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Flames of Freedom Quickstart V1.3
Flames of Freedom Quickstart V1.3
h 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
REACTIONS......................................................................25
ASSIST (VARIES).......................................................25
COUNTERATTACK (0 AP).......................................26
DEFEND (1 AP)..........................................................26
RESIST (0 AP).............................................................26
GUIDE TO ATTACKING................................................26
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
PREAMBLE
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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GENDER NEUTRAL LANGUAGE Others live in harmony with the Europeans, keeping
PREAMBLE
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!
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.
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PREAMBLE
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.
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,
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and genders outside the norm were just as important – and,
PREAMBLE
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.
PREAMBLE
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.
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:
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:
BASICS
has a series of related Skills.
K Feats of stout-heartedness: Resolve (Willpower)
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K Combat: Martial Melee, Martial Ranged, Simple
OF GAMEPLAY
K Feats of problem solving: Scrutinize (Perception) Melee & Simple Ranged
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
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,
SPENDING COINS
Both players and Historians alike can spend one
Coin from their respective pools to gain one of the
following benefits:
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 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.
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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.
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.
REACTIONS AP DESCRIPTION
Counterattack 0 Make a Combat-based Skill Test in specific situations, foe left Defenseless.
Resist Varies Resist the effects of Rough & Tumble and Special Actions.
COMBAT
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& HEALING
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.
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
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.
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
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.
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:
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!
COMBAT
defender must now compare it to their Peril Threshold:
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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 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.
ADVENTURE:
LOCAL GOSSIP
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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
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.
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.
up BASEMENT down
locked
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
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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
CONCLUSION
As the adventure concludes and only if the characters
dispatch of Livingston Hobb, read the following text aloud
to players:
LIVINGSTON HOBB
C B A P I W F
45% [7] 45% [5] 35% [8] 40% [4] 40% [4] 40% [6] 40% [4]
I am of a tall stature, with a stocky build. I dress modestly, have intense hazel eyes,
long natural hair and a missing hand.
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.
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.
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
I am of a slight stature, with a stocky build. I dress modestly, have dark, soulful eyes,
long wavy hair and purple birthmarks.
I am of a slight stature, with a lean build. I dress fashionably, have fiery dark eyes,
short straight hair and a leering sneer.
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%
I am of a tall stature, with a lean build. I dress fashionably, have grass green eyes,
medium natural hair and a cheshire grin.
I am of a slight stature, with a stocky build. I dress modestly, have shrewd hazel eyes,
cropped curly hair and a balding pate.
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.
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
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.
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
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
up BASEMENT
1st floor
down
POWDER BEDROOM
ROOM
2nd floor
CHARACTER STANDS
ADVENTURE: THE SIN EATER
CHARACTER STANDS
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!
http://flames.zweihander.game