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24XX

LO-FI MODERN FANTASY � S.A. YOUNG

THE LAST ORDER


RULES CHARACTERS
Play: Players describe what their characters do. ► Choose your character’s specialty.
The GM advises when their action is impossible,
requires extra steps, demands a cost, or GRIFTER: Skilled in Reading People (d8),
presents a risk. Players only roll to avoid risks. Deception (d8). Take a trio of fake IDs.

Rolling: Roll a skill die — d6 by default, higher HEALER: Skilled in Medicine (d8), Persuasion
with a relevant skill, or d4 if hindered by injury or (d8). Take black medical bag filled with first aid
circumstances. If helped by circumstances, roll supplies or magical herbs.
an extra d6; if helped by an ally, they roll their
skill die and share the risk. Take the highest die. MUSCLE: Skilled in Melee (d8), Intimidation
(d8). Take collapsible baton or longsword.
1 - 2 Disaster. Suffer the full risk. GM
decides if you succeed at all. If risking SCHOLAR: Skilled in Researching (d8),
death, you die. Investigation (d8). Take journal filled with
3 - 4 Setback. A lesser consequence or esoteric notes.
partial success. If risking death, you’re
injured. SEER: Skilled Telepathy (d8), Sleight of Hand
5 + Success. The higher the roll, the better. (d8). Take augury kit (bones, tea, or cards).

If success can’t get you what you want, you’ll at THIEF: Skilled in Climbing (d8), Stealth (d8).
least get useful info or set up an advantage. Take climbing gear and set of lockpicks.

Load: Carry as much as makes sense, but more ► Choose your character’s origin.
than one bulky item may hinder you at times.
FAE: Take 1 Fae trait, Sorcery (d8) and 1 Spell.
Advancement: After a quest, a player can
increases a skill (none�d8�d10�d12), gain a HUMAN: Sorcery (d8), apply 2 skill increases as
new skill, or learn a new spell. you like (two d8 skills, two d10, one d10, or one
d12).
Defence: Say how one of your items breaks to
turn a hit into a brief hindrance. Broken gear is ► Choose or invent skills (if prompted by origin).
useless until repaired.
Climbing, Connections, Deception, Driving,
Harm: Injuries take time and/or medical Electronics, Forgery, Hacking, Intimidation,
attention to heal. If killed, make a new character Melee, Occult, Persuasion, Piloting, Running,
to be introduced ASAP. Favor inclusion over Driving, Sailing, Shooting, Sleight of Hand,
realism. Stealth, Tracking

GM: Describe Characters in terms of ► Choose or invent trait (if prompted by origin).
behaviours, risks, and obstacles, not skill dice.
Lead the group in setting lines not to cross in Unearthly beauty, Colourful insect wings (flight),
play. Fast-forward, pause, or rewind/redo for Heighten Senses, Move Unseen, Bestial Visage
pacing and safety; invite players to do likewise. (claws & fangs), Animal Form (1 woodland
Present dilemmas you don’t know how to solve. creature)
Move spotlight to give all time to shine. Test as
needed for bad luck (e.g., grab the correct Sorcery
chalice, or bump into warlocks ) - roll a die to
check for (1-2) trouble or (3-4) signs of it. The Sorcery skill gives you Shield (Break 3x)
Improvise rulings to cover gaps in rules; on a and Bolt (Magical energy projectile).
break, revise unsatisfactory rulings as a group.
SPELLS ENEMIES
Z_SQUARE CHARM: Target treats you as a friend until ► GM: To create Horror antagonists, pick 1 or 2
something leads them to question this. characteristics form the list below.

Z_SQUARE DARKNESS: Block all light in an area nearby. 1. ARMORED: Tough hide gives them Break 2x.

Z_SQUARE DISGUISE: Resemble someone or something. 2. BREATH: Exhale a stream of elemental energy.

Z_SQUARE FLAME: Conjure an orb of fire to throw. 3. CAMOUFLAGED: Blend with surroundings.

Z_SQUARE HOLD: Immobilize a target nearby. 4. GAZE: Hypnotically paralyze foes.

Z_SQUARE LIGHT: Conjure a glowing orb, floating nearby.


5. GLIDING: Great leaps, controlled falls.
Z_SQUARE PHANTASM: Conjure an image or sound that
appears lifelike, but only at first glance. 6. MASSIVE: Towering figure with great strength.

Z_SQUARE SLEEP: Put as many targets to sleep as the 7. MIMIC: Can briefly look and/or sound human.
highest die rolled when casting.
8. TALONS: Attacks cuts through 2 breaks.
Z_SQUARE TELEPORT: Move nearby target (which could be
yourself) to another place nearby, in an instant. 9. TRACKER: Can expertly track via scent.

Z_SQUARE WARDING: Invisible, impassible dome or wall.


10. WALL-CRAWLING: Climb easily, stick to walls.

GEAS ► GM: Other foes that might try to thwart the


mages from defeating The Dark Well:

► Roll on chart before a quest to acquire a geas. 1. Lycans: A Fae Court that has been corrupted by
The Dark Well’s power. Bestial Visage & Tracker.
1. Do one favor for anyone who calls you a friend.
2. The Parliament: Humanoid Avians that act as
2. Must carry but never use a curse sword. heralds for The Dark Well. Animal Form (Rook) &
(Cursed sword appears when this is picked) Mimic.

3. Forbidden from saying a certain word. 3. Warlocks: Humans that have pledge themselves
(GM Picks) to The Dark Well. Bolt & 1 Spell.

4. Make a fair offering for anything you acquire. Give them a skill or two as appropriate to your story.

5. Forbidden to strike an unarmed foe. Geas

6. Keep every promise you make. While annoying and a bit stifling, it is what
gives a mage the ability to see and access the
7. Touch everything you see that is “red”. magical areas hidden in the modern world. If
a mage breaks the rule of their geas, they are
8. Must talk opposite of your intent. affected by a brief hindrance. Worse, the hid‐
den area becomes harder to see and interact
9. You may not ask for help with. But the dangers won’t have a problem in‐
teracting with you!
10. Pet every cat you see.
Rules adapted from 24XX rules by Jason Tocci | Dicier font by Speak the Sky (Both CC BY 4.0) | Cover by Grandfailure
The Dark Well and the Horrors that spewed Sadly, many centuries have passed since many
from it have ravaged the Fae Realms. Those few Fae last step foot in the Realm of Man. Modern
Fae remaining have escaped to the Realm of & strange the only humans that can answer the
Man to call on their boons for assistance in pro‐ boons are fledgling mages. Fae and mages
tecting the few Wells of Magic still left. must come together to create The Last Order.
► Description ► Location ► Quest (Mission)
1. TheClockwork 1. Bodega 1. Defend a Well of Magic
2. The Crooked 2. Bridge 2. Deliver a relic from Point A to Point B
3. The Crystal 3. Cemetery 3. Eliminate all infested Horrors at site
4. TheDark 4. Grotto 4. Figure out who is a spying forThe Parliament
5. The Drowning 5. Henge 5. Hunt and capture a Horror for study
6. The Echoing 6. Island 6. Hunt down a massive Horror
7. The Endless 7. Library 7. Hunt down a warlock hiding in the location
8. The Floating 8. Lighthouse 8. Interrupt a dark ritual being perform by warlocks
9. The Forgotten 9. Manor 9. Lead Lycans on a wild goose chase
10. TheFractured 10. Market 10. Perform rite to repower a Well of Magic here
11. The Golden 11. Maze 11. Preventanassassinationofanimportantfigure
12. The Illuminated 12. Orrery 12. Protect a celebration of an important Fae holiday
13. TheLiving 13. Park 13. Protect inhabitants at location from Lycan raiders
14. TheMelodious 14. Restaurant 14. Rescue an important figure from crazed warlocks
15. ThePoisonous 15. Skyscraper 15. Retrieve lost tome from location
16. The Shrouded 16. Subway 16. Retrieve the relic of the fallen High Fae Lord
17. The Silent 17. Train Station 17. Steal magical artifact
18. The Spectral 18. Village 18. Take out a powerful member ofThe Parliament
19. TheUnderground 19. Warehouse 19. Transport a group of Fae refugees to this location
20. The Whispering 20. Woods 20. Uncoverdisappearanceofeveryoneatlocation
► Roll d20 for a contact, client, rival or target ► Treasure

1. Lyric: Pooka, young, bashful, pickpocket 1. Magic Chalk (Warding, 3 Uses)


2. Rossa: Redcap, adrenaline-seeking veteran soldier 2. Healing potion (1 Use)
3. Tianna: Sidhe, guant, unnerving, last High Fae Lord 3. Magic Scroll (random spell, 1 use)
4. Cedric: Human, romantic, researcher studying Horrors 4. Amulet of Protection (Break 2x)
5. Nadia: Nymph, cute, talkative, orphan with no memory 5. Normal weapons, armor, or supplies
6. Rafael: Human, grim ex-cartel, possess a magical relic 6. Small pouch of Dreaming Sand (Sleep spell, 1 use)
7. Noor: Human, sultry, carries a chain-bound book 7. Satchel of Holding
8. Draco: Satyr, multiple piercings, popular societal figure 8. Gloves of Striking (gainTalons)
9. Lucas: Human, clumsy, stutters, wields an onyx dirk 9. Nighttime Sunglasses (gain Darkvision)
10. Shelby: Human, brawny, wears magical light armor 10. MinorRelic(2randomspells)
11. Foster:Gnome,impulsive,bastardofafallenFaeLord 11. Ring of Power (roll additional d6 on Sorcery checks)
12. Old Mari: Hag, eccentric, sole survivor a Horror attack 12. Satyr’s Flute (Charm spell while playing)
13. Halina: Dryad, classist, raised by the late High Fae Lord 13. Magic Sword (roll additional d6 on Melee checks)
14. Nora: Human, artistic, has a pet fairy dragon 14. Boots of Stealth (roll additional d6 on Stealth checks)
15. Fergus: Dullahan, stoic knight of the Fae Court 15. Cordyceps stalk (gainPhantasmspell|staff,bulky)
16. Mason: Human, lithe, a warlock killed their lover 16. Silver Dagger (forces one back to their natural form)
17. Redtooth: Goblin, narcoleptic, has a “distinctive” smell 17. Circlet of Force (gainTelekinetic d8)
18. Welina: Sidhe, graceful, piercing glare, wise counsel 18. Silver Cutlass (roll additional d6 when fighting Lycans)
19. Jahmir: Human, guilt-ridden, former warlock 19. Witch’s Broom (gainflight|bulky)
20. Basil:Pooka,agilewild-eyed,armscoveredintattoos 20. MajorRelic(3randomspells)

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