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h QUICKSTART h

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h CREDITS h

Researched and inspired by history, the characters, world and CARTOGRAPHY


situations in FLAMES OF FREEDOM are a work of Amber Seger & Gabriel Brouillard
fiction. Th is ga me was designed, developed an d produced by a
multicultural team of diverse identities, beliefs and orientation. CHARACTER SHEET UX DESIGNER
Amber Seger
FLAMES OF FREEDOM LEAD DESIGNER
Richard Iorio PRODUCTION EDITOR
Amy Strassner
POWERED BY ZWEIHÄNDER LEAD DEVELOPER
Daniel D. Fox PRODUCTION MANAGER
Chuck Harper
DEVELOPERS
Adam J. Rose, Anna Goldberg, Elijah Forbes, Gabe MARKETING & COMMUNICATIONS
Hicks, James Introcaso, Kate Bullock, Nora Cahill, Alyson McNaghten & Kathy Hillard
Sean Van Damme, Tanya DePass, TK Johnson, Walt
RPG BRAND MANAGER
Ciechanowski & Walter Fulbright
Daniela Bone
ACCESSIBILITY, CULTURAL &
SAFETY CONSULTANTS SALES OPERATIONS
Lynne McAdoo
Adam DePaul, Anna Goldberg, Elijah Forbes, Ethan
Brown, Gabe Hicks, Kate Bullock, Kellin Slater, EXECUTIVE CREATIVE DIRECTOR, RPG
Kimimilasha James, Loïk Raymond, Ronkwahrhakónha Daniel D. Fox
Dube, Tanya DePass & TK Johnson
CHIEF DEVELOPMENT OFFICER
ADDITIONAL CONTRIBUTIONS Fred Nelson
Gabriel Brouillard, Jeff Heising, Kay Peek, Matt
Jowett, Mike “El Jefe” Bossaller, Nick O’Hare, Tim PRESIDENT OF PUBLISHING
Cohron, Peter Rubin-Burgess & Sierra Stanton Kirsty Melville

LINE EDITORS ROGUE GAMES LICENSING MANAGER & VP


Anna Goldberg, Elijah Forbes, Kate Bullock & Tanner Yea Ariana Fisch

EDITORS PLAYTESTING & SPECIAL THANKS


Katie Gould & Matthew Pook Alison Fox, Aaron Huss, Amanda Benhart, Anna
Goldberg, Ariana Fisch, Ashley Wyrick, Bryce Whitacre,
PROOFREADING Casey Callaghan, Charles Price, Charlie Fox, Chuck
Jennifer Ford-Rose Kranz, Daniel Parnell, Dan Lewis-Anderson, Dave Pruner,
Devin McGowan, Ed Healy, Eric Hollaway, Ethan Adams,
ART DIRECTORS
Evan Elder, Frenden, Gabriel Brouillard, Graeme Davis,
Dejan Mandic & Mitch Wallace
Ian Elder, Ignacio Martinez, Jack Fox, Jacob Linderman,
GRAPHIC DESIGNERS Jeffery Baker, Jen Shaffer, Jennifer Brozek, Jason Birch,
Amber Seger & Diana Marsh Jason Bolte, Jen Shaffer, Jeremy Jones, John Chambers,
Joshua Byrns, Justin Rimbo, Kay Peek, Kiel Corkran, Laura
INTERIOR ILLUSTRATOR Grant, Megan Mack-Corkran, Mike “El Jefe” Bossaller,
Dejan Mandic Mike LaMonica, Nathan Eldridge, Nick O’Hare, Nicholas
Moody, Quinn B. Rodriguez, Raece Thomas, Ravyn M.
COVER & LOGO ILLUSTRATOR Evermore, Ray Frenden, Ryan Verniere, Shawn Davis,
Ken Duquet Simon Goudreault, Susanah Grace, Thomas Cadorette,
Tom Grant, Tom O’Hara, Tim Cohron, Tracy Barnett,
Tristan Rodas, Tyler Thompson, William Butler & Mum.

Brian Bird (order #32081705)


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h ABOUT THIS QUICKSTART h

Quickstart v.13 contains an abbreviated ruleset from Pre-generated characters are included at the end of
FLAMES OF FREEDOM, representing the most this Quickstart. You can experience the full game once
integral parts to try the game out and to participate in released in 2021.
the 3 hour adventure at the end of the document. It Head to our Discord to discover more about
does not include rules for Drawbacks, Conflict,
FLAMES OF FREEDOM and other games Powered
Grievous Injuries, permanent Injuries and other
by ZWEIHANDER: http://discord.zweihander.game
rules deemed unnecessary for this experience.

h TABLE OF CONTENTS h

TOTAL CHANCE......................................................14
PREAMBLE ...................................... 4
CRITICAL SUCCESS/FAILURE..............................15
THE SETTING.................................................................4
ROLLS OF 01% & 100%.............................................15
GRIM & PERILOUS THEMES................................4
ASSISTED SKILL TESTS..........................................15
AS A CHARACTER...........................................................5
FURY & CHAOS DICE.............................................15
CHARACTER PERSPECTIVES..............................5
TWIST OF FATE: COINS................................................15
AS THE HISTORIAN.......................................................8
DETERMINE COIN POOLS...................................15
STYLES OF GAMEPLAY..........................................8
EBB & FLOW OF THE POOLS...............................16
SUPERNATURAL HORROR....................................8
OCCULT MYSTERY..................................................8 COMBAT & HEALING............................17
HIGH ACTION..........................................................8
COMBAT TERMINOLOGY...........................................17
STRENGTH IN DIVERSITY..........................................9
ROUNDS......................................................................17
BLACK PERSPECTIVES...........................................9
TURNS & ACTION POINTS....................................17
INDIGENOUS PERSPECTIVES..............................10
ACTIONS IN COMBAT............................................17
WOMEN’S PERSPECTIVES....................................10
FURY DICE.................................................................17
NO DISCRIMINATION..................................................11
CREATING A POSITIVE EXPERIENCE.....................11 RUNNING COMBAT ENCOUNTERS.........................17

SECTION 1: SET THE SCENE.......................................18


BASICS OF GAMEPLAY...................... 12
SECTION 2: ESTABLISH INITIATIVE LADDER.....18
SKILL TESTS: ROLL D100..............................................12
SECTION 3: FIRST ROUND..........................................18
PRIMARY ATTRIBUTES................................................13
ACTIONS IN COMBAT............................................18
PRIMARY ATTRIBUTE BONUSES........................13
REFRESHING & BANKING ACTION POINTS...18
SKILLS & SKILL RANKS................................................13
GAINING SURPRISE................................................18
FLIP TO SUCCEED/FLIP TO FAIL........................14
SECTION 4: NEW ROUNDS..........................................19
PERIL CONDITION TRACK PENALTIES...........14
CONCLUDING A COMBAT ENCOUNTER.........19
DIFFICULTY RATING..............................................14
‘STACKING’ EFFECTS..............................................19

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MOVEMENT ACTIONS.................................................22 SECTION 4: ROLL DAMAGE........................................28
CHARGE (2 AP).........................................................22 CONSIDER DAMAGE THRESHOLD...................28
GET UP (2 AP)............................................................22 SECTION 5: RECORD DAMAGE CONDITION.......28
HUSTLE (1 AP)...........................................................22
SECTION 6: ROLL FOR INJURY...................................28
MANEUVER (2 AP)...................................................22
MODERATE INJURY................................................29
RUN (3 AP)..................................................................22
SERIOUS INJURY.......................................................30
TAKE COVER (1 AP).................................................22
SECTION 7: SACRIFICE DETERMINATION...........31
ATTACK ACTIONS..........................................................23
CAST MAGICK (1 AP)..............................................23 SECTION 8: SUFFERING PERIL..................................31
FIRE THROUGH COVER (VARIES)......................23 CONSIDER PERIL THRESHOLD..........................31
MELEE ATTACK (1 AP)............................................23 FIRST AID HEALING PRACTICES.............................32
RANGED ATTACK (1 AP)........................................23 APPLY TOURNIQUET..............................................32
TARGETED ATTACK (2 AP)...................................23 BIND WOUNDS.........................................................32
OTHER ATTACK ACTION CONSIDERATIONS...24 INJECT TINCTURE..................................................32
ROUGH & TUMBLE........................................................24 USE LAUDANUM......................................................32
BELOW THE BELT (1 AP).......................................24 USE SMELLING SALTS............................................32
CHOKEHOLD (1 AP)................................................24
ONE-SHOT ADVENTURE ....................33
EYE GOUGE (1 AP)...................................................24 PRE-GEN
KNOCKDOWN (1 AP)...............................................24 CHARACTERS... .................................................................42

SPECIAL ACTIONS.........................................................25 ADVENTURE ASSETS ...................................................56


FIRST AID (3 AP).......................................................25
LOAD (VARIES).........................................................25
QUICKLOAD (0 AP)..................................................25
TAKE AIM (1 or 2 AP)................................................25
WAIT (0 AP)................................................................25
WORDS AS WEAPONS (1 AP)................................25
OTHER SPECIAL ACTION CONSIDERATIONS..25

REACTIONS......................................................................25
ASSIST (VARIES).......................................................25
COUNTERATTACK (0 AP).......................................26
DEFEND (1 AP)..........................................................26
RESIST (0 AP).............................................................26

GUIDE TO ATTACKING................................................26

SECTION 1: CHOOSE WEAPON.................................26


MELEE WEAPONS...................................................26
RANGED WEAPONS................................................27

SECTION 2: MAKE THE ATTACK...............................27

SECTION 3: FOE DEFENDS..........................................27

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h PREAMBLE h

T IS THE DAWN of the American

I
Revolutionary War of 1776. A tangled THE SETTING
web of conspiracy spans North America.
In the war for survival, it does not matter It is the eve of the Revolution in 1776 and life is on the
what your creed, color, culture or gender verge of drastic change. To some degree, the Europeans
is – all stand together. Thomas Paine’s shun folklore and witchcraft as the so-called ‘Age of Reason’
Common Sense is held aloft in every Rebel patriot’s hand, is upon them. Tucked between missionaries, mutineers
as they take up arms against the British Empire. But as and midwives there are those who know they know the
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the Revolution has begun, something far more mysterious real truth. Magick – along with monsters, demons and
stirs. mythological creatures – is real.
Agents of the occult entreat both the Continental Army This game is also about a different kind of horror; one
and Loyalist Red Coats. Freemasons conspire in the City that is mired in mysteries, secrets and plots. The horror of
of Brotherly Love. Maryland is in the throes of a witch 1776 relies heavily upon your imagination and ingenuity
hunt by the Knights Templar. Amid the chaos, other grim using the tools we provide for you to play the game. As you
fairy tales have emerged. discover more about the villainy of this world, you’ll realize
Reports of witches have been seen in the Great Dismal that some enemies are all too human while others are true
Swamp. Indigenous sachem say that devils called Manitou creatures from folklore. Some of these you will uncover for
walk among the living. Flesh-gobbling ghouls have been yourself, but there are far more sinister secrets – more than
tunneling beneath Boston. The Pine Barrens of New Jersey you could possibly imagine – that you will discover only in
are haunted by what the locals call the ‘Leeds Devil’. And the late stages of an adventure or campaign.
worse still, an ancient enemy whose name is never uttered
aloud seeks to consume all, Loyalists and Rebels alike.
USE & ABUSE OF HISTORY
In this game, most people have either chosen to deny
the supernatural or rationalize it away. A rare few accept it Although the themes in this RPG are grim & perilous,
for what it is and act. You are among those heroes, and are this game is not an excuse to reenact harmful words
destined for greatness… or death. or acts of the past, including ableism, ageism, bigotry,
Welcome to FLAMES OF FREEDOM, where your prejudice, racism, religious persecution, sexism,
grim & perilous tale hangs in the balance! trans or queerphobia. We roundly reject this style of
gameplay, and frankly, don’t want you using this book
if you intend to use it for these reasons.
WELCOME TO THE REBELLION
Welcome to FLAMES OF FREEDOM, an GRIM & PERILOUS THEMES
American Gothic horror role-playing game
Whatever level of horror you decide to play, the game
powered by the ZWEIHÄNDER RPG D100
functions on the premise that everything you can imagine
game engine.
in the supernatural – from the lowly dandelion plant to a
Intensely researched by Richard Iorio and sleeping stone giant making her home at the base of the
enhanced by a diverse development team, Appalachians and the spirits that haunt Williamsburg –
this game explores a range of cultures beyond exists. Most people have chosen to rationalize the forces
the history of Europeans in North America. of darkness away (out of sight/out of mind), ignoring their
Developed with Black cultural consultants in attacks and simply picking up the pieces as best they can.
key decision-making roles, interwoven with Some have been irreversibly damaged by their experiences
Indigenous writers of the nations represented in to the point where they can no longer function in common
the work and guided by RPG safety and trauma society. Your reputation, your mind and your faith are all
experts, this game will show that American on the line. Your characters are the last line of defense for
gothic horror can be represented in a mature way. the innocent.

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On a much larger scale, there is something off about the to eke out a life. When the sun sets, I’ve seen glowing
world; something sinister, malicious and purposeful. No eyes in the hills. We bar the door and windows at night,
one truly knows what is causing this world to go awry, not to keep us safe. We look to others for guidance, but
even the Indigenous nations who have lived in this ‘New even they are fearful of what has come from across the
World’ for many, many years. Whatever evil has infected sea. All whisper of an evil that predates our ancestors.
the lands, it is spreading like a plague. There is more villainy
now than there ever have been, and it is up to the player K I come from a long line of people native to this land,
characters to stand together against it. and we have lived here long before the British Empire
arrived. Change is in the air. Some of my people
live among their own, standing against the invaders.

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GENDER NEUTRAL LANGUAGE Others live in harmony with the Europeans, keeping

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our traditions. As tempers flare in the cities, I cannot
Throughout this book, you’ll note that we use doubt that a war is coming. There is another war – a
the singular ‘they’, along with its inflected forms secret war – that we have fought for generations. It is
them or their for indeterminate gender. Play against those who call themselves Mandoag, and they
examples will reference the pronoun appropriate seek to consume all.
to the identity of the player or their character.

AS A CHARACTER...
One or more people in the gaming group will each create a
player character; an alternative personality in which you’ll
take part in a supernatural horror tale set in and around
the Thirteen Colonies. As a character, you can change the
outcome of the story by making decisions ‘in-character’ –
putting yourself in their shoes to think like the character
you’ve made. Rooted in the themes of grim & perilous
gaming, your character’s story will be very personal,
occupying a morass of conflicting values and credos, while
all are set against the rise of the supernatural and the
machinations of secret societies. Although you will come
to better understand the game’s rules specific for your
character, you must also share the load with other players
and the game’s referee (the Historian) to make the game
enjoyable for everyone.

CHARACTER PERSPECTIVES
Here are some example character types you may experience
in this game:
K As I walk the streets of my new homeland, it is hard
to not see the preparations made for war. The very air
calls for rebellion. Raising the liberty pole, we join in
the cries of liberation with our fellow Rebels. Give me
a position and show me where the ammunition is!

K The frontier is fraught with wild animals, robbers and


the armies of King George. It takes a stalwart heart,
strong communities and a primed musket when needed

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K I am a Black and Indigenous woman. My mother tells K I walk deer paths and roads carved into the earth from
me stories of our homeland across the sea, while my a time before Roanoke. With a gun or bow in hand, I
father tells ones of our ancestors’ journey across vast hunt to provide for my family. I have spent many years
lakes and oceans. I have learned medicine from the learning the ways of the woodlands. But among the
elders of my nation, while my mother teaches me to trees I have seen something… strange. The woods are
cultivate the earth. My time as a matriarch approaches not what they seem, and heralds a change that speaks
quickly – in my dreams, the ancestors tell me to be of an evil as old as time itself.
vigilant, for change is on the horizon.
K You ask if I am a Quaker, a member of the Society of
K Every parent tends to their little ones, soothing scuffed Friends? I once was, but am now a Universal Friend.
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hands and caring for them after their nightmares. What is that, you ask? I have walked with Public
For every nightmare, we administer love and prayer. Universal Friend, but likely you’ve never heard their
However, they seem to be growing worse. The story. They were a Quaker who succumbed to typhus,
children speak of ‘the skinny monster’, dwelling in the but was resurrected by God’s light. ‘The Friend’ has
cupboards. We, too are now experiencing the same dreams attracted a number of women to their side. Like all
as the little ones. Universal Friends, we now spread the word of free will
and abolition.

K My trade is sometimes called ‘the world’s oldest’, and


its practice dates well before Mary Chilton stepped
ashore at Plymouth. I imagine that she’s rolling her
grave right now, 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 for myself.

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 as both
day and night are spent speaking to the darkness. The
children and I have taken over his duties, but we can
feel something creeping into our dreams.

K We are free… in a way. My ancestors came to this land


against their will. I, too, spent time in bondage and
have family members who are still disenfranchised.
However, I am conflicted – there is no going home; no
way back to Africa. I must make a life here now. What
the people don’t understand is that stowaways of an
older age were also in the holds. These monsters have
been set loose and they will devour all, limb by limb.

K I’ve cared for numerous women during birth,


welcoming these little bundles of joy into the world.
And, at times, helped the wives convalesce and pray
when a child was stillborn. I take this charge very
seriously, and as the impending war places new stresses
upon women, I hold these labors even more sacred
than before.

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K There is an ancient art; one whose roots trace back to K As both a partner and trusted confidante, they are one of
ancient times. Though many now have embraced the incredible influence and means. Politics require a certain
natural sciences and have used it to define the world, I type of person, and they are just that. Behind every
scoff at it. It is through the crucible, the forge and the public dealing, there is also one made behind closed
elements I create objects that bring purity. If any seeks doors – necessary for the coming troubles. But I grow
to know the true secrets of this world, they only need to worried of darker dealings being done, not made in the
follow me to the forge. It is there I will show them the light of the Lord, but made with the servants of Lucifer.
true face of God.
K I have walked the path of the occult; have made the
K ‘Believe in God and fear the Devil’ is the guiding darkness kneel before me. Others like me have an
principle which gives me strength. We shall stand understanding of an ever-present evil over this ‘Age

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together to protect believers and non-believers alike. of Reason’. A pox on all who think I am delusional!
We will fight the minions of darkness who linger at the Magick is real, and my people have practiced it for as
periphery of the world. Fear not this evil, for you stand long as time itself. What does the petty going-ons of the
in the light – and that light is vast and will drive away Loyalists and Rebels have to do with the greater evil?
the devils! Despite how many ti mes they call me ‘mad’, they’ll be
begging for my help when they realise the truth of the
world, to protect them from things in the darkness.

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Bone Tomahawk and Edge of the Knife have dark forces
AS THE HISTORIAN... which fit this style. In works of literature, Mary Shelley’s
One person in the gaming group will be the Frankenstein and Bram Stoker’s Dracula also evoke this
Historian. The Historian will create adventures style of horror. Magick is at the fore of the game, and
inspired by North American history set in 1776. players and their characters will use this learning to their
You’ll be responsible as the chief narrator of the advantage against the horrors that stalk the world. This is a
character’s stories, you’ll be the keeper of secret plots true fantasy approach to 1776.
and you’ll portray other personas (called a non-
player character or NPC) and creatures. You also OCCULT MYSTERY
serve as a ‘fan’ of the characters, promoting fun and This style introduces p layers and t heir characters t o the
fairness for players in equal measure. Although you
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mysteries of 1776, but softens the horror. Adventures


will have to learn more about the game’s rules than center on the mysteries of secret societies who pull the
players, you are not alone, as the players will share strings behind the scenes. Video games such as Assassin's
the load. A Historian will also be the final arbiter of Creed III and Never Alone, along with films like From
dice rolls, and detail a narrative that encapsulates Hell, Sleepy Hollow and The VVitch share elements
what the players and their characters are experiencing. suited to an occult mystery campaign. The works of Edgar
Allan Poe and Nathaniel Hawthorne as well as Robert E.
YOUR FIRST ADVENTURE Howard’s Solomon Kane also represent a similar tone and
scope. They all have a strong sense of period authenticity
Using the one-shot adventure in the back of this and atmosphere of dark mystery. The occult mystery style
book, the game will start by enlisting the works best by encouraging investigation while downplaying
player characters in an investigative mystery of action and combat.
missing children in Trenton. With the gaming
group, you will explore the story, arbitrate the HIGH ACTION
game rules, enact the plans of the NPCs and create
your own vision of FLAMES OF FREEDOM. High action downplays the occult and supernatural. Instead
of slaying monsters, the characters will fight t hreats l ike
French traders and the Loyalist military. This style draws
STYLES OF GAMEPLAY inspiration from the stories of James Fenimore Cooper and
A Historian will use these styles to craft stories with Brian Wood’s comic book Rebels. Films like The Last of
the players. Regardless of the style you choose, the Mohicans, The Revenant and the television series John
the action is larger-than life. Heroes and villains Adams and TURN: Washington’s Spies are also a great
are capable of performing feats that others may fit. Your adventures could also take the shape of a military
find impossible. The following styles of play refer campaign or a story of spy-versus-spy. This style implies
to various films which fit the style and will help a greater sense of heroism and long-term campaign play.
you get a feel for each style. While not all of the It works well for players who like a lot of movement and
aforementioned media is perfect in their action in their game play. It also works well for players who
depictions, they represent a starting point to inspire a want to explore the natural, mortal world of 1776 and its
sense of historical fantasy. challenges.

SUPERNATURAL HORROR
This style exposes the player characters to situations
and experiences which give them a new
perspective upon reality, one in which they realize
supernatural forces have made themselves known to
the world. Sorcery is abroad, but its practice is
carefully hidden by its wielders. The Devil and his
minions seek to corrupt all. The characters might
not know how spells work yet, but they likely have a
vague understanding of how to fight the monsters
and perils spawning from it. Films like
Brotherhood of the Wolf,

Brian Bird (order #32081705)


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STRENGTH IN DIVERSITY BLACK PERSPECTIVES
Crispus Attucks was the first casualty of the early American
FLAMES OF FREEDOM represents a melange of Revolutionary War, and became a symbol Paul Revere
heritages and conflicting beliefs, one where cultures and used to foment a rebellion against the British Empire. It
genders outside traditional standards were equally as is impossible to deny that the foundation of America was
instrumental in fomenting and conducting the rebellion. carried on the backs of Black and brown captives from the
And, although traditional games set during the Revolution African continent. Thraldom ensured thousands of Black
place men at the fore of the conflict, FLAMES OF people lived and died in the fields of the New World – a
FREEDOM calls upon the true history: one where heritage small, but no less tragic, percentage of the 12.5 million that
toiled outside of North America.

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and genders outside the norm were just as important – and,

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oftentimes working behind the scenes – during this pivotal This gives those players wishing to play Black characters
time in America’s founding. a particularly interesting period to explore. Religious folk
spoke against these terrible institutions, while freedmen
were building churches and communities of their own.
Abolitionist groups are growing, with memories of the
Stono Rebellion and New York Insurrection fresh in
the minds of the current generation to stoke the fires of
freedom.

PLAYING BLACK CHARACTERS


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 freed preacher
with your own 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 soldier, teacher,
doctor or evangelist, they will doubtlessly find
themselves on the frontlines of many battles, some
far beyond human comprehension, others all too
painfully human. We’ll help provide tips to help
you create compelling Black characters without
turning them into caricatures.
We’ll provide you with the right tools to portray
Black characters in the core book.

Brian Bird (order #32081705)


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PLAYING INDIGENOUS CHARACTERS


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 strong faces on horseback, but are living and
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breathing individuals who still exist today.


Matriarchs, transgender people (some of which
were healers) and children gifted with dreams
made up some of the most important people in
these communities. Some may have been noble in
their pursuits, while others look to make a quick
sovereign before skipping town.
Their cultures – while varied – tended toward a
respect for the earth and all the living and non-
living beings residing on it. There are clear cases
where English, Colonial, French, Spanish and
Indigenous peoples have chosen to integrate into
each others’ societies, conforming to new norms.
But, that does not strip them of their respect
for living things. How you choose to juggle these
concepts is what will make your Indigenous
character of this background believable.
We’ll provide you with the right tools to portray
a member of Indigenous nations prevalent during
this period in the core book.

INDIGENOUS PERSPECTIVES WOMEN’S PERSPECTIVES


For the people of Turtle Island (North America and Despite their culture, women bring strict roles and beliefs
Canada), this tumultuous time is rife with conflict and with them wherever they came from. They decided what
intrigue. The Europeans are encroaching on the lands they each could or could not do, based on their gender, rather
have stewarded since before time had a name. Malevolent than who they are or what they are capable of. But in the
spirits threaten lives across community and clan lines. face of war, everything has changed. Those previously
While Indigenous people look to their elders, each must strictly bound by their gender find freedom in taking jobs
make a choice: will they take a chance on these foreigners’ and professions otherwise denied to them.
promises? Will they use their talents in medicine to support Women now dare to express their true selves, sometimes
their own or offer help to these haggard newcomers? Will openly and other times within the private company of
they intercede with the spirits for their communities and those they trust. No one can afford to turn away help, and
beyond? Or, will they swindle the descendants of pilgrims even fewer can afford to abide by cultural beliefs that no
who cheated them first? longer serve in the fires of war.

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NO DISCRIMINATION
Let us be clear: FLAMES OF FREEDOM is not a
PLAYING FEMALE CHARACTERS tabletop role-playing game where you will discriminate
against women, practice slavery and indentured servitude,
Remember that during this tumultuous time, slaughter innocent people or ‘tame the wilderness’ of
women have shed the constraints of what should Indigenous nations. It is a game where people come
and shouldn’t be, and dare to be a light in the dark. together to fend off a secret war that took root long before
Everyone can feel the pressure from the rising the American Revolutionary War. In it, you are a person
violence and no one lifts a brow at those who fighting against unseen powers who mean harm to every
break out of traditional gender roles to embrace person. It is also a game where you’ll blaze your own path,

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themselves, and to manifest what women are just free from outdated thinking. History certainly informs
as capable of as men. the story, but it is not meant to be completely historically
Women take jobs as doctors, Indigenous two- accurate. It is up to the gaming group to decide how strictly
spirit people become generals for nations outside it will hew to history. Everyone should be a part of this
their own and men stay home to care for frightened decision, and it should be a unanimous one.
children; the supposed ‘natural order’ forgotten in This game does not endorse no racial or gender
the battle for survival. discrimination based on differences of the period its set in.
Beyond the impending war between the Rebels This is a different history than you were taught in school.
and the Loyalists, something else stirs. Strange Regardless of their identity, there isn’t any mechanical,
darkness wages another war; the kind of war that intellectual, physical, emotional or spiritual distinctions
destroys any notion of propriety for the sake of between women, men, intersex, agender, non-binary and
survival. Evil doesn’t care who or what you are. It transgender characters. That said, people relate differently
cares about how it can kill you, or worse yet, tempt to one another, and there is no reason to ignore differences
you into its embrace. because the game world does not embrace discrimination
as its real world counterpart.
We’ll provide you with the right tools to portray
women of this period in the core book.
CREATING A POSITIVE EXPERIENCE
This game will hopefully teach you how to create
meaningful, nuanced and engaging stories set during the
American Revolutionary War. To do that, everyone at the
table must have a positive gaming experience, even if the
game is sometimes dark, violent or disturbing.
It is the responsibility of every person at the game table
to create an enriching, positive experience for themselves
and for each other. Consent is vital to collaborative
storytelling and makes the game more engaging for
everyone. It’s important to share our ideas, but doubly so
when introducing content that could be upsetting for some
players.
For those who need RPG safety tools at their game table,
you can download the TOUCH THE DARKNESS from
http://darkness.zweihander.game. It is designed for games
powered by ZWEIHÄNDER RPG.
Always remember that a positive experience doesn’t have
to mean the game isn’t frightening, violent or disturbing.
It simply means that everyone at the table is working
together to make the game they want to play – leaving
no one behind – and actively engaging with each other to
ensure everyone gets what they want out of the game.

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h BASICS OF GAMEPLAY h

IKE OTHER role-playing games

L
powered by ZWEIHÄNDER, this
game is designed to accommodate a
style of play where role-playing drives QUICK GUIDE TO SKILL TESTS
the story. The exception to this is when
there are potential consequences for In general, the Historian will call upon you to Test
failure. Then – and only then – are dice called upon to a specific Skill as you role-play within the campaign
determine the results. world. However, you can also request to use a Skill
yourself if you want to change events into your or
another’s favor. Here is how all Skill Tests are made:

K Refer to the Primary Attribute value related


THE GOLDEN RULE to the Skill you’re using. This is expressed as a
One rule above all others is held in the highest regard percentage.
around the gaming table – keep the game moving
K Take account of how many Skill Ranks you
forward! Rulings are far more important than rules. If
have in the Skill you’re using. Every Skill
for some reason you or the Historian have forgotten
Rank adds a cumulative +10%.
a specific rule, ignore it and look it up later. If a rule
gets in the way, work with your group to change it by K Apply any penalties from your Peril Condition
turning it into a house rule, personalizing it for your Track, as it may force you to ignore some or all
group’s preferred style of play.
BASICS OF GAMEPLAY

your Skill Ranks.

K Add modifiers from Traits, Talents and


Magick that may be applicable to the Skill’s
use. The maximum modifier that can be applied
SKILL TESTS: ROLL D100 is +30%, while the minimum total modifier is
-30%.
You’ll roll percentile dice to determine success or failure
K The sum of the values above are all added up to
using a Skill Test (also called a Test). Rolling equal to or
determine the Base Chance.
under the Total Chance for success means you succeed.
Rolling over means you failed. K The Historian will impose the drama of the
To make a Skill Test, you will roll a pair of percentile situation as a final modifier to Base Chance
dice, referred to as D100 throughout the book. One die called Difficulty Rating.
is called the tens die (the die with faces 10, 20, 30, 40, 50,
60, 70, 80, 90, 00) and the other the units die (the die with K Take your Base Chance, and add or subtract
faces 1, 2, 3, 4, 5, 6, 7, 8, 9, 0). the Difficulty Rating, to determine Total
Chance to succeed the Skill Test.
Consider these outcomes:
K Grab D100, call out to the Historian what your
K If you rolled a face ‘60’ on the tens die and a face ‘9’ on Total Chance is and roll the dice. If the results
the units die, you generated a result of 69%. are equal to or less than your Total Chance,
you have succeeded at the Skill Test. If the
K If you rolled a face ‘00’ on the tens die and a face ‘0’ on results are greater than the Total Chance, you
the units die, you generated a result of 100%. have failed the Skill Test. If the dice match,
it is a Critical Success or a Critical Failure.
K If you rolled a face ‘00’ on the tens die and a face ‘1’ on You’ll learn more about this on the next page.
the units die, it is equal to 01%.

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K Willpower Bonus [WB] affects Peril Threshold and
PRIMARY ATTRIBUTES miscellaneous modifiers for spells

Characters and creatures are defined by seven Primary K Fellowship Bonus [FB] affects how many people you
Attributes, representing physical, mental and social influence with Fellowship-based Skill Tests and the
abilities. The seven Primary Attributes are Combat, number of languages you can become fluent in
Brawn, Agility, Perception, Intelligence, Willpower
and Fellowship. Coupled with Skills, they define your
character’s baseline chances for succeeding at Skill Tests. PENALIZED PRIMARY &
SECONDARY ATTRIBUTES
DON’T TEST PRIMARY ATTRIBUTES There are times when game mechanics will
temporarily penalize these values. These values
Unlike other games, you will never ‘test’ against
can never be reduced to less than 1 (unless they
Primary Attributes alone. Here are alternatives Skills
are permanent changes).
to consider:

K Feats of visual acuity: Awareness (Perception)

K Feats of brute strength: Athletics (Brawn) SKILLS & SKILL RANKS


K Feats of nimbleness: Coordination (Agility) Skills define what your character can do: fire a musket, bluff
your way past a Red Coat patrol, distinguish between safe
K Feats of audial discernment: Eavesdrop (Perception) and poisonous herbs and so forth. Each Primary Attribute

BASICS
has a series of related Skills.
K Feats of stout-heartedness: Resolve (Willpower)

XXXXXXXXXX
K Combat: Martial Melee, Martial Ranged, Simple

OF GAMEPLAY
K Feats of problem solving: Scrutinize (Perception) Melee & Simple Ranged

K Brawn: Athletics, Drive, Intimidate & Toughness


K Feats of physical wherewithal: Toughness (Brawn)
K Agility: Coordination, Pilot, Ride, Skulduggery & Stealth

K Perception: Awareness, Eavesdrop, Scrutinize & Survival


PRIMARY ATTRIBUTE BONUSES
Each Primary Attribute has a related benefit called a K Intelligence: Alchemy, Counterfeit, Education, Folklore,
Primary Attribute Bonus. This bonus is equal to the tens Gamble, Heal, Navigation & Warfare
digit of the related Primary Attribute, plus any related
K Willpower: Incantation, Interrogation, Resolve &
Bonus Advances you gain from your Profession later on.
Tradecraft
Each is referenced by its abbreviated name:
K Fellowship: Bargain, Charm, Disguise, Guile, Handle
K Combat Bonus [CB] affects Total Damage inflicted
Animal, Leadership & Rumor
with melee and ranged weapons

K Brawn Bonus [BB] affects Damage Threshold and


Encumbrance Limit
SKILL RANKS
Skill Ranks represent dedication to a Skill. In
K Agility Bonus [AB] affects Movement
addition to their mechanical modifiers, they
K Perception Bonus [PB] affects Initiative and Distances also inform the level of experience a character
for ranged weapons possesses with the skill. On the character sheet,
you’ll see three circles beside each Skill. Each
K Intelligence Bonus [IB] affects the maximum number circle marked grants a cumulative +10% bonus
of Magick spells that can be learned when using the Skill.

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FLIP TO SUCCEED/FLIP TO FAIL ADJUDICATING DIFFICULTY RATING
In some cases, you will roll your units and tens dice together, Here are the three most important considerations that a
but will not designate which die is the tens die and which is Historian will use to determine the level of hardship or
the units die. Compare both potential outcomes of this roll ease of a Skill Test:
if you must flip to fail take the worst, and if you can flip to
succeed take the better of the two options. K DISTRACTION: Would something in the area
prohibit you from doing things easily? Would being
USING COMMON SKILLS: Skills that require surrounded cause you to load an arrow poorly or a
no training to use are called Common Skills. Even raging fire be a distraction?
though you may not have any Skill Ranks in a
Common Skill, refer to your Primary Attribute to
K TIME: How much time does it take to complete the
determine your Base Chance.
task? Do you need an immediate result (like steering a
cart away from tumbling off a cliff using Drive) or can
USING SPECIAL SKILLS: Skills that require
you take your time to get it right (spending an extra
formal training are called Special Skills. These are
indicated on the character sheet with an asterisk few minutes to unlock a door using Skulduggery)?
(*) beside them. If you don’t possess Skill Ranks in
a Special Skill, refer to your Primary Attribute to K TOOLS: Do you have the right tool to get the job
determine your Base Chance. done? If not, are there available substitutes which
would do in a pinch? A crowbar or mallet would help
PERIL CONDITION TRACK PENALTIES in breaking down a door (using Athletics), but a knife
or a fire poker could be used to remove the hinges
Your Peril Condition Track may impose penalties to
(using Coordination).
BASICS OF GAMEPLAY

your Total Chance for success. If you are Unhindered or


Imperiled, you suffer no additional penalties.
However, if your status on the Peril Condition Track TOTAL CHANCE
is Ignore 1 Skill Rank, Ignore 2 Skill Ranks or Ignore Whenever it is time to roll dice to make a Skill Test, the
3 Skill Ranks, you must subtract the bonuses your Skill Historian will announce the Difficulty Rating. These are
Ranks normally confer to you. When your status on based on circumstances they deem could be beneficial or
the Peril Condition Track is at Incapacitated!, do not detrimental to your chance to succeed. The Historian may
roll D100, as you cannot succeed at any Skill Test until reward you with more favorable Difficulty Ratings, based
recovering. on how you describe the actions your character is taking.

DIFFICULTY RATING
Circumstances directly impact your ability to succeed or COMMITTING TO YOUR ACTIONS
fail with a Skill Test, and the Historian will always assign Once you have announced what your character
a Difficulty Rating to any particular task you wish to intends to do and the Historian calls out the Difficulty
attempt. Whenever the Historian determines the Difficulty Rating, you must commit to your intended action.
Rating of the Skill you’re about to Test, consult the table
below to determine the final modifiers to your Skill Test: This game does not provide a complete list of
every single Difficulty Rating for the situations your
K Arduous: -30% Base Chance character may find themselves in. These decisions
K Hard: -20% Base Chance rely on the Historian’s adjudication of the rules. The
Difficulty Rating descriptor is not an arbitrary word.
K Challenging: -10% Base Chance If you can explain why your character would find the
K Standard: +/-0% Base Chance task easy to overcome, then you can expect an easier
Difficulty Rating.
K Routine: +10% Base Chance
K Easy: +20% Base Chance
K Trivial: +30% Base Chance

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K Roll both your D100 and the Assist Die together.
CRITICAL SUCCESS/FAILURE When determining results, refer to either the original
If you succeed at your Skill Test and the dice match (1, tens die or the Assist Die for the results you prefer
22, 33, 44, 55, 66, 77, 88, 99, 00), it’s a Critical Success. (typically the lowest result). This means that if you roll
These are contextual, and the Historian will announce D100 which comes up with a ‘45%’, and your Assist
any additional benefits or penalties tied to a match result. Die comes up as face ‘30’, your new derived result is
Talents, Traits and Magick may also confer positive benefits ‘35%’.
on a Critical Success.
Should you fail your Skill Test and the dice match, it’s K Always assume the best result when gaining assistance
a Critical Failure. The Historian will tell you what the with an Assist Die, unless it is a Critical Failure. If upon
negative effects of these sorts of results are as you play. a rare occasion the results are both a Critical Success
Talents, Traits and Magick may also confer negative effects and a Critical Failure, re-roll the Skill Test.
on a Critical Failure.
FURY & CHAOS DICE
ROLLS OF 01% & 100% Throughout this work, you’ll see mention of Fury Dice
Total Chance of success is capped at 99%. A result of 100% to generate Damage for melee and ranged weapons. A
on the D100 is always a Critical Failure. Alternatively, a Fury Die is a six-sided die. In particular, Fury Dice will be
result of 01% on the D100 is always a Critical Success. explained fully in Combat. Anytime you roll for Damage,
if it generates a face ‘6’ on the Fury Die, the Fury Die
NO RISK? NO TEST! explodes, adding an additional Fury Die to Total Damage
value. If that Fury Die then generates another face ‘6’, it
There are many mundane actions the Historian continues to explode, generating yet further additional
will not have you make a Test for. Tasks without Fury Die. Fury Dice can explode as many times as you can

BASICS
risk, such as climbing up ladders, maintaining generate face ‘6s’. Calculate all results together to determine

XXXXXXXXXX
a trusty musket or writing in your character’s Total Damage.
journal, are good examples of when not to Test.

OF GAMEPLAY
Similarly, you may see mention of Chaos Dice. A Chaos
The Historian will be the final arbiter, as always, Die is also a six-sided die. Chaos Dice are used for special
in these cases. situations that dictate something terrible will happen
whenever it lands on face ‘6’. They are generally brought
ASSISTED SKILL TESTS into play when determining if an Injury occurs, but the
Historian may impose a Chaos Die in other circumstances
Other characters can Assist your Skill Tests. Follow these where there is the possibility that unintended things will
steps whenever you receive or provide assistance to others’ happen (such as Backlash for Magick).
Skill Tests:

K Only one ally can assist a Test. The Historian may TWIST OF FATE: COINS
adjust the Difficulty Rating if multiple allies try to
help, however. You can use a dramatic ‘currency’ called Coins, which both
players and the Historian can leverage to ramp up the
K Assistance requires full attention and effort. The
action.
assisting player must describe the actions their
character is taking to illustrate to the Historian how DETERMINE COIN POOLS
they intend to help.
Unlike ZWEIHÄNDER, this game uses two Coin Pools.
K Assistance with a Test can be announced by another The players share a Coin Pool, while the Historian has
player before or after the Difficulty Rating has been their own Coin Pool. The interplay between the two pools
called out by the Historian. by the Coin mechanic results in a tug of war during each
game session.
K An Assisting ally hands one of their D100 (their tens At the beginning of each game session, put a number of
die) to you. This is an Assist Die, and can replace the coins, wrapped candies or tokens representing Coin in the
tens die result of the next Skill Test you make. middle of the table equal to the number of players present,

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plus the Historian. The Historian immediately takes one EBB & FLOW OF THE POOLS
of these tokens and adds it to their Coin Pool. Then, each
player rolls a Chaos Die. For every result of face ‘1-5’, place Once a Coin is spent, remove it from the pool and place
one more Coin in the shared player pool. For every result it into the other. This means that if a Historian spends a
of face ‘6’, place one more Coin into the Historian’s pool. Coin, it immediately transfers into the player’s shared pool.
This means there are two pools; one shared by the players, The same goes for the players; for every Coin they spend
and one for the Historian. from the players’ shared pool, it goes into the Historian
pool. Once the next game session starts, you’ll determine
the initial size of both pools once more, as Coins do not
carry over between sessions.

SPENDING COINS
Both players and Historians alike can spend one
Coin from their respective pools to gain one of the
following benefits:

K Immediately after you roll D100, re-roll to try


BASICS OF GAMEPLAY

generating a better result, but you must accept


the outcome of the new die roll. Note that you
cannot spend Coins to re-roll a Critical Failure
on a Skill Test.

K Immediately after you roll a 1D6 Chaos Die


or 1D6 Fury Die, you may treat the result as a
face ‘6’. However, you cannot spend more than
a Coin to turn multiple Chaos or Fury Dice
into face ‘6’ on the same Turn.

K During combat, gain 1 additional Action Point


to use immediately.

K Suggest a momentary ‘edit’ to a situation


to the player’s advantage or the Historian’s
disadvantage. This introduces a new narrative
element or changes the surrounding area,
provided the change doesn’t directly contradict
anything the Historian has already established
or seriously disrupts the story flow. The ‘rule of
cool’ generally follows here; players can have
their characters do heroic, over-the-top actions
that fit within the story milieu, but are bound
in reality. This does not allow characters to
avoid being maimed or killed, however.

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h COMBAT & HEALING h

HEN YOUR CHARACTER gets Providing a combatant has enough AP, they can spend it to

W
hurt in FLAMES OF FREEDOM, execute attacks, move around, hamper foes or reserve them
naps don’t heal stab wounds and to assist others and defend against attacks outside of their
mundane Magick which instantly Turn. Detailed Actions In Combat are covered later in this
heals a severed hand doesn’t exist. Quickstart.
Victory inevitably comes at a physical
cost and a psychological toll.
FURY DICE
Throughout this Quickstart, you’ll see mention of a 1D6
Fury Die to generate Damage with melee and ranged
COMBAT TERMINOLOGY weapons. Anytime a combatant rolls for Damage and it
lands on face ‘6’, the die ‘explodes’, generating an additional
Combatant refers to player characters, non-player 1D6 Fury Dice. There is no upper limit to the number of
characters (NPCs), creatures and other threats. Sometimes, Fury Dice that can explode when calculating Damage. Add
this will be broken down further between attacker and the results from each 1D6 Fury Die together to determine
defender in the descriptions, and even as an ally or foe Total Damage.
when needed. You are always considered your own ally. As a rule, Fury Dice are used with weapons only. Magick
Furthermore, in order to control the chaos that happens in doesn’t gain the benefits of exploding Fury Dice unless the
combat, the Historian will impose structured time. Once spell’s entry indicates otherwise. Where reference is made
structured time is introduced, the Historian will highlight to D10, of any number, they never explode as Fury Dice do.
four major elements:
RUNNING COMBAT
ROUNDS
Unlike ZWEIHÄNDER, this game uses Rounds. A
ENCOUNTERS
Round reflects the time it takes for combatants involved to
complete their Turn. During a Round, it is assumed every Below is a guideline to follow when running combat
combatant will get a Turn, unless there are extenuating encounters:
circumstances. A Round is equal to one minute in the
game world, no matter the number of combatants or K SECTION 1: Set The Scene
actions they’ve taken.
K SECTION 2: Establish Initiative Ladder
TURNS & ACTION POINTS K SECTION 3: First Round
A Turn reflects when a combatant takes a set number of
sections, dictated by their reserve of Action Points (AP K SECTION 4: New Rounds
hereafter). A combatant begins their Turn with 3 AP.

COMBAT & HEALING


Although Turns are sequentially determined by Initiative
results, they take place simultaneously in the game world DESCRIPTIVE COMBAT
between combatants. The length of time that passes during
a Turn is variable. It could be six seconds, ten seconds or Although Turns introduce a uniform way to handle
even a full minute, but however long, its passage of time Actions In Combat, it should never hinder role-playing.
does not need to be tracked. Using your own personal descriptions to represent your
character’s daring stunts in the middle of adrenaline-
packed action scenes is enjoyable for everyone at the
ACTIONS IN COMBAT game table. Plus, the Historian may award you with
All combatants have the same tactical options for attacking, mechanical bonuses and more favorable Difficulty
defending, moving and other decisions.They are represented Ratings based on your descriptions. Just remember to
by Actions In Combat, regardless of whether they’re used not hog the spotlight and try to limit your descriptions
by the players or the Historian. These are tactical choices to ten seconds or less!
a combatant makes to change the outcome of the conflict.

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SECTION 1: SET THE SCENE SECTION 3: FIRST ROUND
As combat readies to unfold, the Historian will narratively Whichever combatant has the highest Initiative value
explain what the battlefield looks like: starts the first Round by taking their Turn. Once they
declare the end of their Turn, the combatant with the next
COVER highest goes, until all combatants have taken their Turn.
Remember, when a combatant begins their Turn, they
K Low Cover (+3 Damage Threshold): Behind refresh 3 AP to spend on Actions In Combat.
a cart, low stone wall or tree stump
K Medium Cover (+6 Damage Threshold): ACTIONS IN COMBAT
Behind a wagon, boulder or short tree All combatants in FLAMES OF FREEDOM have the
K High Cover (+9 Damage Threshold): Behind same options to use, regardless of whether they’re used by
a pillar, tall tree or plinth of rock the players or the Historian. Actions In Combat are choices
a combatant makes to change the outcome of the battle.
K Total Cover (cannot be targeted; line of sight
is broken): Behind a building or hidden REFRESHING & BANKING ACTION POINTS
AP refreshes at the start of your Turn, not the start of the
LIGHT Round. This is important to remember when it comes to
the Initiative Ladder, as defenders with lower Initiative
K Perfect Light (no ambient penalties):
values generally don’t have the AP to use Reactions that
daytime, in direct source of light have an AP cost associated with them (unless they have
K Fleeting Shadows (cannot give or gain the banked AP from a previous Round or from a Talent, Trait
benefits of Assist Dice): dawn, dusk or clear or other ability).
night skies Combatants are not required to spend all of their AP
K Total Darkness (must flip the results to fail on their Turn and can hold onto them – banking AP – to
vision-related Skill Tests; cannot give or gain perform Reactions outside of their Turn. By the same token,
the benefits of Assist Dice): blinding light, a combatant cannot carry AP over into their next Turn.
moonless night, pitch black When a combatant’s new Turn begins, all of their banked
AP are lost, and refreshes with the normal allotment of 3
AP (unless a condition stipulates otherwise).
WEATHER
K Light Weather (cannot use Extreme GAINING SURPRISE
Distances): wind or rain Unlike ZWEIHÄNDER, there is not a Surprise Turn in
K Medium Weather (cannot use Extreme or FLAMES OF FREEDOM. Instead, if the Historian feels
Long Distances): thunderstorm or snow its appropriate, an attacker can gain the benefits of Surprise
COMBAT & HEALING

on their Turn, regardless of whether this is the first Round


K Heavy Weather (cannot use Extreme, Long of combat or a later one. The benefits of Surprise rarely last
or Medium Distances): sleet or blizzard more than one Turn, unless the Historian dictates otherwise.

SECTION 2: ESTABLISH Attackers who gain the benefits of Surprise treat


their Actions In Combat as (Easy +20%), unless the
INITIATIVE LADDER Historian feels there are extenuating circumstances.
Furthermore, attackers add a 1D6 Fury Die to Total
When the Historian announces combat is about to Damage. Finally, defenders who are Surprised cannot
unfold, every combatant involved rolls 1D10 + Initiative use any Reactions to avoid Actions In Combat used
value from their creature listing or character sheet. If the against them.
Initiative results match, compare their [PB] or have a roll-
off to determine who goes first.

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SECTION 4: NEW ROUNDS ‘STACKING’ EFFECTS
Keep in mind that using multiple Actions In Combat that
Once the first Round of combat ends, begin once again confer the same sort of bonuses and conditions against a
at the top of the Initiative Ladder for the next Round. single foe do not stack. Always consider a condition or
Do this for subsequent Rounds, until the players and bonus but once.
Historian both agree that combat should end. The players
and Historian will then narrate together what happens as a USING TRAITS & TALENTS
result of the combat. DURING COMBAT
Traits and Talents act as ‘riders’, working in cooperation
CONCLUDING A COMBAT ENCOUNTER with Skill Tests. Unless specifically indicated in its
As a reward for combat, the Historian will remove any description, the use of these abilities cost 0 AP and can
remaining Coins from their pool and place it into the be triggered either before, during and even after your
player’s pool. Skill Test (with Historian approval).

COMBAT CONDITIONS
Throughout this Quickstart, you will see references to Combat Conditions that penalize combatants:
K Bleeding: You Bleed every minute at the beginning K Incapacitated!: You cannot succeed at any Skill
of your Turn, until you take the First Aid (Apply Tests.
Tourniquet) Action. If you Bleed for a number of
minutes in excess of your [BB], you are Slain!. K Inspired: Add +1 to Damage Threshold & Peril
Threshold until the end of combat.
K Choked: Cannot use any Action In Combat,
unless you have successfully Resisted to escape K Intimidated: Suffer -1 to Damage Threshold &
using Athletics. 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.
K Disarmed: Any weapon in your primary hand
is knocked or thrown from your grasp and lands K Medium Cover: Add +6 to Damage Threshold
3 yards away; cannot use primary hand or two- against Damage from ranged weapons.
handed weapons until next Turn. K Prone: On the ground, and suffers an additional
K Disoriented: Must spend 1 additional AP for 1D6 Fury Die to Total Damage. The only
Reactions until the end of combat. Movement Actions you can use while Prone is
Hustle and Maneuver.
K Engaged: Two or more combatants stand toe-to-
toe, less than 1 yard away. If using miniatures and K Shaken: Must spend 1 additional AP to Load a

COMBAT
a map grid, Engaged is whenever combatants are weapon until the end of combat.
XXXXXXXXXX
standing in an adjacent square or hex. K Strained: Must spend 1 additional AP for Attack
K Gutted: Must spend 1 additional AP for Actions until the end of combat.
& HEALING

Movement Actions until the end of combat. K Surrounded: When three or more foes are
K Hastened: Add +1 to Initiative and Movement Engaged with a single defender, they add 1D6
until the end of combat. Fury Die to Total Damage. The Historian may
make exceptions to this rule (such as facing foes
K High Cover: Add +9 to Damage Threshold against which are significantly bigger than the attackers).
Damage from ranged weapons.
K Unconscious: Asleep for 1 hour and can be Slain!
K Hidden: Your foe is surprised when you take your with any attack.
Turn.

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MOVEMENT ACTIONS AP DESCRIPTION

Charge 2 Charge at 2x Movement and add 1D6 Fury Die to Damage.


Stand up from Prone, mount a horse or embark in a vehicle. Invokes Counterattack if
Get Up 2
moving out of an Engagement.
Hustle 1 Hustle at 1x Movement. Invokes Counterattack if moving out of an Engagement.
Maneuver 2 Maneuver 3 yard out of an Engagement, avoiding all Counterattacks.
Run at 3x Movement, gain +3 Damage Threshold. Invokes Counterattack if moving out
Run 3
of an Engagement.
Gain +3, +6 or +9 Damage Threshold, depending on cover type. Invokes Counterattack
Take Cover 1
if moving out of an Engagement.

ATTACK ACTIONS AP DESCRIPTION


Cast Magick 1 See spell for description.
Ignore Low Cover for 1 AP, Medium Cover for 2 AP or High Cover for 3 AP. Then
Fire Through Cover Varies
make a Combat-based Test. Foe must Defend or suffer Damage.
Melee Attack 1 Make a Combat-based Test. Foe must Defend or suffer Damage.

Ranged Attack 1 Make a Combat-based Test. Foe must Defend or suffer Damage.

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

ROUGH & TUMBLE AP DESCRIPTION


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

SPECIAL ACTIONS AP DESCRIPTION


When Engaged with an ally, perform one of the following Healing Practices: Apply
First Aid 3 AP Tourniquet, Bind Wounds, 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 De-
Quickload 0 fenseless until the beginning of your next Turn.
Spend 1 AP to gain +10% Base Chance or spend 2 AP to gain +20% Base Chance to
Take Aim 1 or 2 your next Attack Action or Rough & Tumble. Cannot Take Aim for Cast Magick.
Wait Varies Wait until later to spend your APs.
Declare to use either Hastened, Inspired or Intimidated; then make a relevant Skill
Words As Weapons 1 Test. Foes cannot Resist, and suffers one of three Combat Conditions until the end of
combat.

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REACTIONS AP DESCRIPTION

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

Counterattack 0 Make a Combat-based Skill Test in specific situations, foe left Defenseless.

Defend 1 Make a Combat-based or Coordination Test to avoid Damage from attacks.

Resist Varies Resist the effects of Rough & Tumble and Special Actions.

COMBAT
XXXXXXXXXX
& HEALING

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MOVEMENT ACTIONS MANEUVER (2 AP)
Effect: Maneuver 3 yards to get out of Engaged without
provoking Counterattacks.
CHARGE (2 AP)
Other Considerations: You can Maneuver while Prone.
Effect: Charge up to 2x your Movement. If you Charge at
least 3 yards and successfully make a Melee Attack on the
same Turn, add a 1D6 Fury Die to Total Damage. RUN (3 AP)
Other Considerations: Charging provokes a Counterattack Effect: Run up to 3x your Movement, and gain the benefits
if you move away from being Engaged with foes. of Low Cover until the beginning of your next Turn.
Other Considerations: Running provokes a Counterattack
DIFFICULTY RATINGS & if you move away from being Engaged with foes.
HISTORIAN FIAT
JUMP & LEAP
A variety of dynamic circumstances can rapidly
change the battlefield, presenting all-new challenges. On the same Turn after Charging or Running, you
You can use them to your advantage, such as leaping may jump horizontally two yards for every 3 points
behind cover and using it to impede foe’s attacks of [BB] or leap vertically one yard for every 6 points
against you. At other times, these conditions can of [BB].
impose incredible difficulty upon combatants, such as
inclement weather rendering ranged weapons nearly
useless at longer distances. TAKE COVER (1 AP)
Ask the Historian about the environment you’re Effect: Move up to 1 yard and Take Cover by crouching
fighting in for opportunities that may pose benefits or down behind a solid barrier, gaining the benefits of Low
penalties during battle. Be open, and remain alert for Cover, Medium Cover or High Cover until the beginning
narrative clues the Historian may present. Remember: of your next Turn.
the Historian sets all Difficulty Ratings based on the Other Considerations: If you make an Attack Action or
situation. Rough & Tumble after Taking Cover, you no longer gain its
benefits (until you Take Cover once again). Taking Cover
GET UP (2 AP) provokes a Counterattack if you move away from being
Effect: Get Up from the ground Prone, mount a horse or Engaged with foes. Finally, Taking Cover never completely
embark into a vehicle. If you have at least one Skill Rank in breaks line of sight - defenders can still be clearly seen and
Coordination, Get Up for 1 AP instead. heard.

Other Considerations: Get Up does not provoke


Counterattacks. BEING HIT WHILE IN COVER
Any time a defender is Taking Cover and an attacker
CLUTTER ON THE BATTLEFIELD
COMBAT & HEALING

successfully hits the defender, that specific cover no


The battlefield will be fraught with boulders, crates, longer affords any benefit to the defender. They must
crowds of harmless people, dead bodies, fallen trees, Take Cover elsewhere.
low fences, low-running rivers, tree roots and the like.
In order to move over and through them, it costs 2
yards of movement instead of 1 yard.

HUSTLE (1 AP)
Effect: Hustle up to 1x your Movement.
Other Considerations: Hustling provokes a Counterattack
if you move away from being Engaged with foes. You can
Maneuver while Prone.

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Critical Success: Your foe cannot Defend and you add a
ATTACK ACTIONS 1D6 Fury Die to Total Damage.
Critical Failure: You are Disarmed.
Attack Actions are used when a combatant needs to
vanquish foes using weapons. You can only make one Other Considerations: If you are Engaged with foes, you
successful Attack Action on your Turn. Should you miss cannot make a Melee Attack against another opponent
your Skill Test, you can try again on the same Turn (but unless you are using a weapon with a Distance of Engaged
may suffer a worse Difficulty Rating as a result). Whenever or 1 yard.
an Attack Action references ‘relevant Combat-based Skill
Test’, it refers to whatever Skill is required to use a weapon RANGED ATTACK (1 AP)
in your primary hand. Effect: When at Distance from a foe, make a relevant
Combat-based Skill Test. After successfully rolling (and
CAST MAGICK (1 AP) the foe cannot or fails to Defend using Coordination), they
Effect: When Engaged or at Distance with a foe, select suffer 1D6+[CB] Fury Die to Total Damage.
a Magick spell and make an Incantation Test. Details Critical Success: Your foe cannot Defend and you add a
covering casting and their Effects vary by spell. 1D6 Fury Die to Total Damage.
Critical Success: Positive benefits are covered in the Critical Failure: If an ally is nearby, you hit them instead.
Magick spell’s entry. The ally cannot Defend and you add a 1D6 Fury Die to
Critical Failure: Negative outcomes are covered in the Total Damage.
Magick spell’s entry. Other Considerations: If you are Engaged with foes, you
Other Considerations: Casting Magick doesn't provoke cannot make a Ranged Attack against another opponent
a Counterattack. unless you are using a weapon with the Pistol Quality.

FIRE THROUGH COVER (VARIES) TARGETED ATTACK (2 AP)


Effect: When at Distance from a foe, ignore the effects Effect: When Engaged or at Distance with a foe, declare
of Low Cover for 2 AP, Medium Cover for 3 AP or High that you want to hit the arm, body, head or leg of a foe,
Cover for 4 AP for your next Attack Action. Then, make a then make a relevant Combat-based Skill Test. After
relevant Combat-based Skill Test. After successfully rolling successfully rolling (and the foe cannot or fails to Defend
(and the foe cannot or fails to Defend using Coordination), using Coordination if avoiding a ranged weapon or relevant
they suffer 1D6+[CB] Fury Die to Total Damage. Combat-based Skill Test if avoiding a melee weapon), they
suffer 1D6+[CB] Fury Die to Total Damage, and suffer the
Critical Success: Your foe cannot Defend and you add a following Combat Condition:
1D6 Fury Die to Total Damage.
Critical Failure: If an ally is nearby, you hit them instead. K Arm: Disarmed
The ally cannot Defend and you add a 1D6 Fury Die to K Body: Gutted
Total Damage. K Head: Disoriented

COMBAT
Other Considerations: You must be using a weapon with
K Leg: Prone
the Carbine, Musket, Pistol or Rifle Qualities. If you are XXXXXXXXXX
Engaged with foes, you cannot make Fire Through Cover
Critical Success: Your foe cannot Defend and you add a
against another opponent unless you are using a weapon
& HEALING

1D6 Fury Die to Total Damage.


with the Pistol Quality.
Critical Failure: Your weapon malfunctions until repaired
MELEE ATTACK (1 AP) outside of combat.
Effect: When Engaged with a foe, make a relevant Other Considerations: You can use a Targeted Attack with
Combat-based Skill Test. After successfully rolling (and a melee or ranged weapon. You cannot make a Targeted
the foe cannot or fails to Defend using a relevant Combat- Attack with a melee weapon outside of Engaged with foes.
based Skill Test), they suffer 1D6+[CB] Fury Die to Total You cannot make a Targeted Attack with a ranged weapon
Damage. while Engaged with foes, unless using a weapon with the
Pistol Quality.

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OTHER ATTACK ACTION CONSIDERATIONS CHOKEHOLD (1 AP)
Consider also these special use cases for Attack Actions: Effect: When Engaged with a foe, make an Athletics or
HELPLESS FOES: Any time a combatant is Uncon- Toughness Test. After successfully rolling (and the foe cannot
scious, asleep, pinned beneath a heavy object, shackled or or fails to Resist using Athletics), they are Choked. While
otherwise unable to escape on their own accord, they are Choked, your foe immediately suffers 1D10+[BB] physical
Defenseless and can be automatically Slain! by any attack. Peril and again at the start of each of your Turns if you maintain
the Chokehold. It costs 3 AP to maintain a Chokehold,
MULTIPLE ATTACKS: Rolling to hit and dealing requiring no additional Skill Tests to maintain. If the foe
Damage in FLAMES OF FREEDOM has been care- drops to Incapacitated!, they are Unconscious. Your Choked
fully balanced and designed to be swift and merciless. As foe cannot use any Actions In Combat, except to Resist your
a consequence, the system has not been designed with Chokehold.
making multiple attack rolls on the same Turn in mind.
However, some Talents and Traits may allow you to take Critical Success: Your foe cannot Resist your Chokehold (but
advantage of two weapon fighting in different ways. can try while you maintain), and is Strained.
RANGED WHILE ENGAGED: Ranged weapons Critical Failure: You are Choked.
cannot be fired while Engaged with foes, unless it is a Other Considerations: Both hands must be free to use and
weapon with the Pistol Quality. maintain a Chokehold. You can only use Movement Actions,
SWAPPING WEAPONS: At the beginning of your Special Actions and Reactions while maintaining a Chokehold.
Turn, you may draw any weapon either from your own If your Damage or Peril Condition Track drops one or
body, pick up a weapon you dropped at your feet, swap more steps negatively while maintaining a Chokehold, you
weapons at your side or give a weapon to an ally for 0 AP. immediately release your hold. You may release a Chokehold
Swapping multiple weapons around requires the expendi- at any time.
ture of 1 AP each time you re-draw or swap a weapon.
EYE GOUGE (1 AP)
Effect: When Engaged with a foe, make a Guile or Intimidate
ROUGH & TUMBLE Test. After successfully rolling (and the foe cannot or fails
to Resist using Awareness), they are Disoriented. While
Rough & Tumble gives an opportunity to fight dirty, evoking Disoriented, your foe must spend 1 additional AP for Reactions
the ‘gouging’ fighting style of 1776. These sorts of actions inflict until the end of combat.
various conditions on foes. You can only make one successful
Critical Success: Your foe cannot Resist and suffers 2D10+2
Rough & Tumble on your Turn. Should you miss your Skill
physical Peril.
Test, you can try again on the same Turn (but may suffer a
worse Difficulty Rating as a result). Finally, we’ll talk about Critical Failure: You are Disoriented.
how to calculate Peril and its penalties later in Section 8: Other Considerations: One hand must be free to use an Eye
Suffering Peril. Gouge.

BELOW THE BELT (1 AP) KNOCKDOWN (1 AP)


COMBAT & HEALING

Effect: When Engaged with a foe, make an Athletics or Guile Effect: When Engaged with a foe, make an Athletics or
Test. After successfully rolling (and the foe cannot or fails to Coordination Test. After successfully rolling (and the foe
Resist using Toughness), they are Gutted. When Gutted, your cannot or fails to Resist using Coordination), they are knocked
foe must spend 1 additional AP for Movement Actions until Prone. While Prone, a foe drops to the ground until they Get
the end of combat. Up. If they are Defenseless, they are also Unconscious. While
Unconscious, they are asleep for 1 hour and can be Slain! with
Critical Success: Your foe cannot Resist and is knocked Prone.
a successful attack.
Critical Failure: You are Gutted.
Critical Success: Your foe cannot Resist and must spend 3 AP
Other Considerations: One hand must be free to use Below to Get Up.
The Belt. A foe remains Gutted until they successfully Resist
Critical Failure: You are knocked Prone.
at the beginning of their Turn.
Other Considerations: You must be standing to use a
Knockdown.

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Intimidated on combatants, then make a relevant Skill
SPECIAL ACTIONS Test explained below. After successfully rolling, select a
number of combatants equal to your [FB] to gain one of
Special Actions are used to complete miscellaneous Actions the following Combat Conditions until the end of combat:
that do not hinge on moving or making attacks.
K Test Warfare for Hastened: Add +1 to Initiative and
Movement.
FIRST AID (3 AP)
Effect: W hen Engaged with a n ally perform one of K Test Leadership for Inspired: Add +1 to Damage
the following Healing Practices: Apply Threshold & Peril Threshold.
Tourniquet, Bind Wounds, Inject Tincture, Use
Laudanum or Use Smelling Salts. Most of these K Test Intimidate for Intimidated: Suffer -1 to Damage
practices are listed later in this Quickstart. Threshold & Peril Threshold.
Other Considerations: Refer to the Healing Practice’s
Critical Success: You inflict two Combat Conditions
other considerations.
above of your choice to combatants.
LOAD (VARIES) Critical Failure: You suffer two of the Combat Conditions
of the Historian’s choice.
Effect: Spend a number of AP listed under a ranged
weapon’s listing to Load. Other Considerations: Foes cannot Resist Words as
Weapons. Both you and combatants must be able to clearly
Other Considerations: You may Load across multiple see and hear one another. Combatants can only be made
Turns. subject to each Combat Condition once during combat.
You cannot use Words As Weapons if you are under the
QUICKLOAD (0 AP) effects of Stress, Fear or Terror.
Effect: On your Turn, Quickload a ranged weapon for 0
AP. OTHER ATTACK ACTION CONSIDERATIONS
Other Considerations: You can only take advantage of Consider also these special use cases for Special Actions:
your weapon’s Short Distance and are Defenseless until the USING OTHER SKILLS: While the list of Actions In
beginning of your next Turn. Combat covers the most common actions that combatants
take, you can use Skills in other creative ways. Once you’ve
TAKE AIM (1 OR 2 AP) described what you wish to do, the Historian will assign
Effect: Spend 1 AP to gain a +10% Base Chance to your anywhere from 0 to 3 AP to commit to it.
next Attack Action or Rough & Tumble. If you spend 2
APs, you gain a +20% Base Chance instead.
REACTIONS
Other Considerations: You cannot Take Aim to Cast
Magick.
Reactions are always used by combatants as a response to their

COMBAT
foe’s attacks and movement or to defend themselves against
WAIT (0 AP) the onslaught. XXXXXXXXXX
Effect: You Wait for your Turn until later in the Round.
When you decide to act, take your Turn. ASSIST (VARIES)
& HEALING

Other Considerations: You cannot use an Action In Effect: Whenever an alley is about to use an Action In Combat
Combat, then elect to Wait on the same Turn. You must that requires a Skill Test, you help them succeed. The Historian
spend one Coin to interrupt a foe’s Turn on the Initiative takes into consideration the situation you and your ally are in,
Ladder. Finally, you must take your Turn before the Round the Distance between you and the ally, and finally then assigns
is over. the appropriate number of AP required for you to Assist.
Other Considerations: An Assist never requires a Skill Test
WORDS AS WEAPONS (1 AP) from the Assisting character. You are otherwise bound to the
Effect: W hen Engaged or at Distance with combatants, same rules for Assisted Skill Tests.
declare that you want to use Hastened, Inspired and

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COUNTERATTACK (0 AP) Conditions, you can attempt to Resist as your Turn begins,
rolling once for all effects. If successful, you recover from the
Effect: In specific situations and while Engaged, interrupt negative effects. If unsuccessful, you may attempt to Resist
an Action In Combat by making a Melee Attack or Ranged again at the start of your next Turn. Regardless of success
Attack for 0 AP. A foe cannot Defend against a Counterattack. or failure, you then refresh AP (as indicated earlier in the
Critical Success: As Attack Action Type Quickstart). You cannot Resist when left Defenseless.
Critical Failure: As Attack Action Type
Other Considerations: You cannot make a Counterattack GUIDE TO ATTACKING
when left Defenseless, on the ground Prone, Taking Cover
or while concentrating on Magick. You can also make a
When a combatant is armed with a melee or ranged weapon,
Counterattack using ranged weapons with the Pistol Quality.
the ability to hit and the Damage dealt is determined the
same way. Below is a guideline to follow whenever you use
an Attack Action:
COUNTERATTACKS
K SECTION 1: Choose Weapon
IN AN ENGAGEMENT
There will be situations where foes will use Actions In K SECTION 2: Make The Attack
Combat when they’ll provoke Counterattacks. When this
occurs, not every combatant can initiative a Counterattack. K SECTION 3: Foe Defends
Instead, the combatant with the highest Combat value is
allowed to make a Counterattack. This will help control the K SECTION 4: Roll Damage
flow of dice rolls.
K SECTION 5: Record Damage Condition

K SECTION 6: Roll For Injury


DEFEND (1 AP)
Effect: If struck by a ranged weapon, but before Damage is K SECTION 7: Sacrifice Determination
determined, make a Coordination Test. If struck by a melee
weapon, but before Damage is determined, make a relevant K SECTION 8: Suffering Peril
Combat-based Skill Test. After successfully Defending,
avoid all Damage.
Critical Success: Bank 1 AP, and make a Counterattack SECTION 1: CHOOSE WEAPON
against the foe.
Critical Failure: You suffer 2D10+2 mental Peril. When a combatant wishes to hit, they must first decide
Other Considerations: You cannot Defend when what kind of weapon to use. Melee weapons are useful
for those who like to get up close and personal, while
COMBAT & HEALING

Defenseless to avoid the effects of Rough & Tumble. Note


that if you are not already armed with a weapon, you cannot ranged weapons serve the purposes of decidedly wiser (or
draw one in order to Defend an attack. cowardly) fighters.

RESIST (0 AP) MELEE WEAPONS


Effect: When you are the victim of Rough & Tumble, With a melee weapon, the attacker will make either a
Magick or other Talents and Traits that require you to Simple Melee or Martial Melee Test, depending on the
Resist a Combat Condition, Magick or Trait’s effects, type of melee weapon they’re armed with. Generally, the
make a relevant Skill Test, referring to the Skill indicated attacker must be Engaged, otherwise standing next to their
necessary to withstand it. After successfully Resisting, you intended target, in order to hit.
shake off all their effects. ‘UNARMED’ FIGHTING: Fighting with hands,
Other Considerations: In cases where your Turn starts headbutts, feet, fist and knees are considered to be a
and you are currently suffering from multiple Combat bare-handed weapon.

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PRIMARY HAND & TWO WEAPON USE SECTION 2:


While a favored option of other tabletop role-
MAKE THE ATTACK
playing games, using two weapons at the same time
to increase Damage is not an option in FLAMES Actions In Combat generally have a fixed Difficulty Rating
OF FREEDOM. You can wield any 2 one-handed of (Standard +/-0%), but the Historian will change it as the
weapons in combat. When striking with a weapon held narrative or Action In Combat dictates.
in your off-hand, follow the standard rules for Attack ROLL TO HIT: Once an attacker has considered what
Actions, but you must flip the results to fail. weapon they intend to use, what the Total Chance is,
it’s time to roll a D100. Should the result meet the Total
Chance for success or result below it, the attack succeeds.
RANGED WEAPONS
Should the result exceed the Total Chance for success, the
With a ranged weapon, the attacker will make either a attack fails.
Simple Ranged or Martial Ranged Test, varying by the
kind of weapon they’re wielding. Distance is generally
It is a good idea for players to announce their
measured by the combatant’s [PB], modified by the ranged
character’s Total Chance for success before rolling
weapon they’re using. It represents the number of yards
a D100. Conversely, the Historian probably won’t
they can accurately target a foe:
announce the Total Chance for success for NPCs or
creatures, as this keeps players guessing about their
K Short Distance is the minimum range an attacker can foe’s true capabilities.
stand away from a defender without suffering additional
penalty to their attack. This means that there must be a
bare minimum of 1 yard between the attacker and the
defender. While at Short Distance, the attacker does SECTION 3: FOE DEFENDS
not suffer any additional penalties to their Skill Test,
unless the Historian dictates otherwise. Attempt a Coordination test to avoid ranged weapon
K Medium Distance is 2x Short Distance. This means an Damage and a relevant Combat-based test to avoid melee
attacker can stand even further away from a defender weapon Damage. The Test’s Difficulty Rating is based
to fire effectively. While at Medium Distance, the on the Difficulty Rating of your foe’s Attack Action and
Difficulty Rating becomes worse by one step on always translates into its opposite as a bonus or penalty.
the Difficulty Rating Chart. This is dictated by the This means that if your foe’s Attack Action has a Difficulty
Historian. Rating of (Routine +10%), your Difficulty Rating to
Defend is (Challenging -10%). If successful, you avoid
K Long Distance is 3x Short Distance. At this range, all Damage. When Defending, you cannot re-attempt to
firing a ranged weapon and hitting a defender can Defend against the same attack you just failed to Defend
be considerably difficult. While at Long Distance, against. If successful, the defender avoids all Damage.
the Difficulty Rating becomes worse by two steps on

COMBAT
the Difficulty Rating Chart. This is dictated by the
Historian. XXXXXXXXXX
WEAPON & SIZE DIFFERENCES WHILE
K Extreme Distance is 4x Short Distance. While at DEFENDING: The size of a weapon and foe should
& HEALING

Extreme Distance, the Difficulty Rating becomes be considered when a combatant Defends, and will
worse by three steps on the Difficulty Rating Chart. change the Difficulty Rating. This is generally treated
This is dictated by the Historian. At such ranges, a by the Historian’s gut instinct on the assumed length
ranged weapon cannot add any Fury Dice to Total of the weapon and the size differences between the
Damage. attacker and defender. For example, Defending
against a knife while unarmed may be considerably
Some ranged weapons possess the Throwing Quality. more difficult than Defending a knife while armed
This means that these weapons can never be thrown further with a sabre.
than the Distance listed; they always are at Short Distance
and do not have a Medium or Long Distance value.

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SECTION 4: ROLL DAMAGE SECTION 5: RECORD
DAMAGE CONDITION
Every Attack Action indicates what an attacker rolls for
Damage. Generally, this is 1D6+ [CB] Fury Die for the
Any time a combatant suffers Damage that exceeds their
weapon. The determines Total Damage. Some weapon
Damage Threshold, the player or Historian must announce
Qualities, conditions and Traits may change the way Total
to the game table where they are on the Damage Condition
Damage is calculated.
Track:
CONSIDER DAMAGE THRESHOLD
K Unharmed
A defender always takes into consideration their Damage
K Lightly Wounded
Threshold when they suffer Damage. It is derived from
three sources. The first is each combatant’s [BB], the second K Moderately Wounded
comes from Cover Conditions. Player characters, however, K Seriously Wounded
add their current Determination value to their Damage
Threshold. Combined, they make up a Damage Threshold. K Grievously Wounded
When an attacker hits their target and after Total Damage K Slain!
is considered, the defender must now compare it to their
Damage Threshold: SECTION 6:
EQUAL TO OR BELOW DAMAGE
THRESHOLD: If Total Damage is equal to or
ROLL FOR INJURY
below the Damage Threshold, nothing happens.
When a defender’s Damage Condition Track drops to
EXCEEDS DAMAGE THRESHOLD: When Moderately Wounded, Seriously Wounded or Grievously
Total Damage exceeds one or more Damage Wounded, they are at risk of suffering an Injury. Combatants
Thresholds, consider how many steps a defender are never at risk of suffering Injuries if they move up the
moves down the Damage Condition Track negatively: Damage Condition Track; only when they move down the
K If Total Damage exceeds base Damage Threshold, Damage Condition Track:
the defender moves one step down the Damage
Condition Track negatively.
K Unharmed: Not hurt.
K If Total Damage exceeds 6+Damage Threshold,
the defender moves two steps down the Damage K Lightly Wounded: No risk, yet...
Condition Track negatively.
K Moderately Wounded: Roll 1D6 Chaos Die.
K If Total Damage exceeds 12+Damage Threshold, If it lands on face ‘6’, suffer a Moderate Injury.
the defender moves three steps down the Damage
Condition Track negatively. K Seriously Wounded: Roll 2D6 Chaos Dice. If
COMBAT & HEALING

any lands on face ‘6’, suffer a Serious Injury.


SUDDEN DEATH: If Total Damage exceeds 18+
Damage Threshold (four steps or more), the defender K Grievously Wounded: Roll 3D6 Chaos Dice.
is instantly Slain! If any lands on face ‘6’, they are instantly Slain!
Grievous Injuries are not a consideration of
Each level of Damage Threshold is noted on the creature this Quickstart.
listing or character sheet as base Damage Threshold
(Damage Threshold + 6/Damage Threshold + 12/Damage K Slain!: Dead, but player characters can spend
Threshold + 18). For example, if Damage Threshold is 10, Determination to live..
it is recorded as such: 10 (16/22/28).

The Damage Condition Track can be healed a number In this Quickstart, Injuries vary by two types. When
of steps positively by using Bind Wounds or by Using determining an Injury, roll a D100, referring to the relevant
Laudanum. table on next page:

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D100 MODERATE INJURY DESCRIPTION
1 to 4 Nothing Happens! You don’t suffer an Injury.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
5 to 8 Ankle Graze reduce your Encumbrance Limit by -3.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
9 to 12 Blurred Vision reduce your Damage Threshold & Peril Threshold by -1 .
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
13 to 16 Boxed Ear must flip the results to fail Skill Tests which rely on hearing.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
17 to 20 Broken Fingers must succeed at a Coordination Test to Load & Quickload ranged weapons.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
21 to 24 Bruised Eye Socket must flip the results to fail Skill Tests which rely on vision.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
25 to 28 Chest Wound reduce Distances with ranged weapons by -3 .
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
29 to 32 Cracked Wrist cannot add Skill Ranks when wielding weapons in combat.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
33 to 36 Dislocated Shoulder start your Turn with 1 less AP.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
37 to 40 Grazed Shoulder must succeed at a Toughness Test to use ranged weapons.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
41 to 44 Gut Buster suffer 1D10+1 physical Peril after eating.
You are Bleeding. Until fully Recuperated, you must flip the results to fail all Actions In
45 to 48 Hyperextended Elbow Combat that rely on ranged weapons.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
49 to 52 Jammed Finger must flip the results to fail all melee weapon attacks with your primary hand.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
53 to 56 Jammed Toes must spend 1 additional AP to Maneuver and Take Cover.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
57 to 60 Neck Spasm you cannot take advantage of weapons or Magick that have Burst, Cone and Explosion
Template effects.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
61 to 64 Pierced Throat suffer 1D10+1 physical Peril after speaking.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
65 to 68 Pulled Muscle must flip the results to fail all Brawn-based Skill Tests.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
69 to 72 Rattled Brain reduce your Initiative by -3 .

COMBAT
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
73 to 76 Scrapped Buttock cannot sleep, awakening to Imperiled. XXXXXXXXXX
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
77 to 80 Sprained Wrist cannot hold anything in your primary hand or wield two-handed weapons.
& HEALING

You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
81 to 84 Strained Groin remain Strained.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, you
85 to 88 Swollen Eyelid suffer 1D10+1 mental Peril after reading and writing.
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated,
89 to 92 Twisted Ankle reduce your Movement by -3 .
You are Bleeding. A caregiver must Treat Moderate Injury. Until fully Recuperated, all
93 to 96 Vicious Haircut failed Fellowship-based Skill Tests are treated as Critically Failed instead.
97 to 100 It Gets Worse... Roll on the Serious Injury table instead!

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D100 SERIOUS INJURY DESCRIPTION
1 to 4 Nothing Happens! You don’t suffer an Injury.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
5 to 8 Bashed Skull use Special Actions in combat.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you wake
9 to 12 Bleeding Groin up every morning having suffered 2D10+2 physical Peril.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you begin
13 to 16 Bloody Hamstring Bleeding at the end of your Turn if you used a Movement Action.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, any time
17 to 20 Busted Kneecap you fail a Skill Test that relies on Agility or Brawn, you suffer 2D10+2 physical Peril.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you are
21 to 24 Chest Wound Shaken.
You are Bleeding. A caregiver must Treat Serious 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 Serious Injury. Until fully Recuperated, you cannot
29 to 32 Cracked Collarbone use Rough & Tumble.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, reduce
33 to 36 Devastated Foot your Movement by -6.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
37 to 40 Elbow Crushed use two-handed weapons.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you suffer
41 to 44 Grazed Brow 2D10+2 mental Peril whenever you fail Intelligence-based and Willpower-based Skill Tests.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you must
45 to 48 Hacked Calf add an additional 1 AP to Charge, Maneuver and Run.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you start
49 to 52 Lacerated Shoulder your Turn with 2 less AP.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
53 to 56 Minor Concussion add Skill Ranks to your Skill Test.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, reduce
57 to 60 Punctured Armpit your Encumbrance Limit by -6.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
61 to 64 Rib Wound add Skill Ranks to Agility or Brawn-based based Skill Test.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
65 to 68 Ruptured Tendon stand up as you’re paralyzed.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
69 to 72 Shell Shocked add any Fury Dice to Damage.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you must
COMBAT & HEALING

73 to 76 Shin Crushed flip the results to fail all Reactions.


You are Bleeding. A caregiver must Treat Serious 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 Serious Injury. Until fully Recuperated, reduce all
81 to 84 Skull Fracture Primary Attribute Bonuses by -1.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you must
85 to 88 Slashed Larynx succeed at a Toughness Test to speak.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you must
89 to 92 Smashed Mouth flip the results to fail all Skill Tests that rely on using your voice.
You are Bleeding. A caregiver must Treat Serious Injury. Until fully Recuperated, you cannot
93 to 96 Stab Wound Defend.
97 to 100 Headshot! Leather, steel, blood and bone marks your doom. You are Slain!.

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K If Peril exceeds 6+Peril Threshold, the defender
SECTION 7: SACRIFICE moves two steps down the Peril Condition Track
DETERIMINATION negatively.
K If Peril exceeds 12+Peril Threshold, the defender
A player character can sacrifice one Determination moves three steps down the Peril Condition Track
permanently from their character sheet to avoid suffering negatively.
an Injury, avoid being Slain! or becoming Incapacitated!.
SUDDEN INCAPACITATION: If Peril suffered
in one instance exceeds 18+ Peril Threshold (four
SECTION 8: SUFFERING PERIL steps or more), the combatant is instantly
Incapacitated!.
A combatant may suffer Peril from Rough & Tumble, or Each level of Peril Threshold is noted on the creature listing
in other situations outside of combat. There are two kinds or character sheet as base Peril Threshold (Peril Threshold +
of Peril: one is called physical Peril (in cases of Peril that 6/Peril Threshold + 12/Peril Threshold + 18). For example, if
inflicts fatigue-like symptoms) and the other mental Peril Peril Threshold is 10, it is recorded as such: 10 (16/22/28).
(Peril which impacts your ability to think clearly). Despite
the two different types, you will track Peril suffered to the
same Peril Condition Track. The Peril Condition Track can be healed to Unhindered
by sleeping for 6 hours.
CONSIDER PERIL THRESHOLD
Any time a combatant suffers Peril that exceeds their Peril
Threshold, the player or Historian must announce to the
game table where they are on the Peril Condition Track. Be
sure to track its effects whenever calculating Base Chance
to succeed Skill Tests:
K Unhindered: Not hurt.

K Imperiled: No penalties, yet...

K Ignore 1 Skill Rank: Ignore one Skill Rank.

K Ignore 2 Skill Ranks: Ignore two Skill Ranks.

K Ignore 3 Skill Ranks: Ignore three Skill Ranks.

K Incapacitated!: You cannot succeed at any Skill Tests.


When an attacker hits their target (or when Peril is suffered
from external pressures) and after Peril is considered, the

COMBAT
defender must now compare it to their Peril Threshold:
XXXXXXXXXX

EQUAL TO OR BELOW PERIL


& HEALING

THRESHOLD: 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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Critical Success: Multiply the
FIRST AID & caregiver’s [IB] by three to determine
HEALING how many steps up you recover.
Critical Failure: You move one step
PRACTICES down the Damage Condition Track
negatively..
People of 1776 have a very archaic
Other Considerations: You can only
understanding of the human body
have Bind Wounds performed on
in comparison to our modern
you once every 24 hours. Finally, you
understanding.
cannot recover from Damage until
your Injuries are in Recuperation.
APPLY TOURNIQUET
Apply Tourniquet: A caregiver INJECT TINCTURE
must have a bandage and spend one
Inject Tincture: You must have a
minute (3 AP if in combat) to Apply
tincture and spend one minute (1 AP
Tourniquet.
if in combat) to Use Tincture.
Effect: You are no longer Bleeding. Effect: You ignore the effects of an
Injury for 24 hours.
Other Considerations: If a caregiver
doesn’t have a bandage, they can Other Considerations: A character
cauterize the Bleeding instead. can only Use Tincture once every 24
However, you suffer 3D10+3 physical hours. Using it more than once causes
Peril and are Unconscious once them to move one step down the
cauterized. You cannot recover your Damage & Peril Condition Tracks
Damage & Peril Condition Tracks negatively.
until your Bleeding has undergone Apply Tourniquet.
Finally, if you Bleed for a number of minutes in excess of USE LAUDANUM
your [BB], you are Slain!. Use Laudanum: You must have a laudanum and spend one
minute (1 AP if in combat) to Use Laudanum.
BIND WOUNDS Effect: Move one step up the Damage Condition Track
Bind Wounds: A caregiver must have a bandage and spend positively.
one minute (3 AP) to Bind Wounds. Depending on where
Other Considerations: You can only Use Laudanum once
you’re at on the Damage Condition Track, the Difficulty
every 24 hours. Using it more than once causes you to move
Rating eases or gets worse:
one step down the Damage Condition Track negatively.
K Lightly Wounded: (Easy +20%) Heal Finally, you cannot recover your Damage Condition Track
until your Injuries are in Recuperation.
COMBAT & HEALING

K Moderately Wounded: (Routine +10%) Heal


USE SMELLING SALTS
K Seriously Wounded: (Standard +/-0%) Heal
Use Smelling Salts: You must have a smelling salt and
K Grievously Wounded: (Challenging -10%) Heal spend one minute (1 AP if in combat) to Use Smelling
Salts.
Effect: If successful, you move a number of steps up the Effect: You move one step up the Peril Condition Track
Damage Condition Track positively for every 6 points of positively.
the caregiver’s [IB]. If failed, nothing happens:
Other Considerations: You can only Use Smelling Salts
K [IB] 1 to 6: one step up positively once every 24 hours. Using it more than once causes you to
move one step down the Peril Condition Track negatively.
K [IB] 7 to 12: two steps up positively Finally, you cannot recover your Peril Condition Track
until your Injuries are in Recuperation.
K [IB] 13+: three steps up positively

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h ONE-SHOT ADVENTURE h

HE SIN EATER is a quickstart adventure

T
for FLAMES OF FREEDOM. It is ONE-ON-ONE GAMEPLAY
January 1776, and the characters have been
dispatched by their mysterious benefactor Although this adventure is intended to be played by

ADVENTURE: TEH SIN EATER


‘Henry Jones’ to find a Rebel spy who was one Historian and three to six player characters,
last seen in Trenton, New Jersey. Within, you can adjust the adventure to be played by one
they’ll unravel a mystery surrounding people who’ve gone Historian and one player. Simply adjust NPC
missing. Damage by -3, and reduce both Damage & Peril
This is an intro adventure that is best played Thresholds by -3.
before Boston Besieged in the core rulebook. Players
should assume they’ve met one another, and that this is
their first major job on behalf of their benefactor ‘Henry
Jones’. There is a content warning for harm upon DRAMATIS PERSONAE
children by evil in this adventure.
This section outlines two NPCs the characters
READ-ALOUD TEXT BOX will encounter:
The adventure has boxes containing read-aloud
text - like this one! Beginning Historians may wish
to read these boxes aloud word for word, but feel
free to shorten or change passages as you see fit.

ADVENTURE OVERVIEW
The Sin Eater is set in Trenton, New Jersey, starting in
winter on February 28, 1776. It consists of one Act. The
characters have arrived in Trenton at dusk, where they learn
that two children are missing. They will then take it upon
themselves to head out into the wilderness to track them
down. While there, they will meet a kindly old Quaker
named Livingston Hobb, who, it turns out, is a monster
that has been plaguing the town for at least a generation.
He is also the one responsible for the disappearance and
death of the Rebel spy Miriam.

GETTING THE PLAYERS INVOLVED


Characters received a letter from ‘Henry Jones’, a mysterious
Rebel sympathizer. His spy, Miram, was last seen in
Trenton, heading towards Boston carrying an important
object of power that the leaders in the besieged city needed.
The characters must find out what happened to her.
They’ve got a description of her – a tall, red-haired
multicultural woman of English and Indigenous descent.
She should be easy to find.

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LIVINGSTON HOBB CALVIN STOWE
Professions: Former Sin Eater (Ghoul) Professions: Purveyor
Culture: Elderly English man Culture: Adult Black man
Allegiance: Loyalist-aligned Allegiance: Rebel-aligned
Secret Society: Mandoag Disposition: Friendly
ADVENTURE: THE SIN EATER

Disposition: Friendly Calvin Stowe is a merchant from Philadelphia and was


Livingston Hobb was a bookish young man who discovered heading to Boston with his two sons, Charlie and Jack.
Quakerism at Oxford in 1693. This revelation caused him Their wagon wheel broke a few miles outside of Trenton,
to break with his family and head across the Atlantic to and he sent Charlie to get help while fixing the wheel. It
settle in Philadelphia. Livingston used what little wealth was dusk before they were finished, and Charlie had not
he had left to open a bookshop. He was a devout Quaker, returned. Calvin Stowe supposed that they would find him
keeping only enough money to live on and donating the on the way to Trenton. That was when the squall of snow
rest to those who needed it. came, and the sound of wolves. He pushed forward quickly
and in his panic, lost sight of his other son Jack. Calvin was
This all changed in 1703, when Livingston was attacked drunk at the time on rum, and the details are fleeting.
on his way home one evening. The attacker, whom he never
saw, left him groggy and disoriented from loss of blood. Calvin is a man who looks well past his years, given the
Over the days to come, he found that food would not hard road. He dresses modestly and has a cross around his
satisfy his hunger. Tormented and hungry, he set after his neck at all times.
own dog, ravaging it and drinking its blood. For the first
time since the attack, Livingston felt alive, but felt a deep, THE STORY BEGINS...
tremendous shame in this act.
He attempted to pray away this affliction, to no avail. After the players have chosen the character they wish to
One evening in Philadelphia (which would become play and the game session begins, read the following text
his last mortal night), he came across a drunken sailor aloud:
passed out in the alleyway. Drunkenness is a sin, and this
filled Livingston with the urge to ‘remove’ their sin. He
drained the man of his blood, and as the hunger subsided, It is January 1776. You are a group of investigators
Livingston felt the guilt and remorse of the sinner. As working in league with the revolution. Just a week
his lips tasted of rum and blood, he took on the pain of ago, you received a letter from ‘Henry Jones’, your
being a drunkard. Confused, he wandered the streets and mysterious Rebel benefactor. One of his spies,
eventually passed out into a deep drunken stupor. It was Miram, was last seen heading towards Boston
then that Livingstone was flooded with what he believed carrying an important object of power that the
was God’s light. He realized what he’d been given was a leaders in the besieged city needed. You must find
blessing, and that by consuming the blood of sinners, he out what happened to her. You’ve been dispatched
could absolve them from their sins as they passed on from to Trenton, New Jersey, in the middle of winter.
their mortal coil. Finding Miram in Trenton should be easy. The
He left Philadelphia the next morning and retired to village is small, and Miriam is a tall, red-haired
a house in Trenton, where he dove into the study of his woman of English and Indigenous descent.
affliction, venturing out to ‘relieve others’ of their sin by During your travel to Trenton, you met a kindly
helping them reach Heaven through death. old Quaker named Livingston Hobb who walked
the road with you and shared some friendly stories.
Arriving at dusk, an inviting, warm light comes
from the Fish & Fin Tavern, welcoming you to
Trenton. This seems like as good a place as any to
start your investigations for the Rebel spy.

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MINOR NPC – WILLIAM STACY: He is a middle
SCENE 1: BIG TROUBLE aged Colonial man, and the Publican of the Fish & Fin
IN LITTLE TRENTON Tavern. William is a no nonsense fellow, but honest and
fair. He’s not entirely unwelcoming, but open to talking
with the characters because they came to Trenton with
The story begins at the Fish & Fin Tavern, which is a Livingston Hobb. William will chew the fat with characters
good place for travelers to get a bite to eat and rest their about the goings-ons in Trenton:
heads for the evening.

ADVENTURE:
LOCAL GOSSIP

XXXXXXXXXX
SETTING THE SCENE There are some disappearances as of late – young children
and pets, in particular.
K Sight: The room is stuffed with people sitting

THE SIN EATER


at tables eating warm food. Candles and a K Rumors abound about a strange woman who has been
roaring fire illuminate the room. seen pulling herbs in the area during the early morning
hours. No one knows who she is, but has been a fixture
K Smell: Beer, body odor, stewed meat and throughout the past few years.
tobacco smoke.
K If asked, people remember seeing a tall, red-haired
K Hearing: People whispering, spoons scraping woman about two weeks ago who matches the
against the bottom of bowls, your feet on the description of Miriam. That was right around the time
wooden floor. that the little girl Margie Steen went missing.

K Taste: The soup is hearty and greasy. The wine Trenton locals are wary of outsiders as of late, but characters
is warm; the mulling spices coming through. that are interested in talking can glean information from
the people using (Routine +10%) Eavesdrop Tests or a
K Touch: Rough tables, cold away from the fire (Challenging -10%) Charm Test:
and warm by it. There is nothing soft about REVOLUTIONARY WHISPERS
this place.
K Boston won’t hold for much longer; I hear General
K Second Sight: A faint hint of something from Washington is amassing a grand army to smash the
outside; the frost and fog seem strange to you. Loyalists.

K I had a Rebel patriot friend who escaped from Boston


because the Loyalists are closing in on a larger plot
FISH & FIN TAVERN: This is the main tavern in with a strange, masked sorcerer.
Trenton, and it is a good place for travelers to get a bite
to eat and some sleep. The common room is filled with a K The mysterious Henry Jones is always looking for a
mix of people, both from town and those who are passing few good patriots for a job in the city. You know the
through on the road. A (Routine +10%) Scrutinize Test coin is always good with him.
lets a character notice that more of the traffic seems to be
heading south, away from the rebellion. Those who are
heading north seem the more rough-and-tumble kind of A CALL TO ACTION
folk.
The door to the Fish & Fin Tavern bursts open, and a man
Livingston Hobb will certainly chat with the characters. with panic on his face stumbles in, the cold January air
He won’t stick around for long, as he needs to get back behind him. His clothing is disheveled, he smells of the
to let his dog out for his evening constitutional. However, wilderness, smells of rum and looks desperate. This is
he’ll introduce the characters to the proprietor. Calvin Stowe.

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SCENE 2: THE
KINDLY QUAKER
In the forest, the scenes of violence are clear as they meet
Livingston Hobb again.
ADVENTURE: THE SIN EATER

SETTING THE SCENE


K Sight: The night is dark, but the full moon is
starting to peek out from the clouds, bathing
everything in a sickly pale glow.

K Smell: Crisp winter air, the occasional hint of


rotten wood and waste along the side of the
road.

K Hearing: The town is abuzz with activity, and


in the distance, you can hear dogs and people
walking.

K Taste: The dry air assaults your throat until its


He yells about having been attacked and that his sons, raw from the cold.
Charlie and Jack, are missing. This story quickly gets the
attention of everybody in the tavern. K Touch: Mud sticks to your boots, and ice is
forming over puddles in the road.
Calvin Stowe explains his story: three days ago,
he set out with his sons Charlie and Jack towards K Second Sight: The closer you get to the
Boston. Their wagon wheel broke a few miles location of this squall, the less comfortable
outside of town, and he sent Charlie to get help things feel; the odd footprint seems to
while fixing the wheel. Dusk came, and Charlie
shimmer with magick.
never came back. Calvin supposed that they would
find him on the way to Trenton. That was when the
squall of snow came and the sound of wolves. They
pushed forward quickly, and in his panic, he lost Calvin Stowe can lead the characters to where the snow
sight of his other son, Jack. squall happened and to where the wagon broke down. Both
take about two hours to reach by cart. In the first location,
Lost in the wilderness, Calvin just now found
the evidence of snow is nonexistent. If questioned, Calvin
his way here to Trenton.
Stowe sticks to his story, and an (Easy +20%) Scrutinize
Test tells a character that he is being somewhat evasive
Calvin will plead for help, and the players should join him.
about the details, if only because Calvin was drunk, and
With a grim resolve on their faces, William Stacy and six
left his children to die.
others will grab overcoats and lanterns to form one search
party to find the wolves (grimly assuming they’re going to The mud on the road is filled with two sets of tracks. A
find the bodies of the young children). Calvin will ask the (Standard +/-0%) Survival Test lets a character determine
characters to accompany him to the squall. Any characters which footprints would have belonged to the 10 year old
that try to tell the tavern it would be better to wait until Jack Stowe. The child’s prints lead into the forest, where
daylight are branded as cowards. As the Historian you his trail can be followed. Calvin Stowe will go with the
should make sure that the search parties remain separate characters, while the six Trentonites will follow the other
for the rest of the adventure. path.

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At the scene where the wagon broke down, the road
is in the same condition; a mess of footprints and deep
ENTER LIVINGSTON HOBB
ruts cut into the mud from the daily traffic. A (Routine As the characters are investigating the road, they will run
+10%) Survival Test lets a character figure out which into Livingston Hobb again. He’s out looking for his dog
footprints belonged to Charlie Stowe. They go down the Biffer, a large Irish wolfhound, who got off his leash.
road for about a mile and then take a turn down a small When he learns about what they are doing, and the
dirt road where a second pair picks up, followed by a scene reason for all the commotion, he volunteers to aid the

ADVENTURE:
of violence. There is blood on the ground, and ripped scraps characters in their search, also hoping to find Biffer along
of clothing. If Calvin Stowe is with the party, he recognizes the way. Livingston swears he heard wolves yipping out in
it as belonging to his son’s coat. Characters who first look the wilderness, and is clearly worried about the children.

XXXXXXXXXX
at this scene must make a (Challenging -10%) Resolve Test
If asked about Miriam, he thinks for a few minutes
or else suffer suffer 1D10+1 mental Peril. There are tracks
and then says he does remember seeing a tall, red-headed
here that can be followed, leading deeper into the woods.

THE SIN EATER


woman talking with another woman, who he believed
Calvin will immediately break into tears, as he picks up the
was a Red Coat, on the side of the road. He continues to
torn cloth. He takes a deep drink from a bottle of rum in
whistle for Biffer. This is all a ploy to throw the characters
his overcoat.
off his scent.

PLAYING LIVINGSTON HOBB


Livingston has been a Ghoul long enough to
not give away what he truly is. The Historian
should play up Livingstone Hobb as someone
who is affable and kind, but also wary of Calvin
Stowe. Livingstone Hobb will converse with the
characters, and he will offer that he heard wolves
in the woods a few hours ago.

If asked about the growing conflict between the Rebels


and the Loyalists, he changes the subject, completely
uninterested in the politics of a world he is barely connected
to. During his line of questioning, Livingstone Hobb is
trying to figure out which character’s sin he would like to
feast upon first. He’ll press the player characters to better
understand their Flaw by asking them about themselves.
Through a combination of tracking and help from
Livingston Hobb, the characters will reach a clearing in
the forest. On the other side, there is a small dilapidated
house, and Biffer will be barking as Livingston approaches.
The light of the moon is shining bright, almost completely
illuminating the field. Livingston Hobb will suggest that
they check the house, but will not say that it’s his.
It has been cold, he says – maybe the boys got lost
and are hiding there, waiting for daylight. In the
candlelight, they see movement on the second floor behind
the windows. Calvin Stowe appears incredibly frightened,
but will join the characters as they approach the house.

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up BASEMENT down
locked

SITTING ROOM KITCHEN POWDER BEDROOM


ROOM
ADVENTURE: THE SIN EATER

1st Floor 2nd Floor

Livingstone Hobb and the dog will remain downstairs,


SCENE 3: HOME IS but the dog whines - clearly concerned something is amiss.
WHERE THE HEART IS Once they head upstairs, Livingston will bolt the door,
locking them inside.
The characters explore Livingstone Hobb’s house, looking SITTING ROOM: In the sitting room, there is a single
for the missing children. rocking chair sitting on an old rug, surrounded by books. An
(Easy +20%) Awareness Test of the room lets a character
see that the books deal with a variety of topics; mythology,
SETTING THE SCENE the works of John Aynsloe, Plato, Socrates, Shakespeare
and other classic writers. There are also stories about the
K Sight: A dilapidated farmhouse and long Freemason society, while a few are firsthand accounts of
burned down barn. Inside, the house is neat, people who ventured too far into the wilderness, both
but has an air of disuse. during peacetime and during war. One book is the journal of
a soldier from King Philip’s War, and another is an account
K Smell: Death and dust, rot and regret. of Geroge Washington’s surrender of Fort Necessity during
the French and Indian War.
K Hearing: Creaking floor boards and a quiet Any character who gives these a glance can make
whimper. a (Challenging -10%) Education Test to look for the
passages that Livingston Hobb was interested in. A few are
K Taste: A thick iron tang is in the air. marked in faded pencil. They talk about a coming shadow, a
creeping dread that fills men’s hearts. Two things stand out
K Touch: Dust and a house smooth with age. to anybody looking at the book. Every mention of General
Every rough surface has been rubbed smooth. Washington has his name struck out, and both times near
the end of the stories, the word ‘MANDOAG’ is scrawled
K Second Sight: A vision of death emanates in an unsteady hand.
from the recesses. KITCHEN: Pots, pans and other kitchenware hang from
hooks. A straw bed is by the back door, where the Irish
wolfhound sleeps. If they attacked Livingston’s dog earlier,
LIVINGSTON’S HOUSE he will be found here, licking his wounds and baring its
teeth. It will otherwise not attack, unless provoked.
Nothing reveals this is Livingston’s house. It has seen
better days, but that does not mean that it is in nearly as BEDROOM & POWDER ROOM: Livingston’s
poor a state as the exterior would imply. The first floor bedroom and adjoining powder room are upstairs.
kitchen and sitting room have sparse furniture; the steps Spartainly appointed, the bed is perfectly made, and is
to the upper floor are creaky from years of neglect. Off the covered in a layer of crust and dirt. It has not been slept
kitchen, there is a door that is bolted and locked shut in for some time. In his powder room, there is a claw-foot
leading down to the basement. tub. In it, there are strange ‘skins’ - the ones Livingston has
molted and left behind. The smell is terrible.

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him entirely, a pool of blood trickling from the back of his
COMBAT: THE QUAKER spine. The younger child is clutching his knees and crying.
& THE DEAD Young Jack Judd doesn’t say much but can confirm who he
and his brother, Charlie Judd, are.
Livingstone Hobb moves quickly once they reach the
An (Easy +20%) Awareness Test leads the characters to
bedroom or powder room. Have all the characters make
a dark corner where the ground looks to have been pulled
a (Challenging -10%) Awareness Test once they come
up with claws. The smell is horrendous. Taking ten minutes

ADVENTURE:
upstairs. If they succeed, they hear a commotion downstairs.
to move the earth aside, they discover a mass grave. At
Calvin Stowe is holding a fire poker, and swears Livingston
the top is a dead woman, drained of blood, who matches
Hobb tried to bite him. A frustrating exchange and finger-
the description of Miriam. Tucked in her coat though is
pointing ensues, as Livingston says that he can ‘smell the

XXXXXXXXXX
an envelope with a broken black wax seal. Inside are the
sin’ on Calvin Stowe, suggesting Calvin killed the boys.
remains of a message that’s been torn, with only the word
During the conversation, Livingston Hobb will stab

THE SIN EATER


‘WINCHESTER’ and a symbol beside it. A character
Calvin Stowe (making him Grievously Wounded), and
can make a (Hard -20%) Education Test to recognize the
scurry deeper into the house. Calvin should remain alive,
symbol as belonging to the Freemasons.
as Livingston’s tactic is to pick off the characters and take
them down one by one (especially if they are separated in As they come back up the stairs, Livingston raises from
the house). the dead.
At no point does Livingston admit to having taken the
two children, but he does talk about feasting upon the
sins of Trenton and taking this burden upon himself for
the greater good. Livingston will attack with his knife,
attempting to ‘eat the sin’ out of the characters. It is vital
that you do not reveal he is a Ghoul at this point.
Once Livingston is made to Bleed, suffers an Injury or
would be Slain!, he pretends to be dead. As this happens,
they hear a faint whimpering coming from downstairs in
the kitchen.
Try to lure them away from Livingston’s body but if
they search the body, reward the players with his knife and
a small psalm book entitled ‘Book of Devotions’. In the
marginalia of the book are the scrawlings of someone who
is clearly in their elder years.

BOLTED DOOR: Any character who wants to


investigate the faint whimpering can make a (Routine
+10%) Awareness Test to see that it is coming from behind
a bolted door in the kitchen, not-so-cleverly hidden
behind stacked barrels. There is no key for this lock, but
a (Standard +/- 0%) Skullduggery Test can pick it, or a
(Routine +10%) Athletics Test can bust through the old,
rusty impediment. The door creaks open once the lock
and bolt are removed. There are stairs leading down into
the darkness of the basement, where the whimpering gets
louder. You are also assaulted by the stench of death and
rotting meat. Characters must succeed at a (Challenging
-10%) Resolve Test or else suffer 1D10+1 mental Peril.
Inside the dark basement is a sight of horror. In the
middle of the room are two boys; the older one is pale,
his eyes wide open as the blood has been drained from

Brian Bird (order #32081705)


40
COMBAT: HE IS RISEN
Livingston uses his Slough Off Ghoul Trait. Molting his
skin before the character’s eyes, they must succeed at a (Hard
-20%) Resolve Test or else suffer 2D10+2 mental Peril. He is
now in his true Ghoul form, revived to Unharmed. He can
now be permanently killed.
ADVENTURE: THE SIN EATER

When Livingstone Hobb is rendered Slain!, he falls to the


ground breathing out a last gasp of a black gas, smelling like
cheap rum. There is a look of serenity upon Livingston’s face, as
he exudes the seed of darkness that he acquired in Philadelphia
all those years ago. Characters who have experience with the
occult might be able to grasp a small amount of what this is,
but not the full scope of it. With the spark gone, his body
becomes desiccated before their eyes until there’s little left but
clothes, skin and bone.

CONCLUSION
As the adventure concludes and only if the characters
dispatch of Livingston Hobb, read the following text aloud
to players:

With Livingston Hobb dealt with, a semblance


of calm returns to Trenton. For the remainder of
your time there, your room and board are free,
and your cups are never empty.
The carnage you witnessed at the house
weighs on your mind, but so does the ever
growing cry for rebellion coming from Boston.
A few days after the ordeal, you are delivered
a message sealed with red wax. The messenger
who delivers it says that ‘Henry Jones’ sends his
regards. Inside, the letter speaks of another job
in Boston. While there, you are to head to The
Sign of the Maiden tavern and ask for ‘Philip
the Short’.
REWARDS
Saying your goodbyes, you leave Trenton. But,
you will forever carry the memory of Livingston
K Defeated Livingston Hobb without any player
Hobb and his sanguine reign of terror with you.
characters dying: 50 Reward Points

K Soothed Jack Judd’s crying: 50 Reward Points


The adventure continues in Boston Besieged from the
K Found the letter on Miriam’s body and deduced
FLAMES OF FREEDOM Core Rulebook.
the Freemason connection: 100 Reward Points

Brian Bird (order #32081705)


41
LEGENDS & THREATS

IRISH WOLFHOUND (Biffer & Peppers)


C B A P I W F

ADVENTURE: THE SIN EATER


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)

TYPE: Animal TRAITS


Athletics +10, Awareness +10, Charm +10, Guile +10 FIERCE: Whenever these creatures are Seriously or
Grievously Wounded, they add an additional 1D6 Fury
Die in Damage but are unable to Defend. In addition,
ATTACK PROFILE
they are also immune to Intimidate, Stress, Fear and Terror
during this time.
Snarling Bite: 45% • Distance (melee Engaged)
• Damage (1D6+4) INATTENTIVE: These creatures are easily distracted.
When their Turn starts, they must succeed at a Resolve
Test or else lose 1 AP.

LIVINGSTON HOBB
C B A P I W F

45% [7] 45% [5] 35% [8] 40% [4] 40% [4] 40% [6] 40% [4]

Int Mov DTh PTh Def Size RFa

6 9 Melee 65% Normal Intermediate


+7 12
(12/18/24) (15/21/27) Ranged 55% (1D6 Fury) (MED)

TYPE: Supernatural TRAITS


Athletics +20, Coordination +20, Intimidate +20, Simple CURSE OF THE GHOUL: These creatures can take any
Melee +20, Survival +20, Toughness +20 form they please, providing it is of a Humanoid (including
player cultures).
ATTACK PROFILE RIPPING TEETH: When these creatures deal Damage,
they can force a foe to Resist a Knockdown.
Knife: 65% • Distance (melee Engaged or thrown 4 yards) SLOUGH OFF: Whenever this creature is made to
• Damage (1D6+5) Bleed, suffers an Injury or would be Slain!, it immediately
spends 0 AP to mutate into its true form. This forces all
Claws: 65% • Distance (melee Engaged) those who can see and hear it clearly to suffer 2D10+2
• Damage (1D6+7) mental Peril. Afterwards, the creature is moved to
Unharmed, leaving it vulnerable to being Slain!
permanently by being set On Fire. A creature cannot
Slough Off more than once per week.

Brian Bird (order #32081705)


42
h ANIMAL WHISPERER h

The name’s Gideon King.

I am an aging Black man, and have made my life as an Animal Whisperer.

I am of a tall stature, with a stocky build. I dress modestly, have intense hazel eyes,
long natural hair and a missing hand.

My aspirational belief is Honesty, but my critical flaw is Apprehension.

Some say they can read others like a book, while 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 speak with me.

We share a bond, a means, that is intuitive. I am able to


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 green’s 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 a rot here. I talk with my brother turtle and
sister snake, and both warn me. Their message is always the
same: darkness is here.

TRAIT: WAY OF THE BEAST


Effect: Creatures classified as Animals will never make
you a target of attacks, until you initiate violence towards
them or their allies.

TRAIT: SHADOWS BE GONE


Effect: You treat Total Darkness as if it is Perfect Light,
able to see in the dark.

Brian Bird (order #32081705)


43
h GIDEON h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 7
COMBAT Martial Melee*
Martial Ranged* PERIL THRESHOLD DAMAGE THRESHOLD
45 Simple Melee +10%
Simple Ranged +10% +6 13 +6 11
7 +12 19
5 +12 17
BRAWN Athletics +10%
+18 25 +18 23
Drive*
40 Intimidate PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness +10% UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
40 Ride* Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery* INCAPACITATED! SLAIN!
Stealth +10%

PERCEPTION Awareness +10%


WEAPONS
Eavesdrop
45 Scrutinize
HATCHET: 55% • Distance (melee engaged or 5 yards)
• Damage (1D6+4) • Slow, Weak
% Survival +10%
MUSKETOON: 45% • Distance (ranged 10 yards) • Load (2 AP)
Alchemy* • Damage (1D6+4) • Blackpowder, Carbine
Counterfeit*
INTELLIGENCE Education* WEAPON QUALITIES
Folklore +10%
Blackpowder: With this weapon, your Fury Dice explode to deal
35 Gamble additional Damage on a face ‘1’ or face ‘6’. You cannot attack with a
% Heal* Blackpowder weapon while Engaged, unless it has the Pistol Quality;
Navigation* nor can you Load this weapon while mounted, unless it has the Carbine
Warfare* Quality.

Carbine: You can Load this weapon while mounted. In addition, this
WILLPOWER Incantation* weapon’s Fury Dice do not explode to deal additional Damage at Long
Interrogation* Distances, unless it has the Accurate Quality.
40 Resolve Slow: Your foe gains +10% Base Chance to Defend against this weapon.
% Tradecraft*
Weak: This weapon cannot inflict Grievous Injuries.

Bargain
Charm +10% TRAPPINGS
FELLOWSHIP
Disguise* Bullets (18), Camping kit, Hatchet, Hunting bag, Irish Wolfhound
("Peppers"), Knife, Musketoon, Laudanum (1), Oil pot & matches,
50 Guile
Handle Animal* +10%
Set of inferior clothes, Smelling Salts (1), Tincture (1), 18 pence
%
Leadership*
Rumor

Brian Bird (order #32081705)


44
h BRAUCHER h

My name is Mercedes Duran̄ .

I am an adult Spanish woman, and have made my life as a Braucher.

I am of a slight stature, with a stocky build. I dress modestly, have dark, soulful eyes,
long wavy hair and purple birthmarks.

My aspirational belief is Spirituality, but my critical flaw is Recklessness.

I am fervently religious and hold deep beliefs, far deeper


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 claimancy


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 Judgement Day.

TRAIT: FIND THE HIDDEN WORD


Effect: Whenever you bear a symbol of faith in-hand, add
+1 to your Damage & Peril Thresholds. In addition, you
gain access to two Magick Spells, and may cast them at
will with a successful Incantation Test.

TRAIT: SECOND SIGHT


Effect: With a successful Scrutinize Test, you can detect
the presence of supernatural phenomena nearby. If you
Critically Succeed this Skill Test, you can accurately track
where the phenomena is found (as if you were tracking
someone using Survival).

Brian Bird (order #32081705)


45
h MERCEDES h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 7
COMBAT Martial Melee*
Martial Ranged* PERIL THRESHOLD DAMAGE THRESHOLD
40 Simple Melee +10%
Simple Ranged +10% +6 13 +6 11
7 +12 19
5 +12 17
BRAWN Athletics
+18 25 +18 23
Drive*
35 Intimidate PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness +10% UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
40 Ride* Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery* INCAPACITATED! SLAIN!
Stealth
SPELLS OVERCOAT PISTOL: 50%
• Distance (ranged 5 yards)
PERCEPTION Awareness +10% FIRE’S WARMTH • Load (2 AP) • Damage (1D6+4)
• Blackpower, Pistol, Weak
Eavesdrop Casting Time: Six minutes
45 Scrutinize +10%
Distance: By touch
Reagents: A burned piece of charcoal, WEAPON QUALITIES
% Survival rubbed on peoples’ heads Blackpowder: With this weapon, your
Effect: A fter s uccessfully r olling a n Fury Dice explode to deal additional
Incantation Test, up to [WB] people Damage on a face ‘1’ or face ‘6’. You
Alchemy* can ignore the negative effects o f c old cannot attack with a Blackpowder
Counterfeit* weather, also avoiding Frostbite. weapon while Engaged, unless it has the
Critical Success: Up to 3x your [WB]
INTELLIGENCE Education* +10% people are affected.
Pistol Quality; nor can you Load this
weapon while mounted, unless it has the
Folklore +10% Critical Failure: The p eople a ffected Carbine Quality.
40 Gamble suffer 1D10+1 physical Peril every hour.
Duration: 3+[WB] hours Fast: Your foe suffers -10% Base Chance
% Heal* to Defend against this weapon.
LIQUID COURAGE Pistol: You can make a Counterattack
Navigation*
Casting Time: Six minutes using this weapon, and can make Attack
Warfare* Distance: By touch Actions with it while Engaged. In
Reagents: Sing a song while touching a addition, this weapon’s Fury Dice do not
WILLPOWER cup, mug or pitcher of alcohol explode to deal additional Damage at
Incantation* +10% Effect: A fter s uccessfully r olling a n Medium & Long Distances, unless it has
Interrogation* Incantation Test, everyone who drinks the Accurate Quality.
50 Resolve +10% the alcohol gains an Assist Die to Skill
Tests to withstand Stress, Fear and Throwing: You c annot u se t his w eapon
% Tradecraft* Terror. at Medium, Long or Extreme Distances.
Critical Success: You can also affect an Weak: This w eapon c annot i n flict
entire barrel of alcohol. Grievous Injuries.
Bargain Critical Failure: Everyone who drinks is
immediately Intoxicated. TRAPPINGS
Charm
FELLOWSHIP Duration: 3+[WB] hours
Disguise* Book of Common Spells, Bullets
WEAPONS (18), Knife, Laudanum (1), Oil pot
45 Guile
Handle Animal*
+10%
KNIFE: 50%
& matches, Overcoat pistol, Set of
average clothes, Smelling Salts (1),
% • Distance (melee engaged or 5 yards) Symbol of faith, Spell Reagents (all),
Leadership* • Damage (1D6+4) Tincture (1), Writing Kit, 6 sterling
Rumor • Fast, Throwing, Weak

Brian Bird (order #32081705)


46
h DILETTANTE h

I’m Beauregard Pearson, but my friends call me ‘Beau’.

I am a mature English man, and have made my life as a Dilettante.

I am of a slight stature, with a lean build. I dress fashionably, have fiery dark eyes,
short straight hair and a leering sneer.

My aspirational belief is Honor, but my critical flaw is Cowardice.

Nothing ever seems good enough or interesting enough,


and as soon as something novel piques my interest, my
attention is then like gossamer, floating along 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. In order to fill my time, I
must do something fun, and this 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


knowledge, connections and experiences 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 seen things I rather wish I did not.

I have seen many unspeakable events and some


unspeakable things no one should see. Though many
fear of a brewing violent confrontation here in the ‘New
World’, I fear a greater darkness engulfing all.

TRAIT: A LITTLE BIT OF EVERYTHING


Effect: Whenever you gain the benefits of an Assist Die,
you gain two instead.

TRAIT: ENFANT TERRIBLE


Effect: Whenever someone fails an Intelligence-based
Skill Test, you can interject and have them re-roll using
your Base Chance without spending Coins. However, they
suffer 1D10+1 mental Peril.

Brian Bird (order #32081705)


47
h BEAU h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 7
COMBAT Martial Melee*
Martial Ranged* PERIL THRESHOLD DAMAGE THRESHOLD
35 Simple Melee
Simple Ranged +10% +6 13 +6 11
7 +12 19
5 +12 17
BRAWN Athletics
+18 25 +18 23
Drive*
40 Intimidate PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
40 Ride* Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery* INCAPACITATED! SLAIN!
Stealth

PERCEPTION Awareness
WEAPONS
Eavesdrop +10% KNIFE: 35% • Distance (melee engaged or 5 yards) • Damage (1D6+4)
45 Scrutinize +10%
• Fast, Throwing, Weak
% Survival FLINTLOCK PISTOL: 45% • Distance (ranged 7 yards)
• Load (2 AP) • Damage (1D6+3) • Blackpowder, Pistol, Weak
Alchemy*
Counterfeit* WEAPON QUALITIES
INTELLIGENCE Education* +10% Blackpowder: With this weapon, your Fury Dice explode to deal
Folklore +10% additional Damage on a face ‘1’ or face ‘6’. You cannot attack with a
45 Gamble +10% Blackpowder weapon while Engaged, unless it has the Pistol Quality;
% Heal* nor can you Load this weapon while mounted, unless it has the Carbine
Quality.
Navigation*
Warfare* Fast: Your foe suffers -10% Base Chance to Defend against this weapon.
Pistol: You can make a Counterattack using this weapon, and can make
WILLPOWER Incantation* Attack Actions with it while Engaged. In addition, this weapon’s Fury
Dice do not explode to deal additional Damage at Medium & Long
Interrogation*
Distances, unless it has the Accurate Quality.
40 Resolve +10%
Throwing: You cannot use this weapon at Medium, Long or Extreme
% Tradecraft*
Distances.
Weak: This weapon cannot inflict Grievous Injuries.
Bargain +10%
Charm +10%
FELLOWSHIP TRAPPINGS
Disguise*
Book (French & Indian War), Bullets (18), Flintlock pistol, Knife,
55 Guile
Handle Animal* Laudanum (1), Oil pot & matches, Set of average clothes, Snuff
% & snuffbox, Smelling Salts (1), Tincture (1), Writing Kit, 12 shilling
Leadership*
Rumor +10%

Brian Bird (order #32081705)


48
h FREEBOOTER h

They call me ‘Red Bonny’.

I am an adult Multicultural two-spirit person, and have made my life as a Freebooter.

I am of a tall stature, with a lean build. I dress fashionably, have grass green eyes,
medium natural hair and a cheshire grin.

My aspirational belief is Friendship, but my critical flaw is Vengeful.

The Intolerable Acts? Please, when it comes to 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 dock workers 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 sterlings in a less than
conventional way. I’m certain there will come a time when
I have to make a decision as to where my allegiances rest.

TRAIT: WITHIN MY REACH


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 Skill Tests to
resell illegal trappings.

TRAIT: TAKE A MULLIGAN


Effect: Whenever you spend a Coin to re-roll a Skill Test
and fail, re-roll a final time (but you must accept the results
of this final roll).

Brian Bird (order #32081705)


49
h RED BONNY h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 8
COMBAT Martial Melee* +10%
Martial Ranged* +10% PERIL THRESHOLD DAMAGE THRESHOLD
45 Simple Melee +10%
Simple Ranged +10% +6 13 +6 11
7 +12 19
5 +12 17
BRAWN Athletics
+18 25 +18 23
Drive*
40 Intimidate +10% PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
50 Ride* Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery * +10% INCAPACITATED! SLAIN!
Stealth
WEAPONS
PERCEPTION Awareness +10%
KNIFE: 55% • Distance (melee engaged or 5 yards) • Damage (1D6+5)
Eavesdrop • Fast, Throwing, Weak
45 Scrutinize
TURN-OUT PISTOL: 55% • Distance (ranged 5 yards)
% Survival • Load (1 AP) • Damage (1D6+4) • Blackpower, Inaccurate, Pistol,
Weak
Alchemy*
Counterfeit*
INTELLIGENCE Education*
WEAPON QUALITIES
Folklore Blackpowder: With this weapon, your Fury Dice explode to deal
40 Gamble
additional Damage on a face ‘1’ or face ‘6’. You cannot attack with a
Blackpowder weapon while Engaged, unless it has the Pistol Quality;
% Heal* nor can you Load this weapon while mounted, unless it has the Carbine
Navigation* Quality.
Warfare* Inaccurate: This weapon cannot take advantage of Long or Extreme
Distances.
WILLPOWER Incantation* Pistol: You can make a Counterattack using this weapon, and can make
Interrogation* Attack Actions with it while Engaged. In addition, this weapon’s Fury
40 Resolve Dice do not explode to deal additional Damage at Medium & Long
Distances, unless it has the Accurate Quality.
% Tradecraft*
Throwing: You cannot use this weapon at Medium, Long or Extreme
Distances.
Bargain +10%
Weak: This weapon cannot inflict Grievous Injuries.
Charm
FELLOWSHIP
Disguise*
TRAPPINGS
35 Guile
Handle Animal*
+10%
Antidote (1), Bullets (18), Knife, Laudanum (1), Lockpicks, Oil pot &
%
Leadership* matches, Set of dark clothes, Smelling Salts (1), Tincture (1), Tobacco
Rumor +10% (3), Turn-out pistol, 10 pence

Brian Bird (order #32081705)


50
h MAGISTRATE h

My full name is Archibald Jamison Hale.

I am an aging Colonial man, and have made my life as a Magistrate.

I am of a slight stature, with a stocky build. I dress modestly, have shrewd hazel eyes,
cropped curly hair and a balding pate.

My aspirational belief is Authority, but my critical flaw is Formality.

A Lawyer uses the word of law to advocate 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.
Society is ruled by laws, 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.

TRAIT: JUDGEMENT IS HERE


Effect: Whenever you or an ally succeeds at a Skill Test,
spend a Coin to turn it into a Critical Success.

TRAIT: EBB & FLOW


Effect: After you use Judgement Is Here, the Coin is
immediately discarded for the rest of the game session.

Brian Bird (order #32081705)


51
h ARCHIBALD h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 7
COMBAT Martial Melee*
Martial Ranged* PERIL THRESHOLD DAMAGE THRESHOLD
40 Simple Melee +10%
Simple Ranged +6 13 +6 10
7 +12 19
4 +12 16
BRAWN Athletics
+18 25 +18 22
Drive*
35 Intimidate PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness +10% UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
45 Ride* +10% Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery* INCAPACITATED! SLAIN!
Stealth

PERCEPTION Awareness +10% WEAPONS


Eavesdrop KNIFE: 50% • Distance (melee engaged or 5 yards) • Damage (1D6+4)
40 Scrutinize • Fast, Throwing, Weak
% Survival FLINTLOCK PISTOl: 40% • Distance (ranged 5 yards)
• Load (2 AP) • Damage (1D6+4) • Blackpower, Pistol, Weak
Alchemy*
Counterfeit*
INTELLIGENCE
WEAPON QUALITIES
Education* +10%
Folklore Blackpowder: With this weapon, your Fury Dice explode to deal
45 Gamble
additional Damage on a face ‘1’ or face ‘6’. You cannot attack with a
Blackpowder weapon while Engaged, unless it has the Pistol Quality;
% Heal* nor can you Load this weapon while mounted, unless it has the Carbine
Navigation* Quality.
Warfare* Fast: Your foe suffers -10% Base Chance to Defend against this weapon.
Pistol: You can make a Counterattack using this weapon, and can make
WILLPOWER Incantation* Attack Actions with it while Engaged. In addition, this weapon’s Fury
Interrogation* +10% Dice do not explode to deal additional Damage at Medium & Long
40 Resolve Distances, unless it has the Accurate Quality.
% Tradecraft* Throwing: You cannot use this weapon at Medium, Long or Extreme
Distances.

Bargain +10% Weak: This weapon cannot inflict Grievous Injuries.


Charm
FELLOWSHIP
Disguise* TRAPPINGS
50 Guile
Handle Animal*
+10% Bullets (18) Flintlock pistol, Knife, Laudanum (1), Ledger, Oil
pot & matches, Set of superior clothes, Smelling Salts (1),
%
Leadership * +10% Tincture (1), Writing Kit, 11 sterling
Rumor +10%

Brian Bird (order #32081705)


52
h MIDWIFE h

I am Nanye’hi, daughter of Fivekiller.

I am a young Cherokee woman, and have made my life as a Midwife.

I am of a slight stature, with a normal build. I dress shabbily, have mournful brown eyes,
very long braided hair and a freckled face.

My aspirational belief is Truth, but my critical flaw is Sarcasm.

Life is precious. It should be cherished, and above all,


protected. With each newborn child that I usher into this
world, I welcome another wondrous soul to our community.

It is I who knows 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 greater 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.

TRAIT: EASE THE PAIN


Effect: Whenever you successfully Bind Wounds to heal
Damage, your patient moves one additional step up the
Damage Condition Track positively and an equal number
of steps up the Peril Condition Track.

TRAIT: FIELD DRESSING


Effect: It takes you less than one minute (1 Action Point
in combat) to Bind Wounds. In addition, you reduce the
use of other First Aid-related actions by -1 Action Point
(to a minimum of 1 Action Point).

Brian Bird (order #32081705)


53
h NANYE'HI h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 7
COMBAT Martial Melee*
Martial Ranged* PERIL THRESHOLD DAMAGE THRESHOLD
35 Simple Melee
Simple Ranged +6 13 +6 11
7 +12 19
5 +12 17
BRAWN Athletics +10%
+18 25 +18 23
Drive*
40 Intimidate PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness +10% UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
40 Ride* Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery* INCAPACITATED! SLAIN!
Stealth
WEAPONS
PERCEPTION Awareness KNIFE: 35% • Distance (melee engaged or 5 yards) • Damage (1D6+4)
Eavesdrop • Fast, Throwing, Weak
45 Scrutinize +10% FOWLER MUSKET: 35% • Distance (ranged 13 yards) • Load (3
% Survival +10% AP) • Damage (1D6+3) • Blackpowder, Inaccurate, Weak

Alchemy* +10%
Counterfeit*
WEAPON QUALITIES
INTELLIGENCE Education* Blackpowder: With this weapon, your Fury Dice explode to deal
additional Damage on a face ‘1’ or face ‘6’. You cannot attack with a
Folklore +10%
Blackpowder weapon while Engaged, unless it has the Pistol Quality;
50 Gamble nor can you Load this weapon while mounted, unless it has the Carbine
% Heal* +10% Quality.
Navigation* Fast: Your foe suffers -10% Base Chance to Defend against this weapon.
Warfare* Inaccurate: This weapon cannot take advantage of Long or Extreme
Distances.
WILLPOWER Incantation*
Pistol: You can make a Counterattack using this weapon, and can make
Interrogation* Attack Actions with it while Engaged. In addition, this weapon’s Fury
45 Resolve +10% Dice do not explode to deal additional Damage at Medium & Long
% Tradecraft* Distances, unless it has the Accurate Quality.
Throwing: You cannot use this weapon at Medium, Long or Extreme
Distances.
Bargain
Charm +10% Weak: This weapon cannot inflict Grievous Injuries.
FELLOWSHIP
Disguise*
TRAPPINGS
40 Guile
Handle Animal*
% Backpack, Bullets (9), Candles (9), Fowler musket, Knife, Laudanum
Leadership* (1), Oil pot & matches, Set of inferior clothes, Smelling Salts, Tincture
Rumor +10% (1), 7 pence

Brian Bird (order #32081705)


54
h OFFICER h

A pleasure to meet you, I am Veronica Roche.

I am an adult French woman, and have made my life as an Officer.

I am of an average stature, with a stocky build. I dress modestly, have unblinking blue eyes,
near-shaved wavy hair and a persistent cough.

My aspirational belief is Courage, but my critical flaw is Callousness.

The time is fast approaching that the simmering tensions


will boil over into conflict. It’s during times like these that
someone must step forward and take on the mantle of
leader, and that person is myself. I’ve learned the skills of
leadership through many years of combat and schooling,
and I shall ride at the vanguard of those charging into
battle.

My skills 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 towards maintaining my militia, but my true
reward is making my unit into a lean fighting machine. 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.

TRAIT: BATTLE BUDDY


Effect: 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.

TRAIT: BATTLE HYMN


Effect: Whenever you suffer an Injury, immediately
move one step up the Damage & Peril Condition Tracks
positively.

Brian Bird (order #32081705)


55
h VERONICA h

PRIMARY SKILL RANKS DETERMINATION INITIATIVE MOVEMENT


ATTRIBUTES *SPECIAL SKILL
1 +7 6
COMBAT Martial Melee* +10%
Martial Ranged* +10% PERIL THRESHOLD DAMAGE THRESHOLD
50 Simple Melee +10%
Simple Ranged +10% +6 13 +6 11
7 +12 19
5 +12 17
BRAWN Athletics
+18 25 +18 23
Drive*
45 Intimidate +10% PERIL CONDITION TRACK DAMAGE CONDITION TRACK
% Toughness +10% UNHINDERED UNHARMED
Imperiled Lightly Wounded
AGILITY Coordination Ignore 1 Skill Rank Moderately Wounded
Pilot* Ignore 2 Skill Ranks Seriously Wounded
35 Ride* +10% Ignore 3 Skill Ranks Grievously Wounded
% Skulduggery* INCAPACITATED! SLAIN!
Stealth

WEAPONS
PERCEPTION Awareness
Eavesdrop BAYONET: 60% • Distance (melee engaged or 1 yards) • Load (1 AP)
45 Scrutinize
• Damage (1D6+5) • Socketed, Vicious
CAVALRY SWORD: 60% • Distance (melee engaged)
% Survival
• Damage (1D6+5) • Backslash, Slow

Alchemy* BROWN BESS MUSKET: 60% • Distance (ranged 13 yards)


• Load (3 AP) • Damage (1D6+5) • Accurate, Blackpowder
Counterfeit*
INTELLIGENCE Education* WEAPON QUALITIES
Folklore
40 Gamble
Accurate: This weapon ignores Difficulty Rating penalties associated with
Long and Extreme Distances.
% Heal*
Backslash: When hitting with this weapon, gain an Assist Die.
Navigation* +10%
Blackpowder: With this weapon, your Fury Dice explode to deal additional
Warfare*
Damage on a face ‘1’ or face ‘6’. You cannot attack with a Blackpowder
weapon while Engaged, unless it has the Pistol Quality; nor can you Load
WILLPOWER Incantation* this weapon while mounted, unless it has the Carbine Quality.
Interrogation* Slow: Your foe gains +10% Base Chance to Defend against this weapon.
40 Resolve +10%
Socketed: This weapon is considered an improvised weapon unless attached
% Tradecraft* to a two-handed weapon with the Blackpowder Quality. It takes 1 AP to
plug the weapon in, and must be removed before the weapon can be fired.
Bargain Vicious: When determining if a foe is Injured with this weapon, roll an
Charm additional 1D6 Chaos Die.
FELLOWSHIP
Disguise*
TRAPPINGS
40 Guile
Handle Animal*
Bayonet, Bedroll, Brown Bess musket, Bullets (18), Cavalry
% sabre, Knapsack, Laudanum (1), Oil pot & matches, Set of inferior
Leadership* +10% clothes, Smelling Salts (1) & Tincture (1), 11 pence
Rumor

Brian Bird (order #32081705)


56
h ADVENTURE ASSETS h

Feel free to use these cutouts while running the one-shot adventure or
to upload the images to your favorite VTT like Roll20.

COINS
ADVENTURE ASSETS

Brian Bird (order #32081705)


57
THE HOUSE
1 square = 1 yard

up BASEMENT

ADVENTURE: THE SIN EATER


locked

SITTING ROOM KITCHEN POW


RO

1st floor

down

POWDER BEDROOM
ROOM

2nd floor

Brian Bird (order #32081705)


58

CHARACTER STANDS
ADVENTURE: THE SIN EATER

Brian Bird (order #32081705)


59

CHARACTER STANDS

ADVENTURE: THE SIN EATER

Brian Bird (order #32081705)


60

h WELCOME TO THE REBELLION h

It is the dawn of the American Revolutionary War of 1776.

In the war for survival, it does not matter what your creed, color, culture or gender is –
all stand together. Thomas Paine’s Common Sense is held aloft in every Rebel patriot’s
hand as they take up arms against the British Empire. But as the Revolution begins,
something far more mysterious stirs.

Welcome to Flames of Freedom, where your grim & perilous tale hangs in the balance!

FLAMES OF FREEDOM IS COMING


KICKSTARTER OCTOBER 5th!

http://flames.zweihander.game

Brian Bird (order #32081705)

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