and buildings, and ships smash against the rocks like fine porcelain. If the
characters do not find shelter fast, the storm could prove deadly.
The characters stumble across a small village inhabited by strange folk. Many of
The Shadow Over them have a batrachian-look about them, and they view the characters with scorn
86 to 92
Newbury and dismissal. Residents suggest the characters stay at a local tavern to rest, but the
characters get an unnerving feeling that nightfall will bring new dangers.
A rough storm has revealed the remnants of what appears to be an ancient vessel
grounded centuries ago. Little can be salvaged from the wreckage aside from a broken
93 to 100 Vinland Saga axe and an old barrel which contains many shale pieces carved with Nordic runes. What
they mean or what they do is unknown, but they emanate warmth and power both
unnatural and mysterious.

ENCOUNTER
D100 FOREST ENCOUNTERS
NAME
Trod in the dirt on the path the characters are following is a giant human footprint.

RANDOM ENCOUNTERS
Bootless and roughly the length of a grown man’s arm, the footprint brings about
1 to 8 A Big Foot memories of legendary creatures spoken in myth, like the sasquatch or hidebehind.
The track seems fairly fresh and finding its owner could prove fruitful—or potentially
dangerous.
The characters find themselves in a small, supernaturally quiet grove in the middle of
9 to 16 Enjoy The Silence the woods. They cannot hear any animals or insects, or the stirring of the breeze, and it
seems that even their speech is muffled to the point of being almost incomprehensible.
Deep in the woods is a log cabin, seemingly abandoned for many years. While exploring
the cabin, the characters discover a root cellar that holds a mysterious book that appears
Klattu Barada to be bound in human flesh. A letter sticking out from inside the front cover warns not
17 to 25
Nikto
to read the book aloud, lest a mighty evil descend upon the reader and mark them with
death and terror.
The characters come across a gentle stream resplendent with fish and lined with bushes
of ripe blackberries and sturdy fallen logs to rest on. The air hums to the sound of bird
26 to 33 Peace At Last
calls and dragonflies buzzing, and the weather is warm and comforting as a blanket.
This is a rare moment of peace, quiet and bounty and should be savored as such.
The characters discover what appears to be the site of a ritual killing—three bodies
have been mutilated in a ghastly yet darkly artful way. Any character knowledgeable in
34 to 41 Sounders Of Three
biology notices that the bodies are all missing their kidneys and livers, expertly cut out
as if by a skilled butcher or barber—this couldn’t have been done by any known animal.
The characters come across a village of Indigenous foresters who identify themselves
as the Mandoag. However, many of the villagers seem to be of partial European stock
42 to 49 The ‘Lost’ Colony
and speak an older dialect of English. Could they perhaps be descendants of the settlers
who fled Roanoke, or is there something else direr going on here?

David Chronister (order #31360124)


№ 622

ENCOUNTER
D100 FOREST ENCOUNTERS
NAME
The characters pass a massive sinkhole in the middle of the forest. The pit extends more
The Devil’s than 100 feet down to a stinking lake full of sulfur. The steep descent looks dangerous,
50 to 58
Millhopper but the sides of the sinkhole are craggy and can be climbed, and it seems a prime place
to hide treasure or a secret of some kind.
The characters come across a massive fairy ring—a circle of toadstools said to be
supernatural in origin—standing in the center of a forest grove. Myths tell of those who
59 to 67 The Fairy Ring
walk through fairy rings being subject to terrible misfortune and death, while others say
trespassing through one is a good omen that can bring luck and sway fate to one’s side.
A small shack, home to a farmer, his wife and their four children, sits nestled at the
The Witch Of The entrance of dark wood. The household is in distress, as a few weeks ago their infant son
68 to 76
Wood was spirited away. While the father believes a wolf may have taken the child, the young
twins accuse their eldest sister of consorting with the devil in the form of a black goat.
The characters stumble through a bush of poison ivy on their journey. Slowly their skin
breaks out in hives and they begin to itch severely. While poison ivy is a mild irritant
77 to 85 Three Leaves
for the most part, some—especially Europeans not familiar with the plant—may have a
more severe allergic reaction that could put them in mortal danger if not treated quickly.
RANDOM ENCOUNTERS

Coming across a logging camp, the characters find the loggers working at one of the
largest trees any of the characters have ever seen—larger than redwood and towering
Tumbling Through nearly hundreds of yards into the air. No axe or saw blade has been able to pierce the
86 to 92
The Trees
millennia-old bark. The lumber of the tree would net a fortune, but the tree could be
the last of its kind.
A giant wolf, larger than most of the characters have ever seen, lies dead in a small glade.
On closer inspection, it seems the wolf was killed recently and was pregnant—and the
93 to 100 Wolf & Cub
cubs are alive! If a character cuts open the dead wolf, they find 1D6 surviving wolf cubs
who will eventually grow to the size of their mother if cared for and trained correctly.

ENCOUNTER
D 100 HILLS ENCOUNTERS
NAME
While traveling over some cracked ground, the characters hear a cry for help from a
nearby crevasse. Looking down into it, it appears a traveler has fallen into the pit and
1 to 8 127 Hours
their arm has been pinned by a massive boulder. They beg the characters to help them,
as they have been stuck in the ground with little food or water for almost five days.
The characters come across what the knowledgeable will recognize as a Mandoag burial
ground. Small cairns are organized in a large circle, but it looks like no burials have
9 to 16 Dead Is Better
taken place here in many years. Those with the mystical inclination can sense great
darkness from the graves as if the dead do not stay buried here for very long.
A feud has broken out between competing mining companies, one French, one British,
over the same vein of gold that both parties ‘claim’ to have discovered. Work by both
17 to 25 Gold Fever sides has ground to a halt and everyone can sense that the feud is about to turn violent.
The amount of gold in the vein is negligible, but the feud has the potential to further
sour French and British relations.

David Chronister (order #31360124)


№ 623

ENCOUNTER
D 100 HILLS ENCOUNTERS
NAME
The weather takes a sudden turn toward the cold and windy, and squalls of snow and
hail start pelting the characters. The snow is piling up on the ground fast and the
26 to 33 Imminent Front
temperature is plummeting, so characters must find shelter and warmth quickly lest
they risk exposure to the elements or even potential frostbite.
While looking for shelter from a sudden storm, the characters dash into a nearby cave.
Into The Lion’s Upon entering, they hear a low growl and quickly discover they have stumbled into a
34 to 41
Den mountain lion den. Roughly a half dozen of the beasts begin padding forward, their
teeth bared and their hair bristling, showing little hesitation in protecting their home.
The characters find what appears to be a ring of standing stones, similar to what ancient
druids constructed in ancient Ireland. The stones bear no explicit markings, but anyone
Mysterious trained in astrology can see they line up with the path of the sun, the North Star and
42 to 49
Standing Stones
several other constellations. Though the stones seem intensely old, they are well taken
care of.
The characters see a group of drunk teenagers on the edge of a large waterfall, gathered
around a large barrel. They dare one of the characters to be sealed into the barrel,
50 to 58 Over The Falls whereupon it will be pushed over the falls, with bets being made on the outcome. If the
character lives they’ll win a large betting pool, but the jagged rocks at the bottom of the

RANDOM ENCOUNTERS
cliff look quite deadly.
The characters find a makeshift camp of Indigenous folk who look haggard and harried.
They say their village was ambushed in the middle of the night by Loyalist soldiers, and
59 to 67 Ran To The Hills
many people were lost in the violence that followed. Though the refugees have little to
offer as payment, they would be eternally grateful if the occupiers were driven out.
A huge rumbling noise comes from overhead, and the characters look up just in time
to see a rockslide coming toward them! Boulders ranging from the size of a head to the
68 to 76 Rockslide
size of a small cart start raining down on the path, and the characters must act fast to
get to safety lest they be crushed under several tons of granite and earth.
The characters come across the disturbing sight of a cliff face into which have been carved
dozens of human-shaped holes. Looking down each of them reveals an impossibly long
The Enigma Of and narrow cut through the rock, and worse, some of them fit the exact shape of the
77 to 85
Hollowton Fault
characters. A few of the characters are drawn to these holes, feeling a primal urge to
surrender and crawl into the hole which matches their shape and size.
Journeying through the hills, the characters stumble upon a massive grave of human
The Hills Have bones hidden under an outcropping. Rumors abound that cannibals, mutated by
86 to 92
Eyes witchcraft and other vileness, hunt these hills for victims. If examined, the human bite
marks on the bones seem to indicate that there is at least a little credence to the rumors.
The characters reach a hill that seems to ignore normal physics. Carts and stones roll
93 to uphill, and metallic objects can stand freely on their edges on any part of the incline. The
The Magnetic Hill
100 phenomena is due to a large deposit of magnetic rock sitting underneath the hillock,
but only the keenest geologist would attribute it to anything other than sorcery.

David Chronister (order #31360124)


№ 624

ENCOUNTER
D 100 MARSH ENCOUNTERS
NAME
A thick and heavy mist rolls over the characters, obscuring nearly all sight. It’s hard to see
more than a yard or two in front of yourself, and torches and fans do little to cut through
1 to 8 A Heavy Mist
the fog. As the characters journey on, they notice strange shapes and noises within the
bank of mist. Could these just be illusions, or something much more dangerous?
While crossing a muddy river, the characters dredge up a perfectly preserved corpse
out of the riverbed—saved by the mud, peat and moss that lies below the water. Upon
9 to 16 Bog Bodies
further inspection, it seems that several of these bodies are buried near each other, all
similarly preserved. The question is, who is using this riverine graveyard—and why?
A dilapidated hut sits in the middle of a gloomy bog, home to an old woman who fits
the image of a stereotypical witch. She claims that she is simply a traditional healer
17 to 25 Bog Witch and a hermit, and she is kind and welcoming enough to share her home for a night.
However, there is something unsettling about her and her home—something that is
hard to pin down.
While crossing the marshlands around a still lake, the characters come upon what seems
to be severed human body parts. Looking out into the lake, they see the ridged spine of
26 to 33 Lake Placid
what could only be a massive bull crocodile. The creature is easily 30 yards in length, and
capturing or killing it could prove helpful to nearby swamp folk.
RANDOM ENCOUNTERS

After traveling for many long hours in the trackless marsh, one character notices that
they passed a nearby tree over an hour ago. It occurs to the characters that they are
34 to 41 Lost In The Marsh
hopelessly lost, and the lack of distinguishing landmarks and hazy sky makes it difficult
to get one’s bearings.
One of the characters suddenly finds themselves sinking into the muck of the swamp!
Mounds of dead leaves and rotten foliage have hidden a patch of quicksand which
42 to 49 Quicksand! slowly pulls them under. The pull is very strong, and most attempts to grab the character
cause the ‘savior’ to be pulled further in. Unless they can find a solution quickly, the
characters will be pulled and drowned.
A loud commotion can be heard coming from a riverboat moored on a sandbar. Aboard,
Riverboat the characters find several people competing in games of skill and chance—a shocking
50 to 58
Gamblers occurrence to most in Puritan society. The games do offer a way to earn some easy
money, but they could just as easily put a character into debt.
The characters find their path blocked by a shoulder-deep pond, but it is their only way
forward. When they emerge on the other side, they find that their bodies are covered
59 to 67 Stand By Me with fat, black leeches. Removing the leeches by hand is extremely painful, some having
even attached themselves to ‘sensitive areas.’ Burning them off is safer, but also more
frightening.
While walking through the marshlands, the characters smell something horrible. They
may question one another if they'd had their morning constitutional. But it becomes
68 to 76 Swamp Gas apparent after a few minutes that the stench is coming from something crawling out
of the muck. With outstretched arms, the ‘thing’ pleas for help. But is it from someone
who truly needs assistance, or a trap laid by a ghastly creature of the swamp?

David Chronister (order #31360124)


№ 625

ENCOUNTER
D 100 MARSH ENCOUNTERS
NAME
A handful of swamp folk sit on the porch of a stilted shack, all of them holding musical
instruments seemingly made of pots, pans, washboards and broomsticks. They are
77 to 85 The Swampers all playing raucous, fast-paced music that instills in the characters an urge to dance
playfully. The swamp folk invite musically inclined characters to join along in their
songs if they wish.
The characters seem to come across a large stone ruin, mostly submerged in the muck of
Tomb Of The the swamp. The ruin is a stepped pyramid, reminiscent of drawings of Aztec buildings.
86 to 92
Lizard King However, the steps and walls of the temple are carved with images of human-ish lizards.
Could the Aztecs have journeyed this far north, or is there something else lurking here?
In the middle of the night, pinpricks of light start appearing around the characters’
93 to camp. You think these might be will-o’-wisps, but whether their intent is benevolent or
Will-O’-Wisps
100 malevolent, it is hard to determine. Many of the lights gather together and head off into
the distance. Perhaps following them will bring good fortune—or ill?

ENCOUNTER
D 100 PLAINS ENCOUNTERS
NAME
The characters come across what looks to be a research camp, including a handful of

RANDOM ENCOUNTERS
An American scholars digging in a pit. At the bottom of the pit, they appear to have unearthed the
1 to 8
Dragon skeleton of a massive reptilian beast. Some of the researchers claim it is a dragon, while
others say the skeleton is something different and much older.
The characters find a nude man wandering through a nearby field, looking quite
confused. The man claims that he is from the far future, and has journeyed to 1776 to
Blast From The prevent something from happening—though he claims to not remember what that
9 to 16
Future
something is. Could the man be suffering from a delusion or could his story hold some
kernel of truth?
Crossing a large cornfield, the characters discover several children playing unsupervised
Children Of The among the stalks. When asked who is watching them, they mention someone called
17 to 25
Corn ‘The Man Who Walks Behind the Rows.’ If the characters continue to question the
children, they slowly turn malevolent and eventually outright hostile.
While walking through a wheat farm, the characters notice large portions of the crops
have been stamped down. From a higher vantage point, it becomes apparent that
26 to 33 Close Encounter intricate patterns of circles and lines, covering hundreds of yards, have been worked
into the fields. Who, or what, could have done this is a mystery, let alone why, but the
characters have a feeling it is otherworldly.
The characters come across a large Indigenous village that is celebrating the end of a
Last Days Of successful hunt. There is plentiful music, dancing, food, alcohol and tobacco to enjoy, and
34 to 41
Babylon the residents invite the characters to join the celebration. However, there is a somber air
to the activities, as if there will be soon nothing to celebrate.
The characters encounter a massive pile of bison skulls, nearly 10 yards in height and
bleached white by the blazing sun. Many of the skulls sport musket ball holes, meaning
42 to 49 Mound Of Skulls
the bison were most likely poached. Remnants of a poacher’s camp can be found nearby.
Bringing these vicious killers to justice is the right thing to do.

David Chronister (order #31360124)


№ 626
ENCOUNTER
D 100 PLAINS ENCOUNTERS
NAME
A half-burnt-out church sits in the middle of nowhere, seemingly long abandoned.
Anyone entering the ruins will discover that the remaining religious iconography differs
50 to 58 Ruins Of Faith from a normal Christian church—crosses are inverted, pentagrams adorn the walls and
the partially melted stained glass windows depict the fall of Lucifer. Could this church
have been, or still is, a haven for devil worshippers?
A sudden rumbling fills the air, its source quickly revealed to be a band of wild horses
stampeding toward the characters. These large animals seem spooked by something, but
59 to 67 Stampede!
nothing will stop their flight as they barrel forward at high speeds. The characters must
react quickly lest they be trampled under the hoofs of the massive beasts.
The characters come across a large, open field where people are warming up for a game
of Rounders—the ancestor to modern-day baseball. One of the teams is down a few
The Great Colonial players, and its captain desperately invites the characters to make up the numbers. A
68 to 76
Pastime
local magistrate is offering a prize for whoever wins the game, and the money is too
tempting to turn down.
As they pass through a small village, the characters discover a massive human statue
made of wicker at its center. The villagers say they are celebrating their spring planting
77 to 85 The Wickerman
and invite the characters to participate in the festivities. However, they seem overly
welcoming and look at some of the characters with hungry, lecherous eyes.
RANDOM ENCOUNTERS

A sudden storm whips up, and descending from the clouds like God’s finger is a massive
tornado! It begins tearing across the plains, ripping up trees and rocks, sending them
86 to 92 Twister
soaring for miles. The path of the cyclone is unpredictable, but it could easily sweep up
the characters if they do not get to safety as quickly as they can.
The characters come across a ghastly scene—the remnants of a recent battle between
93 to War Never Loyalists and Rebels. Makeshift graves litter the field, and in between them are the
100 Changes fresh corpses of those who ‘lost’ the battle, already being swarmed by flies and buzzards.
It’s a sobering and disgusting scene that is sadly becoming more common these days.

ENCOUNTER
D 100 ROAD ENCOUNTERS
NAME
A large, overturned wagon sits by the roadside, seemingly picked clean of any goods
it holds. The bodies of the wagon’s riders lie strewn about, obviously the victims of an
1 to 8 A Bloody Prize ambush. If the wagon is examined more closely, a secret compartment is found that
holds the deed to a large farm a few miles away—could the ambush be more than a
random attack?
The characters are suddenly accosted by a ragtag group of bandits. The bandits, rather
jovial and dressed in forest green, are led by a charismatic woman with auburn hair and
An American impressive musketoon skills. How they react to the characters will depend upon their
9 to 16
Robbing Hood
wealth. Simple travelers will be asked to join them in some merriment, but if they are
laden with riches, the bandits will gladly steal from them and humiliate them.
A large pillar of smoke can be seen in the distance. Drawing closer, the source is revealed
to be a hemp farm almost totally ablaze. Several farmers are working to put out the fire,
17 to 25 April 20th but they don’t seem too particularly bothered or in a hurry for some reason. The longer
the characters stay near the farm, the more relaxed and carefree they feel themselves
become as well.

David Chronister (order #31360124)


№ 627

ENCOUNTER
D 100 ROAD ENCOUNTERS
NAME
Upon coming to a fork in the road, the characters see a dashingly dressed person sitting
on a stump, carrying a fiddle. The person greets the characters jovially and offers to
26 to 33 At The Crossroads have a musical duel with them. If they win, they’ll be known as the best fiddler in all
the Thirteen Colonies. The person grins and says, “You’ll see,” if asked what happens if
a character should lose.
The road is blocked by the collision between two carts—one with a giant sausage
I Think You Should painted on the side, the other apparently owned by farmers. People stand around the
34 to 41
Leave carts arguing, one of them dressed in a hand-made sausage costume who keeps attesting
that the person who caused the accident is still at large and should be punished.
A large dog is found barking at a stone well. When they go to investigate, the characters
find that a child has fallen into the well. Luckily, he is unhurt, but the pulley system for
42 to 49 Little Timmy
the bucket is broken so the obvious solution isn’t possible. A little ingenuity, and maybe
some canine help, could possibly save the day here.
The road the characters are on begins to climb a cliff, scaling back and forth through a
series of harrowingly narrow switchbacks. In places, the characters will have sit along
50 to 58 Long & Winding the edge of the road, to say nothing of their mules and horses. One wrong move could
send a character or animal plunging toward the ground—risking serious injury or even

RANDOM ENCOUNTERS
death.
When the characters reach a bridge they need to cross a sizable stream, they find their
way blocked by a large, imposing person standing in the middle of the bridge. They
59 to 67 No Tolls, No Rolls
demand a toll to let the travelers pass. If they refuse to hand over any money, the large
extortioner will instead offer a duel to first blood in order to let them pass.
A group of Loyalist soldiers marches toward the characters, likely en route to a battle or
a fortification. The soldiers will ignore the characters, but if questioned or they overhear
68 to 76 Off To War
the characters express Rebel sympathies, their commanding officer will readily order
their soldiers to confront and apprehend the characters.
The road the characters are currently on seems to go on forever. Though they pass new
locations, judging by the movement of the stars and the sun it seems as if the characters
77 to 85 Road To Nowhere
make no progress toward their destination. Could this be some kind of supernatural
anomaly or merely a result of fatigue and frayed nerves?
While on the road at night, the characters suddenly hear the thundering of horse
The Headless hooves behind them. Rapidly approaching them is a horseman riding a black steed, and
86 to 92
Horseman in place of his head is a wickedly carved jack-o’-lantern. It’s hard to tell if the rider is real
or an apparition, but the characters must react quickly lest they be trampled.
A pale woman clad in completely white clothes asks the characters to escort her to her
village nearby. If they agree, the woman will engage the characters in polite conversation
93 to The Woman In but will describe vaguely disturbing events that have befallen her. Once they reach
100 White
the village, the characters will suddenly realize that the woman has mysteriously
disappeared—did she leave, or was she some sort of specter?

David Chronister (order #31360124)


№ 628

INITIATIVE TRACKER
SET
EFFECTS NOTES
THE SCENE

Lighting

Obscurement

DAMAGE CONDITION TRACK


CHARACTER
(mark as the character or threat moves up and down the Damage Condition Track) COMBAT
or THREAT
Initiative Moderately Seriously Grievously CONDITIONS
NAME Hurt Slain!
Results Wounded Wounded Wounded
INITIATIVE TRACKER

David Chronister (order #31360124)


№ 629

SOCIAL INTRIGUE TRACKER


SOCIAL TACTIC NPC
CHARACTER (mark one) ATTITUDE
NAME
Bargain Charm Guile Interrogation Intimidate Leadership Rumor GENERATED

SOCIAL INTRIGUE TRACKER


NPC DISPOSITION
THREAT (mark one) NPC
NAME ALLEGIANCE
Helpful Friendly Polite Indifferent Impolite Unfriendly Antagonistic

David Chronister (order #31360124)


№ 630

CHASE SCENE TRACKER


ESCAPE
CONDITION CHARACTER or THREAT NAME
(3, 6 or 9 rounds)

ROUND
ESCAPE or PURSUIT VALUE
TRACKING

2
CHASE SCENE TRACKER

David Chronister (order #31360124)


№ 631

OVERLAND TRAVEL TRACKER


STRETCH TYPE TERRAIN # OF THREAT LEVEL
(mark one) TYPE ENDURE (mark one)
DESTINATION
Short Medium Long (difficulty CHECKS Mildly Moderately Highly
No Danger
Stretch Stretch Stretch rating) (1 to 4) (1D6) (2D6) (3D6)

OVERLAND TRAVEL TRACKER


ROLE TYPE ROLE CHECK RESULTS
CHARACTER (mark one) (mark one)
NAME
Trailblazer Quartermaster Scout Success Critical Success Fail Critical Failure

David Chronister (order #31360124)


№632

INDEX
A |
A Fair Price, 88
An Outsider In All Ways, 58
Angry Readership, 112
Bad Posture, 67
Barber, 64
Bookbinding, 153
Bookkeeper, 67
A Heavy Burden, 121 Animal Whisperer, 58 Bargain Skill, 142 Born In The Saddle, 78
A High Price To Pay, 86 Animalistic, 152 Base Chance, 2 Boston Besieged, 555
A Knotted Rope, 66 Antidote, 164, 248 Basic Tier, 51 Boston Massacre, 597
A Life At Sea, 99 Antisocial, 116 Battle Buddy, 108 Boston Tea Party, 597
A Little Bit Of Everything, 76 Apalachee, 335 Battle Hymn, 35 Bound To The Forge, 57
A Sense For Danger, 75 Apothecary, 59 Bawd, 65 Brains Over Brawn, 153
A Simple Life, 130 Appalachian Giant, 437 Bear-Garden Jaw, 153 Braucher, 68
A Tall Tale, 28 Apparition, 438 Beast Slayer, 86 Break My Fast, 153
A Tangled Web, 136 Apply Tourniquet, 240 Beaver, 442 Brewer, 69
A Tortured Artist, 61 Apprentice Mage, 440 Befuddled, 124 Bridge The Realm, 285
A Trace Of Life, 92 Archetype, 26 Belief, 43 British Culture, 20
Abenaki, 331 Architect, 60 Better Lucky Than Good, 31 Burn Bright, 153
Abracadabra, 32 Arithmetic, 152 Between Two Worlds, 33 Burst Template, 276
Absolution, 32 Armed To The Teeth, 503 Bewitched Stone, 290 Butterfingers, 242

{C
Action Points (AP), 213 Arms For The Poor, 108 Bigmouth Strikes Again, 82 By The Book, 29
Actions In Combat, 218–219 Arsenic, 248 Bind Wounds, 240
Actor, 56 Art Of Compromise, 110 Bison, 443
Advanced Tier, 52 Artist, 61 Bite The Bullet, 35 Cabin Fever, 260
Afflictions, 259 Artistry, 153 Black & White Magic, 268 Cahokian Nation, 417
Ague, 245 As I Am Told, 260 Black & White Spells, 284 Call To Arms, 107
Ailments, 245 Asceticism, 100 Black Bear, 444 Can’t Fend For Myself, 76
Alchemical Arts, 271, 295 Aspirant, 62 Black Culture, 19 Carcajou, 449
Alchemist, 57 Assisted Skill Tests, 7 Black Mage, 446 Cast-Iron Stomach, 153
Alchemy, 271, 294 Astronomy, 153 Black Shuck, 447 Cast Spells, 274
Alchemy Skill, 142 At A Distance, 153 Black Winds, 285 Catawba, 339
Alcohol, 248 At Ease, My Friend, 64 Blacksmithing, 153 Cavalry, 70
Algonquin, 333 Athletics Skill, 142 Bleeder, 242 Changeling, 285
Allegiance, 13 Atikamekw, 337 Bleeding, 216 Channel The Spirits, 285
Alligator, 436 Attorney, 441 Blood & Thunder, 137 Chaos Dice (D6), 10
INDEX

Alone Ranger, 125 Auxiliary, 63 Bloodless Hands, 92 Chaos Is A Ladder, 29

}
Always Prepared, 115 Awareness Skill, 142 Bloodletting, 240 Charcoal Of The Appertain, 290

B
Always The Job, 260 Bloody-Minded, 35 Charismatic, 153
Amber Temptation, 260 Bludgeon With Elements, 278 Charm Skill, 143
Ambidexterity, 152 Babblebook, 278 Boatswain, 66 Chase Scene Tracker, 198, 630
Ambush Tactics, 90, 503 Back Of My Hand, 116 Bog Body, 448 Chase The Pain, 154
Ammunition, 181 Bad Luck, 81 Bonus Advances, 3 Cheat Sheet, 154

David Chronister (order #31360124)


№633

INDEX
Chickasaw, 341 Create Elixir, 296 Devil Dog, 456 Encumbrance Limit, 16
Choked, 216 Create Essence, 297 Devil In The Eye, 32 Encyclopedic Memory, 30
Choking Tree, 450 Create Hallucinogenic Powder, 297 Devil In The Saddle, 70 End Of Line, 242
Choleric Temperament, 242 Create Medicine, 297 Diamond In The Rough, 28 Enfant Terrible, 30
Chupacabra, 451 Create Ostane’s Dust, 298 Difficulty Rating, 5 Engaged, 216
Clergy, 71 Create Powder Bomb, 298 Dilettante, 76 Engraver, 80
Clerk, 72 Create Preservation Fluid, 298 Diplomat, 77 Entreat The Darkness, 255, 399
Close Shave, 154 Create Reanimation Fluid, 299 Dire Obedience, 261 Entrepreneurial Spirit, 31
Clothing, 308 Create Vitriol, 299 Disarmed, 216 Ergot, 249
Cocoa, 249 Crime & Punishment, 314 Discern Persona, 279 Essence Theft, 286
Coffee, 249 Critical Failure, 6 Discerning Tastes, 127 Even-Handed, 98
Coin Pool, 11 Critical Success, 6 Disfluency, 242 Evergreen, 280
Colonial Culture, 21 Crook, 74 Disguise Skill, 144 Everyone Suspects Me, 73
Colonization, 329 Culture, 17 Disoriented, 216 Explorer, 460
Combat Conditions, 216 Currency, 163, 310 Dispatch Rider, 78 Explosion Template, 276
Combat Encounters, 213 Curse Of The Grave, 260 Distant Eye, 290 Extreme Weather, 251
Common Sense, 154 Cursed Branch, 290 Distilling, 155 Eyes In The Back Of My Head,

}
128
Common Skills, 4 Cyanide, 249 Distracted Mind, 261
Eyes Of The Eagle, 280

D
Common Spells, 278 Divine Breath, 280

F
Common Spells, History, 267 Dock Fever, 245
Conceal Tracks, 279 D100, 1 Dog Ant, 458
Fail Forward Tests, 9
Cone Template, 275 Damage Condition Track, 15, 230 Don’t Shoot The Messenger, 131
Failing Heart, 243
Conflict, 47 Damage Threshold, 15, 230 Don’t Tread On Me, 104
Fake It Till I Make It, 31
Connecticut, 366 Damnation, 286 Dowser, 79
Fall Into Water, 252
Constant Vigilance, 260 Danger Sense, 154 Dressed To The Nines, 155
Falling, 252
Constrictor Snake, 452 Dark Thoughts, 260 Drive Skill, 144
Falling Sickness, 243
Contact The First Fallen, 286 Dead To Rights, 31 Drugs, 248
Farmer, Profession, 81
Cool Body, 279 Death Proof, 117 Dyed In The Wool, 33

}
Farmer, Threat, 461

E
Coordination Skill, 143 Death Seal, 279
Farmer’s Almanac, 81
Costuming, 154 Debauched Escapism, 261
Farming, 155
Counterfeit Skill, 143 Debt Is Owed, 114 E Pluribus Unum, 34
Faustian Bargain, 261
Counterfeiter, 73 Defend vs. Melee Weapons, 229 Eagle, 459
Fawn, 257
Coward’s Heart, 119 Defend vs. Ranged Weapons, 229 Ease Symptoms, 247
INDEX

Fear, 256
Coyote, 453 Defenseless, 216 Ease The Pain, 103
Feather In The Cap, 35
Crafting Items, 185 Degrees of Success, 8 Eavesdrop Skill, 144
Field Dressing, 155
Crawler, 454 Delaware, 368 Ebb & Flow, 155
Field Surgery, 155
Create Acid Bomb, 295 Delicious Comforts, 261 Economics, 310
Fight, 257
Create Alkali, 295 Deserter, 75 Education, 311
Find The Hidden Word, 68
Create Blackpowder, 296 Despair, 257 Education Skill, 144
Fire, 252
Create Drugs, 296 Determination, 15 Elizabeth Katherine Gould, 562

David Chronister (order #31360124)


№634

INDEX
Fire In The Hole, 113
Fire’s Warmth, 280
French Culture, 22
French Pox, 245
H |
Hack-Hand, 138
Hobnobbery, 156
Hodag, 475
Firebrand, 82 Fretful Thoughts, 262 Hand Of God, 32 Hog, 476
Fish Out Of Water, 129 Friendly Fire, 155 Handle Animal Skill, 146 Hold On A Moment, 30
Fish Stories, 261 From Far Away, 262 Hands Of A Healer, 28 Holdout, 156
Fish’s Breath, 280 Frontier-Walker, 28 Hardened, 258 Homunculus, Spell, 287
Fit As A Fiddle, 30 Frostbite, 251 Harold Winchester, 563 Homunculus, Threat, 477
Flaw, 45 Full Of Beans, 155 Hastened, 216 Honed By Conflict, 63
Fleece The Sheep, 155 Fully Recuperated, 241 Haudenosaunee, 343 Hooded One, 478
Flight, 258 Fur Trapper, 86 Haunted Dreams, 262 Horse, 479

}
Flip The Results To Fail, 3 Fury Dice (D6), 10 Headless Rider, 472 Horse Sense, 156
Flip The Results To Succeed, 4 Headmould-Shot, 243 Hunter-Gatherer, 480
Fluid Allegiance, 134 G Heal Affliction, 265 Hunting Dog, 481
Flying Broom, 291 Gamble Skill, 145 Heal Bleeding, 240 Hurt, 16
Folk Healer, 83 Gambler, 87 Heal Damage, 240 Husbandry, 156
Folklore Skill, 145 Gargantuan Spider, 467 Heal Frostbite, 251 Hustle & Flow, 102

I
Food & Drink, 310 Gender, 307 Heal Grievous Injury, 241
Foolish Endeavors, 261 Georgia, 370 Heal Heatstroke, 252
Forge-Scarred, 122 Ghoul, 468 Heal Injury, 241 I Answer To One Law, 68
Forget, 286 Give Your Sin Unto Me, 121 Heal Peril, 239 I Dislike Crowds, 78
Forlorn Hope, 89 Golem, 469 Heal Sepsis, 240 I Have Tasted It All, 69
Form Of Cloud, 281 Government, 313 Heal Skill, 146 I Read About It Once, 124
Fortuitous Outcomes, 28 Grace De Beers, 563 Heal Sleep Deprivation, 253 I See Dead People, 123
Fortune Is Pleased, 87 Grade, 185 Heal Starvation, 254 Ignore Skill Rank, 16
Fortune Is Vexed, 87 Grave Descend, 291 Heal Suffocation, 254 Imperiled, 16
Fortune Teller, 84 Grave Stench, 118 Heatstroke, 252 In The Margins, 67
Fostering Community, 34 Greengrocer, 88 Heaven Sent, 71 In Tune With Æther, 62
Fraidy Cat, 115 Grenadier, 89 Hello, Traveler, 119 In Tune With Nature, 132
Francis Walsingham, 404, 420 Grievous Injuries, 234 Help Me, Stranger, 130 Incantation Skill, 146
Freebooter, 85 Grievously Wounded, 231 Hemiplegy, 243 Incapacitated!, 216
Freemason Agent, 462 Grimoires, 300 Hemlock, 250 Indigenous Culture, 23
Freemason Alchemist, 463 Grizzly Bear, 470 Herbalist, 92 Indigenous Nations, History, 327
Freemason Entered Apprentice, Guerilla, 90 Herculean Effort, 155 Infirmity, 287
INDEX

464
Guiding Light, 100 Hidden, 216 Informant, 94
Freemason Fellowcraft, 465
Guile Skill, 145 Hide In Plain Sight, 120 Initiative, 17, 187, 214
Freemason Master, 466
Guiltless, 117 Hidebehind, 474 Inject Tincture, 241
Freemasons, 404
Gunsmith, 91 High Cover, 216 Injuries, 231
Freerunning, 155
Gut Founded, 28 Hired Hand, 93 Innu, 346
Freeze, 258
Gut Instinct, 155 Historian, 393 Inquisition, 407
French And Indian War, 424
Gutted, 216 Hit The Hay, 29 Inquisition Agent, 482

David Chronister (order #31360124)


№635

INDEX
Inquisition Fiscal, 483 Laudanum, 239 Manna Of God, 156 Morsal, 246
Inquisition Witch Hunter, 484 Lawyer, 96 Mariner, 99 Mostly Harmless, 31
Insect Swarm, 485 Leadership Skill, 147 Mark Of Inauthenticity, 73 Mountain Lion, 512
Inspired, 216 Learning Alchemical Arts, 294 Marked For Death, 134 Mouser, 513
Inspiring Homily, 281 Learning Spells, 274 Martial Melee Skill, 148 Movement, 17, 199, 218, 220
Intermediate Tier, 52 Leatherworking, 156 Martial Ranged Skill, 148 Multicultural, 24
Interrogation Skill, 147 Leeds Devil, 498 Mary Pullman, 562 Murder Of Crows, 514
Intimidate Skill, 147 Lenape, 348 Maryland, 372 Musician, 106
Intimidated, 216 Level-Headed, 34 Mask Fragrance, 291 Mutineer, 107
Invoke Hex, 291 Libertine, 97 Mask The Senses, 288 My Body Keeps Score, 262
Ironclad, 156 Liberty Or Death, 35 Massachusett, 352 My Ears Still Ring, 89
It’s Just Business, 105 Libraries, 312, 324 Massachusetts, 374 My Hubris, 64
Itchy Fingers, 262 Life Is Precious, 83 Master Builder, 138 My Retribution, 91

N
Its Own Reward, 27 Light Sensitive, 95 Medicinal Hoarder, 262

J ≥
Jack Of All Trades, 27
Linear Tactics, 156
Liquid Courage, 281
Lock, Stock & Barrel, 35
Medicine, 297
Medium Cover, 216
Melancholic Temperament, 243
Narrative Time, 394
Natural Wrestler, 157
Jaded, 156 Logician, 30 Mendicant, 100 Navigation Skill, 148
John Dee, 412, 420 Loner, 90 Mentalist, 101 New Hampshire, 376
Journalist, 486 Lost In The Fog, 262 Merchant, 102 New Jersey, 378
Judgment Is Here, 98 Low Class, 120 Mercury, 248 New York, 380
Just A Sip, 69 Low Cover, 216 Method Actor, 56 Night Mare, 515

K
Low Profile, 27 Mettle, 156 Night Sight, 95
Loyalist Sympathies, 305 Midwife, 103 Night Terrors, 292
Keep It Simple, 27 Loyalists, 14 Mildly Dangerous Fire, 252 Nimble Fingers, 157
Knights Templar, 409 Lycanthrope, 500 Militaristic, 156 No Home Port, 113

M |
Knights Templar Initiate, 487 Military Captain, 506 No Illusions, 32
Knights Templar Noble, 488 Military Cavalry, 507 No Mere Phenomena, 101
Knights Templar Sergeant, 490 Mad Hatter Syndrome, 105 Military Officer, 508 No Respect, 79
Knights Templar Squire, 491 Magistrate, 98 Military Private, 509 Nom De Guerre, 157
Knocker, 492 Mahican, 350 Militia, 104 Non-Player Characters, xv, 27
Knowledge Is Power, 30 Maine, 374 Milliner, 105 North Carolina, 382
Knows Your Name, 114 Major Land Routes, 317 Mimicry, 157 Nose To The Grindstone, 27
INDEX

{L
Kraken, 494 Make A Beeline, 36 Minuteman, 510 Nosebleeds, 101
Makeshift Tools, 27 Mischief of Rats, 511 Not Above Suspicion, 74
Malaise, 246 Missing Eye, 243 Not Your Soldier, 106
Laborer, 495 Mammoth, 502 Mob Rule, 109 Numbing It Out, 262
Lady in White, 496 Mandoag, 417 Moderate Injuries, 232
Lamplighter, 95 Mandoag Seeker, 503 Moderately Dangerous Fire, 253
Land Reader, 125 Mandoag Sorcerer, 504 Moderately Wounded, 231

David Chronister (order #31360124)


№636

INDEX
O Physique Of An Artist, 80 Q Robber, 524
Occult, 157 Pilot Skill, 148 Quake, 288 Role Reversal, 159
Off The Bridle, 157 Plague Stone, 292 Questionable Salve, 292 Rosicrucians, 411
Officer, 108 Planar Alignment, 157 Quicken Blood, 282 Rough Work, 93
On The Offense, 263 Planet-Struck, 243 Quicksilver, 164, 219 Rounds In Combat, 213
Ooze, 516 Pluck The Day, 97 Quirk, 55 Royal Society, 414

R |
Open-Minded, 82 Poisonous Snake, 518 Rumor Skill, 149
Opium, 250 Poker Face, 157 Ruptured Eardrum, 244

}
Opposed Tests, 8 Polar Star, 157 Rainfall, 282 Rural Stalker, 126

S
Out In The Open, 126 Political Responsibilities, 128 Raise The Alarm, 283
Out Of My Depth, 88 Politician, 110 Rambler, 116
Overage, 17 Polyglot, 133 Random Encounters, 620 Sabertooth Tiger, 525
Overland Travel, 202 Possessed, 263 Read The Room, 77 Sacrifice Determination, 236
Overland Travel Tracker, 205, 631 Post-Game Rituals, 188 Rebel Sympathies, 305 Sagacity, 159
Overly Cautious, 110 Post-Haste, 158 Rebel Yell, 158 Sailing, 159
Overly Skeptical, 111 Pot Valiant, 158 Rebels, 13 Saint Vitus Dance, 246
Owl, 517 Powhatan, 354 Red Coat Captain, 519 Salt Of The Earth, 27

P
Preceptor, 111 Red Coat Colonel, 520 Sanguine Temperament, 244
Pre-Game Rituals, 187 Red Coat Regular, 521 Sasquatch, 526
Pall Of Night, 288 Preservation, 282 Regular, 117 Savior Complex, 263
Partisan, 109 Primary Attribute Bonuses, 3 Religion, 319 Scholar & Student, 111
Passive Knowledge, 112 Primary Attributes, 2 Resist Spell, 276 Science, 159
Pen Name, 139 Printer, 112 Resolve Skill, 149 Scrutinize Skill, 149
Pennsylvania, 384 Printing & Publishing, 325 Respect The Drip, 127 Sea Legs, 99
People Person, 34 Privateer, 113 Resurrectionist, 118 Second Sight, 33
Percentile Dice (D100), 1 Professions, 37–40, 51 Revenant, 522 Secret Societies, 404
Perceptive, 157 Prone, 216 Reward Points, 51, 187 Secret Tests, 9
Perform Surgery, 241 Prosthetic Foot, 244 Rhode Island, 386 Secret War, 420
Peril Condition Track, 5 Prosthetic Hand, 244 Ribaldry, 158 Self-Medication, 159
Peril Threshold, 16 Prosthetic Joint, 244 Richard Southwell, 420, 422 Self-Reliant, 34
Permanent Injuries, 242 Prosthetic Leg, 244 Ricochet, 158 Seminole, 356
Persnickety Planner, 263 Provisions, 171, 203 Ride Skill, 149 Sepsis, 246
Persona, Come Forth!, 56 Publican, 114 Ring Of Truth, 31 Serious Injuries, 233
INDEX

Personal Hang-Up, 131 Pugilism, 158 Rising Anthem, 106 Seriously Dangerous Fire, 253
Petition The Mountain, 281 Purveyor, 115 Risk Backlash, 275 Serpent Eating Its Tail, 109
Petrify Other, 282 Risky Business, 85 Servant, 120
Phantom Limb, 91 Ritual Binding, 288 Servitude, 311
Pharmacopoeia, 157 Ritualistic, 32 Set My Sights, 36
Philippa Pullman, 561 Road Agent, 119 Settler, 527
Phlegmatic Temperament, 243 Roanoke, 421 Seventh Sense, 34

David Chronister (order #31360124)


№637

INDEX
Shadow Broker, 94 Spiritualist, 123 Tax Collector, Threat, 538 Total Chance, 6
Shadow Thing, 528 Splintercat, 535 Tea, 249 Toughness Skill, 151
Shadows Begone, 29 Split Face, 244 Teacher, 129 Tout, 130
Shaken, 216 Spy, 536 Technical Mastery, 122 Town Crier, 131
Shark, 530 Stable Stench, 70 Tell Me What You Seek, 79 Tracker, 132
Shawnee, 358 Stalwart, 159 Templates, 177, 275 Tradecraft Skill, 152
Shoal Of Spikefish, 531 Stamp Act, 314, 426, 564 Tempt Other, 293 Trader, 542
Show The Heels, 27 Starvation, 254 Tenacity, 160 Train Animals, 160
Simon Pure, 159 Stationer, 124 Tendonitis, 244 Traits, 43
Simple Melee Skill, 150 Steadfast, 159 Terror, 256 Transfer Mind, 289
Simple Ranged Skill, 150 Steady Hands, 80 The Artist’s Eye, 61 Translator, 133
Sin Eater, 121 Stealth Skill, 151 The Corners Betray, 60 Travel, 315
Skeleton, 532 Stiff Upper Lip, 30 The Golden Ratio, 60 Treachery, 31
Skeleton Key, 27 Stonemasonry, 159 The Old Ways, 103 Treat Ailment, 247
Skill Detriment, 133 Strained, 216 The Only Law, 71 Treat Injury, 241
Skill Rank, 3 Stranger In A Strange Land, 63 The Third Degree, 160 Trepanation, 265
Skill Tests, 2 Stress, 255 The Truth Is Out There, 264 Trivium, 161
Skills, 3 Strike True, 283 Theology, 160 Troublemaker, 107
Skin-Walker, 533 Stroke Of My Quill, 72 Theorem, Deduction, Outcome, 59 Truth Shall Set You Free, 96
Skulduggery Skill, 150 Structured Time, 394 There Is So Much To Know, 62 Tsalagi, 360
Slain!, 16, 231 Stubborn As A Mule, 93 Think Before Acting, 77 Turn The Page, 161
Sleep Deprivation, 253 Suffocation, 254 Threads Of Fate, 136 Turn The Tables, 36
Sleep Tight, 29 Suppress Injury, 241 Threats By Risk Factor, 434–435 Turncoat, 134
Sleeping Beauty, 292 Surprise, 215 Thrill-Seeker, 264 Twist Of Fate, 33
Smallpox, 247 Surrounded, 216 Throat Distemper, 247 Twistical, 161
Smith, 122 Surveyor, 125 Through My Eyes, 57 Typhoid, 247

U }
Smooth Talker, 159 Survival Skill, 151 Thunder Clap, 283
Snallygaster, 534 Survivalist, 126 Timber Wolf, 539
Snuff, 250 Swamp Ape, 537 Tincture, 164, 219, 241, 297 Unconscious, 216

T
Social Interaction, 189 Tip The Scales, 102 Under The Gun, 161
Social Intrigue Tracker, 192, 629 Tired Eyes, 72 Unfetter Spell, 276
Social Tactics Check, 194 Tailor, 127 Titan Of Industry, 34 Unhealthy, 135
Sons of Liberty, 428, 564 Tailoring, 159 To Be Tasted, 264 Unknown Fate, 84
INDEX

Sour Stomach, 244 Tainted Soul, 264 To The Bitter End, 29 Unyielding In All Things, 96
South Carolina, 388 Take A Gander, 160 Tobacco, 250 Urban Ignorance, 132
Spanish Culture, 25 Take A Mulligan, 31 Tongue-Lashing, 30 Use Laudanum, 239
Speak With Spirits, 123 Talents, 141, 152 Too Independent, 104 Use Smelling Salt, 239
Special Skills, 4 Talk Less, Smile More, 160 Too Many Secrets, 94
Spells, 267, 274 Target Number, 9 Too Much Time At Sea, 66
Spirit Of The Wood, 283 Tax Collector, Profession, 128 Tormentor, 540

David Chronister (order #31360124)


№638

INDEX
V Want To Know Your Fortune?, 84 Whale, Threat, 551 Withdraw Sickness, 284
Vagrant, 135 Wanted, 75 Whaler, 137 Within My Reach, 85
Vagrant Story, 135 Warfare Skill, 152 What I Do In Shadows, 74 Withstand Horror, 257
Vampiric Bat, 543 Water Nymph, 550 What’s Old Is New, 59 Woodworking, 161
Vampyre, 544 Waxen Doll, 293 Whip Jacket, 161 Work, Work, Work, 28
Vengeful Spirit, 546 Way Of The Beast, 58 White Feathered, 32 World’s Oldest Profession, 65
Very Sneaky, 118 We Are The Light, 83 White Mage, 552 Wright, 138

}
Virginia, 390 Weak Lungs, 244 White Whale, Holy Grail, 137 Writer, 139

Y
Visions Of Doom, 264 Weapon Descriptions, 180 Whites Of Their Eyes, 161
Vox Populi, 34 Weapon Qualities, 175 Wild Boar, 553

{W Weaver, 136
Weaving, 161
Wind’s Grace, 284
Windfall, 31
Your Secrets Revealed, 65
Yupa, 250

Z |
Walking Dead, 548 Well, Actually . . ., 97 Witch Rod, 293
Walrus, 549 Well-Grounded, 33 Witchcraft, 269
Walter Raleigh, 421 Well-Published, 139 Witchcraft Spells, 289 Zweihänder, 183
Wampanoag, 362 Well-Read, 129 Witches’ Mark, 33
INDEX

David Chronister (order #31360124)


№ 639

A
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David Chronister (order #31360124)


№ 640
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David Chronister (order #31360124)


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David Chronister (order #31360124)


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№ 644
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David Chronister (order #31360124)


№ 645
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David Chronister (order #31360124)


№ 646
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David Chronister (order #31360124)


№ 648
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David Chronister (order #31360124)


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David Chronister (order #31360124)


№ 651

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David Chronister (order #31360124)


The World Hangs By A Thread of Fate

T welve years of war have ravaged the kingdoms of Erebos, where the battle to decide the
fate of all was waged . . . and lost. A cabal of power-hungry Oligarchs murdered the gods and
stole their divinity, their blasphemous acts rending the very fabric of reality, drowning the world in
unfettered magic, and upending the natural order. Soon, they will return to the mortal realm, intent
on reshaping it in their image. As the lights of civilization begin to fade, the eyes of the world turn
to Erebos—unaware that the shadow that looms over all is cast from within Heaven itself.

The BLACKBIRDS RPG is a hybrid of old-school crunch and modern storytelling systems, offering cinematic moments
to players of all skill levels. You will play as one of the eponymous Blackbirds: outcasts and would-be heroes fated to fight
against the Oligarchs. Within its tome, you will find everything you need to survive the world of BLACKBIRDS: a player’s
handbook, a Fateweaver’s guide, a sinister magic system rife with dramatic tension, a massive bestiary overflowing
with threats both mundane and monstrous, and a thrilling introductory adventure to set you down the path of Fate.

HORRIFIC DARK FANTASY AWAITS, CAN YOU HOLD BACK THE DARKNESS?

David Chronister (order #31360124)


David Chronister (order #31360124)

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