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Game Master Folio

A Expansion for Savage Flower Kingdom 2nd edition


The role of the Game master is to decide, facilitate and amuse. It’s a lot of work
and concentration to give the other players enjoyment, to provide for a fun and
entertaining story, with the perfect mix of action and reflection. This folio presents
tools to simplify this work, be it before or in the course of the game.

Let them Fight


The combat system explained in the rule folio is quick and simple. It is perfect for
a simple battle, where each hero has one opponent, or the group fights one lone
monster. But sometimes, you may want to emphasis more on a particular fight, say
with a boss monster and his minions, and simple and quick doesn’t do the trick.
The battlefield
Advanced combat uses a special board, called the battlefield. It is divided in 6
zones, named A through F, from left to right. Those section represent the ranges
of attacks: in the same section, you are at melee range; rank after or before, you
are at range 1, and so on. Heroes and monsters must be represented on the board
by tokens or miniatures.
The combat board also has an initiative track: this could prove useful when
fighting with 10+ fighters. Use corresponding tokens to mark the initiative of each
fighter.
Setup
When setting up a normal confrontation, where everybody is “surprised”, all
heroes start on section A, and monsters on section F. But there are different types
of battles, for example:
- Prepared fight: The heroes where in marching orders, and the monsters where
waiting for them; heroes can deploy on A and B, monsters on E and F.
- Ambush: One side has surprised the other, and takes the advantage: the
ambushers deploy on A and F, the ambushees on C and D.
- Advantage: One side has a clear advantage on the other; if the heroes do, they
can deploy on A, B and C, whereas the monsters will deploy on F; if the
monsters do, they will deploy on D, E and F, whereas the heroes deploy on A.
The combat round
In advanced combat, the round is a bit different than in standard combat. Each
round, every fighter gets to do two things:
1.Move: the fighter may move 1 section, forward or backwards. You can move in a
section where an adversary is, but you can’t go past it.
2. Action: choose one of the following options:
- Attack: following normal procedure. You can only attack a target that is in range
for your weapon.
- Magic: you can cast a spell or a prayer, using normal procedure.
- Run: move one more section, backwards or forward.
- Get cover: Your DEF goes up 1 point, as long as you do no other action (you can
move and stay covered, but not run or attack).
- Use item: you can use an item you carry, on contact range or at range 1 (drink a
potion, give a potion to an ally…)
- Other action: to the GM’s discretion, other actions may be available, like picking
a lock, or opening a chest.
New skills
When using the advanced combat rules, those skills become available:
*Swift: the hero can get past a lone monster on a given section (2 when
mastered).
Quick: the hero always acts first when tied for initiative.
Stride: The hero can move one extra space when running (2 instead of one).
Reach: the hero considers range 0 and 1 as melee range.
Sure hand: when attacking with a ranged weapon, the hero can add 1 to the
range of the weapon (doesn’t work with long melee weapons (range 0-1), nor
thrown weapons).
Strong hand: when attacking with a thrown weapon, the hero can always add 1
to the range of the weapon.

Let them be Legends


As a game master, you control every aspect of the game, and it can be a bit
frustrating for the heroes; you may also want your team to fight a dragon, but
realise they will get slaughtered.
Legend points are a solution to those two problems: They give the heroes a way
to contradict you in a reasonable fashion, and authorise you to throw at them a
bit more danger, as they will have more power to respond.
Lp in the game
A Hero can use a LP in the following circumstances to achieve the corresponding
effect.
- When dying, a hero can spend 1 LP to be unconscious for d3 rounds and have
1HP instead.
- When rolling dices, a Hero can spend 1 LP to automatically Succeed and get a
critical result.
- When not in agreement with the GM, a hero can use 1 LP to win the argument;
note that this does not create precedent, and the GM will be right next time
the same question happens again.
For example, the heroes fight against a crazed minotaure; Willdred the bard
wants to distract it with a song, but the GM thinks it won’t work. Willdred
spends 1 LP, and gets to try anyway; whether he succeeds in this roll or not,
next time he’ll have to spend another LP or the minotaure won’t react to his
song anyway.
Using Lp
There are three ways of using LP in your game, from the most heroic:
- Each hero gets D3 LP at the start of each game. Unused points are lost at the
end of the game.
- Each hero starts his career with 3 LP, and recovers 1 at the end of each game
session. A hero can never have more than 3LP at a time.
- Heroes start with no LPs at all, and can buy them with XP, on a 1 on 1 basis.
A hero can never have more than 3LP at a time.
Let them Bleed
LARA damage and healing system is quite lenient. It mostly represents pain
from superficial wounds, and the weakness and final shutdown occasioned by loss
of blood. In this chapter, we’ll see other type of damages and some variations in the
healing process, without slowing the game too much.
Healing
Natural rates of HP regeneration, as specified in the LARA rulebook, are +D6
HP for an hour of rest, full regeneration for a night of sleep.
At the end of a fight, any hero who suffered 6 wounds or less will heal
normally as described above; if the total is 7 or more, it must be patched up
before it starts to heal. A terrible or Horrible hit (see infra) always needs to be
patched up, whatever the damage (TN9 or damage if higher).
To patch up a wound, the hero, or anybody else, must roll Mental (TN is
number of suffered wounds), and must have a healing kit.
Sequelae and amputations
When a normal hit does its maximum amount of damage, it becomes a terrible
hit; apply damage normally, then roll on the loc table and sequelae table.
When a critical hit does its maximum amount of damage, it becomes a horrible
hit; apply damage normally, plus the crit bonus for the weapon, plus bleeding (D3
damage per round until patched up), and roll on the loc table: the result is the
limb which is torn off / severed / broken beyond repair. A severed head means
instant death, and a severed body means impalement (death in [PHY] rounds).

D66 localisation D3 Sequelae effect


11 Head - eye If visible, -2 to all SOC rolls,
1 Scar
12 Arm - Elbow +2 to intimidation rolls.
13 Arm - Upper arm Roll D6 each morning: on an
14 Arm - Hand odd result, -2 to all rolls
Recurring
15-16 Arm - Forearm 2 involving the strength of the
Pain
22 Head - ear limb (every PHY roll if body)
23 Body - Chest for the day.
24-25 Body - Guts -2 to all rolls involving the
26 Body - Groin 3 Stiffness
dexterity of the limb.
33 Head - mouth
Of course a severed limb cannot be used
34-35 Leg - Thigh
anymore, and all action that would use it but are
36 Leg - Foot
still doable without have a malus (-2 to repair a
44 Head - Forehead
stool with one hand, -4 to climb along a rope).
45-46 Leg - Lower leg
You will have to improvise a bit when a
55 Head - Cheek
terrible hit touches a sensory organ: what is the
56 Leg - Knee
strength of an eye? The dexterity of an hear, you,
66 Head - Cheek
the GM will have to define that.

Phantom limb by Sammo Longbrow, wizard of Zu


(TN10, Life) This spell, cast on a hero missing one limb, creates a “phantom limb”
made of raw magic power. This can be considered as a magic weapon, and lasts as
long as the spell ([caster’s MEN] hours). The target has total control over the limb,
and can use it as it pleases. It is a normal limb in all other aspects.
Let them Be ill
Sometimes, a hero gets bitten by a monster, or cuts himself with a rusted knife,
or just stands in cold water for too long. He then starts to cough and shake and
vomit, it’s what we call being ill. Norynn is home to many diseases, some benign,
others lethal. Here is a way to bring them in your games.
Contagion: Each time a hero is exposed to a situation where he could get
contaminated (catch or contagion), the master must test the indicated
chance.
COMMON COLD
Danger: benign; Contagion: Yes, airborne (1/6 per hour).
Catch: stand in cold water or snow, expose yourself to cold wind, sleep in wet
grass, etc. (2/6 per hour)
Symptoms: runny nose, trembling vision, muscle ach, head ach.
Game effect: -1 to all rolls.
Cure: Wait 2 days. Painkillers will help on physical rolls.
WHITE PAIN
Danger: benign; Contagion: no.
Catch: the sting of Woolly bees (3/6);
Symptoms: Muscular paralysis (d3 limbs), intense pain in the paralysed limbs.
Game effect: Well, the touched limb doesn’t move, and is painful (very painful if
solicited).
Cure: the thing goes on for 5 weeks max, but the hero can try to shake it at the
end of each week by rolling Physical (TN9) with [number of the week] malus.
YELLOW FEVER
Danger: moderate; Contagion: Body fluids (1/6).
Catch: Bad life hygiene (2/6 per week)); not eating enough vegetables (3/6 per
month).
Symptoms: Strong fever, lost appetite, diarrhoea.
Game effect:-2 to all combat and physical rolls, -4 to those involving perception.
Cure: The illness runs for [physical score] weeks, and then the patient dies. It can
be treated by some common plants decoctions, administered trice a day for five
days. Anyone with any kind of alchemical training can make the decoctions.
BLUE STRAIN
Danger: high; Contagion: yes, body fluids (4/6) or skin contact (3/6).
Catch: Spending time in marshes (2/6 per day).
Symptoms: First, strong tiredness; next, nosebleed, muscle ach, and bruises over
the whole body; then and finally, generalised haemorrhage and death.
Game effect: First, -1 to all rolls, must roll physical (TN9) not to fall asleep when
he seats or lies down; then, same plus -2 to combat rolls and max HP reduced
by 5; Finally...well death.
Cure: Phase one runs for [D6+physical score] weeks, barely noticeable at first,
then growing; then the second phase kicks in, and lasts for 3 days; when the
third phase starts, the patient has [5+Physical score] hours left to live. The
disease can be cured during stage 1 and 2, using some rare and expensive
plants. Those will be available in any big town of Norynn; during phase 1, the
treatment works every time, during phase two, it works 4 out of 6 times. When
phase 3 has started, it is too late. If cured, he recovers His normal max HP
score over five weeks.

RED RAGE
Danger: medium; Contagion: no.
Catch: Dog or rat bites (animals are carriers, but are not sick) (2/6).
Symptoms: Red-face, teeth and nails falling, major nose and eye bleed,
hallucinations, and finally madness (if it goes on too long)
Game effect: The patient becomes gradually immune to pain and exhaustion, in
the same way his damages and general might seem to augment, but in fact, he
just doesn’t feel pain or fatigue, and ignores them.
Cure: The disease incubates for two weeks before the hallucinations and bleeding
starts; when it starts, the hero gets +1 to all rolls involving strength or
resisting pain or tiredness, and he always takes one less damage; the bonus
goes up by 1 for each passing week, up to a total of five. By this time, the
patient is completely delirious, and barely open to reason. From week 2; the
hero doesn’t want to rest anymore and his friends will have to force him.
Without that, he will start to lose 1 max HP and 1 max MP a day. If his max
HP goes down to half its original value, he gets definitely mad; if it goes down
to 0, he dies. The illness can be cured by an extensive sleep cure, say 5-7 days
of continuous sleep (which can be drug-induced).
BLACK ROT
Danger: high; Contagion: Yes, body fluids (4/6).
Catch: Infected wounds (1/6), Bitten or clawed by certain creatures, mostly
undead (4/6).
Symptoms: starts with the wound, then spread. Skin turns black, and falls down,
flesh rots, maggots feast.
Game effect: Intense pain, then the limbs fall, starting with the extremities
(fingers, toes, nose); Then internal organs rot, and then the patient dies.
Cure: no known cure, only comfort treatment (for the pain, mostly). If the infected
limb is cut clean in the first two days of the infection, there is a good 4/6
chance the disease won’t spread. Once spread, death is the only possible end.
New equipment
Here are new Items, associated with the rules. They are easy enough to find in
all big cities of the world.

Pr Type Description
* Wooden limb A cosmetic limb, made of wood. Can be used as a club.
5 Hook Can replace a severed hand. Count as a spiked fist.
5 Healing kit All you need to patch up wounds
10 Surgery tools All you need to operate someone, and close him afterwards.
5 Neck cover A piece of armour that covers the neck.
A wooden limb can be plain, as a pirate’s leg (5 gold), carved to the likeness of
the original limb (10) or even articulate (25). It cannot move though.
For the healing kit, you got 2 ways to go: you like book-keeping, it can be
used 10 times; you don’t like it, roll d6 each time it is used: on 1 or 2, it is used
up and must be replaced.
A neck cover protects the hero against a horrible hit to the head. Consider the
blow as a terrible hit, and discard the neck cover.
New skills
*First aid: +1 to all patch up rolls (2 when mastered).
Doctor: The hero can diagnose diseases by rolling social (TN9). If he succeeds he
also knows treatment, if one is known.
Alchemy: the hero can prepare reagent or potion by rolling Mental (TN master’s
choice). He also knows plants and compounds.

Let them Encounter


The heroes are set to go and kill the wraithlord of Caern Breeda, and the
adventure is well under way, when you realise your totally forgot to define the
wraithlord of Caern Breeda! Ask for a coffee, and while the water boils, keep
reading.
Sometimes, you’ll have to oppose a monster-hero to your heroes. Those up the
scale monsters are mostly the same as their current counterparts, but with a
twist.
As monsters are less detailed than characters, don’t bother to much with the
origins of those skills and powers, but to name a few: Magic item, proper skill,
blessing by the nearest shaman, gift from a god or djinn or wossname. The
important thing is that most of the time, heroes will not be able to scavenge them
after the monster’s death (the item is goblin-cat-only, or was broken in the
battle…).

- Armored: The monster ignores 1 to 3 damage points from each damage he


takes.
- Immunity: choose an element (fire, thunder, ice, void). This element cannot
damage the monster, be it from a spell, a weapon, or a natural source.
- Resistant: choose an element (fire, thunder, ice, void). This element does only
half-damage to the monster, be it from a spell, a weapon, or a natural source.
- Affinity: choose an element (fire, thunder, ice, void). This element cannot
damage the monster and heals it instead, be it from a spell, a weapon, or a
natural source.
- Magic beacon: all spells cast on the battlefield, including healing, blessings and
general buffing, target the monster instead of their intended target.
- Magivore: all spells targeting the monster cost 1 extra MP.
- Magic resistant: Every time a magic effect targets the monster, there is X/6
chances for the effect to be negated.
- Null field: no magic effect can be used in presence of the monster, not even
passive from a magic item.
- Perfect defence: no effect can change the monster’s DEF score.
- Undying: when the monster should die, he may roll D6. If he rolls odd, he is in
fact not dead and has 1HP left.
- Otherworldly Cunning: there is no running away from this monster.
- Magic reservoir: the monster can cast spell at will, with no cost.
- Ethereal: only magic effects or magic weapons can affect the monster.
- Fast: the monster can attack twice a turn.
- Extraordinary power: choose one spell; the monster can cast it for free up to
three times.
- Chameleon effect: all attack rolls targeting the monster have –2.
- Arrow catcher: The monster has x/6 chance to completely ignore all distance
attacks (X is 1 to 5).
- Healing aura: all allied monsters at range 0-1 recover 1HP at the start of the
monster’s turn.
- Pain aura: all heroes and their allies at range 0-1 take 1 damage at the start of
the monster’s turn.
- Vigilant: the monster ignores critical effects (critical are counted as normal
hits).
- Roar: once per battle, the monster may roar instead of attacking: all heroes and
their allies must roll MEN (TN9) or be stunned for their next round.
- Elemental attack: the monster’s attacks count as being from one element (Fire
Thunder, Ice or void).
- Skilled fighter: the monster gets a critical on 11 or 12.
- Swordmaster: the monster gets a critical on 10, 11 or 12.
- Pattern defence: When a weapon damages the monster, it cannot damage it
again until another weapon damaged it, and so on.

Let them Meet


As a GM, you’ll have to describe and characterise every single person the heroes
will come across. And sometime, you’ll have to improvise. This chapter will try to
help you with that.
Names
Elves have a name and a family name (Roll two names, the longest is the
family name); Elven names are, for most, unisex. Elves don’t care that much for
Genealogy: they live so long, after a while they all look the same age, and are all
equally wise.
Dwarves have only one name, and can gain a nickname with time; in some
cases, a dwarf can introduce himself with a piece of his genealogical tree, “I am
Trofur, son of Trobur, son of Duni” (So you may want to generate this also);
Dwarven name have, for the most part, a feminine form ending with an A.
Humans have one name, and usually carry around a nickname that they use
as a family name. That can be the place where they live, or were born (Galbert
Lakeshore), a characteristic they have, or not, as a joke (Big waldemar can be
either a big guy, a tall guy, or a midget). Humans like to complicate things so
most of their names are unisex. You may want to add or remove a letter for
human names, for some combinations will get difficult to pronounce.
Kobold are special regarding names. They have names, but keep them secret.
Even the wife doesn’t know her husband’s name, so they use nicknames, either a
noise (screetch, blab, kaboom…), an item (pan, glass, broom…), or a concept (life,
death…). Kobolds are weird…
Elven Names Dwarven Human names Kobold
(1d3+1 syllables) names Male Female names
# Syl.1 Syl.2 Syl.3 Syl.1 Syl.2 Syl.1 Syl.2 Syl.1 Syl.2 1-3 4-6
11 Gil Tar Eth Tra Li Walde Bur Mar Ie Paw Snikt
12 Bel Glor Ion Tro Ni Gal Fried Frid Rüd Jaw Creech
13 Tel Eb Dol Du Or Al Red Val Ara Ribs Crac
14 Par Ton As Da Ror Got Mar Güd Ana Stone Boom
15 El Ber Orn Na Tor Sig Lüd Ghis Hilde Bow Brrrrr
16 In Gal Iel Dwa Lin Ful Dred Mel Laine Knife Haaaa
22 Cel Pha Ad Bo Rin Adal Bert Mial Oda Lance Blabla
23 Fin La Dan Fa I Mel Mon Bert A Broom Grmph
24 Gal Dir Wë Gim Ri Ja Nion Reyn Ion Glass Alive
25 Mel Fin Del Glo Fur Will Mund Mon Ette Sheep Dead
26 Lù Ro Hir Tho Bur Vali Mor Bel Ine Caw Pain
33 Mae Rin Dor O In Man Tar Gwen Aine Rhino Fear
34 Se Iu In Fi Ur Son Ris Brune One Snow Happy
35 Tù Gun Wen Ki Nur Jor Ric Frene Lou Wind Sad
36 Ill Fel Don Fra Ko Sami Rad Sene Lyne Rain Young
44 Ang Nor Tar Ba Kor Dek Ton Al Gonde Sun Brave
45 Faë Wen Il Nor Gon Au Cin Elv Mena Smoke Old
46 Nume Mar Aë For Ron Ayd Ry Ta Aïde Blur Wise
55 Mül Nü Faël Dwo Lon Ben phonse Nan gote Lake Red
56 Ed Los Yë A Don Ber Din Ana alie Pale Bud
66 Val Dan Diz Dron Fi Eng Dict Cy Ira Brown Lost

Distinguishing marks

# 1 2 3 4 5 6
11 One-handed Beautiful Laconic Tattooed Tanned Nods a lot
12 Lame No smell Big nose Wear eyeglass Looks tired Birthmark
13 Hunchback Smell flowers Long hair Wear gloves Burn scars Paralysed
14 Blind Smell fish Lots of jewelry Dress soldier Distrustful No fingernails
15 Deaf Smell shit Dress bad Dress clergy Dress black No eyebrows
16 Mute Smell pastry Dress colorful Lots of weapons Has a familiar Bushy eyebrows
22 One-handed Beautiful Laconic Tattooed Tanned Nods a lot
23 No-legs Facial hair Dress rich Topknot Very old Missing fingers
24 Wall-eyed No hair Naked Braided hair Very young More fingers
25 Cross-eyed Doesn’t blink Strange hat Braided beard Masked Bright eyes
26 Very fat Blinks a lot Contemptuous Big moustache Half-blood Large mouth
33 Very Tall Very ugly Dress foreigner Looks in pain Looks famished Prosthetic
34 Very thin Stutter Pleasant Flirty Trembling Has a pet
35 Stoop Talk slowly Aggressive Armoured Scratches a lot Eats jerky
36 One-eyed Talk fast Make jokes Scars (face) Does his hair Drools
44 Very Tall Very ugly Dress foreigner Looks in pain Looks famished Prosthetic
45 Rotten teeth Talk a lot Sing for Himself Scars (wrist) Bites his nails Accent, south
46 No teeth Bad grammar Talk in rhymes Torture marks Looks familiar Accent, North
55 Very small Broken nose Wear glasses Looks ill Walking stick Crossdress
56 Greasy hair Swears a lot Drunk Looks scared Bite marks Nothing memorable
66 Very small Broken nose Wear glasses Looks ill Walking stick Crossdress

Savage flower kingdom by Robertson Sondoh Jr for Experimental playground, 2013.


GM folio by Pierrot, 2014.

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