Fleaux! Reducido
Fleaux! Reducido
WE BLEED BUT
TOMORROW
WE'LL BE RICH”
The rules of FLEAUX! are licensed under a creative commons 4.0 license
† You may copy and redistribute the rules in any medium or format.
† You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may
do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
† The logo, images and layout are not covered by this license.
Art director
EDgarra Studio
Editors
Matt Kay, Alastair Jones,
the amazing backers of the Fléaux!
crowdfunding, you rock!
Cover art by
Théo Moret
Interior art by
Carlos Castilho, Dominick, EDgarra,
Yuri Perkowski, Charles Ferguson-Avery, Lunstream, Nyothep, Warmtail
and William McAusland.
4
087#
06 Introduction
12 character Creation
21 Experience
22 Talents
24 equipment
28 Rules
32 combat
38 Sorcery
48 Bestiary
60 Adventure
70 world
96 Game Aids
5
THE
WORLD
6
7
8
The world of FLÉ AUX! is on the brink of
oblivion. Far from the flickering lights of
civilization, lurking in the deepest forests,
hidden in the ruins of past empires; gathered
behind the mountains at the end of the world,
the legions of Chaos await... Ignoring or
minimizing the threat, the free peoples of the
world fail to see the corruption that is slowly
eating away at the foundations of society.
CORRUPTION
Apart from cultists and corrupt
nobles, there are many who think
they are simply serving a just cause:
The doctor who agrees to experiment on innocent people to
find a miracle cure; the nobleman who agrees to sacrifice a
village to save a city; the general who is willing to do anything
to crush an “inhuman” enemy; the inquisitor who truly
believes he is saving believers. And let's not forget the artists
and scientists ready to let loathsome creatures whisper into
their ears in exchange for inspiration, glory, or wealth.
CHARACTER
230!""!$
087#
!"9#
CREATION
Each character has seven attributes:
Strength represents
both physical strength and endurance.
Dexterity represents overall
coordination and agility.
Erudition represents
general knowledge*.
Charisma represents the ability to
influence others in conversation.
Guts represents remaining
calm in the face of horror, the unspeakable,
or a suspicious guard.
Melee represents the ability
to inflict harm in close combat.
Shooting represents the ability
to kill from afar.
*(a score below ten means a character is illiterate).
3
streNGTH
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13
dexterITY
I erudition
charisma
guts melee
I
shooting
II
DETERMINE
THE ATTRIBUTES
Roll 2d6 for each attribute in order, then consult
the following table to determine their score.
!087#!7
You can then swap two attributes if you wish.
&' 2 30
2-3 4-5 6-7 8-9 10-11 12
dice
036 8 9 10 11 12 13
score
I
14
ORIGIN
Next, choose an origin and roll a
on the corresponding table.
(d6)
2m
1,75m
1,45 m
HUMAN
HUMAINor
ouHALFLING:
HALFLING,You grew
vous avezup...
grandi…
1.
1. in
Auasein
noble house,
d’une +1 toNoble,
maison Charisma
+1 en Charisme
2. on a farm, +1 to Strength
2. Dans une ferme,: +1 en Force
3.
3. in
Dansthelastreet, +1en
rue, +1 toDextérité
Dexterity
4. in a religious institution, +1 to Erudition
4. Dans une institution religieuse, +1 en Érudition
5. in a mercenary camp, +1
5. Dans un camp de mercenaires, to Melee or Mêlée
+1 en Shooting
ou en Tir
6. far from civilization, +1 to any attribute
6. Loin de la civilisation, +1 dans un attribut au choix
DWARF:
En tant You
quereceived your
NAIN, vous education...
avez reçu votre éducation…
1. atlathe
1. à merchant's
guilde guild, +1+1
des marchands, to en
Charisma
Charisme
2. in the stinking mushroom fields
2. dans les champignonnières nauséabondes de+1
of your city, to Strength
votre cité, +1 en Force
3. as an apprentice in a forge, +1 to
3. comme apprenti de la Forge, +1 en Force Strength
4. under
4. sous lesthe blows
coups desofinstructeurs
the mine guardians' instructors,
des gardiens +1 to
de la mine, +1Melee
en Mêlée
5. as an initiate of a master craftsman, +1 to Dexterity
5. en tant qu’initié des maitres-graveurs, +1 en Dextérité
6. at the
6. au fondbottom of a mine,
de la mine, à couppickaxe +1 en+1
in hand,
de pioche, to Strength
Force
ELF:
VotreYou grew
ELFE up...
a grandi…
1.
1. under
sous lathe tutelage
coupe of a highdu
d’un membre council +1en
member,+1
haut-conseil, toCharisme
Charisma
2. with storytellers from the House of Memories, +1 to Erudition
2. avec les conteurs de la maison des Mémoires, +1 en Érudition
3. while trying to join the royal scouts' regiment, +1 to
3. en essayant de rejoindre l’ordre des éclaireurs, +1 en TirShooting
4. en
4. while protecting
protégeant lesthe bordersde
frontières ofson
your +1+1
kingdom,
royaume, entoMêlée
Melee
5. in the corridors of the House of Arts, +1 to Dexterity
6. talking to foreign merchants, +1 to Charisma
15
HERETIC
MURDERER
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17
LOOTER
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CRIME
I
You had to leave your home because you have
been accused of...
(d20)
2. ...sleeping with the wrong person
3. ...killing a royal officer
4. ...being an apostate
5. ...poisoning a sick person
6. ...bribing a royal official
GITATOR
7. ...killing a nobleman
8. ...robbing a judge
9. ...being an agitator
10. ...threatening an inquisitor
11. ...killing a member of your family
II I
PROFESSION (d6)
To survive, you relied on...
Your
R esour cefulness
1. Burglar: Few locks resist you. You have
advantage on all attribute rolls related to
climbing, lockpicking, and stealth,
+1 to Dexterity.
Your Knowledge
1. Barber-Surgeon: You can restore
[d4 + your level] HP to a patient with a successful
Dexterity roll, +1 to Dexterity.
EQUIPMENT WILLPOWER
You begin your You start with a
adventures with a weapon Willpower die equal to
(choose or roll on the d6.
Weapons Table below),
a knife, and 3d6 shillings.
If you opted for a violent
career, you also begin with
light armor that grants
1 point of protection.
II
]�
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21
]
YOUR CHARACTER GAINS BETWEEN 1 AND 3
!087#!7&3
EXPERIENCE POINTS (XP) EACH SESSION.
YOU GAIN A LEVEL WITH EVERY 5 XP EARNED.
TOO FAST? LIMIT XP TO 1 PER SESSION. TOO SLOW?
GAIN A LEVEL WITH EVERY 3 XP EARNED.
EXPERIENCE
LEVEL AND ASSOCIATED BENEFITS
2. → +1 to an attribute (maximum: 18), +1 HP
3. → Gain a Talent. +1 HP
4. → +1 to an attribute (maximum: 18), +1 HP
5. → Gain a new profession*. +1 HP
6. → +1 to an attribute (maximum:18), +1 HP
7. → Gain a Talent. +1 HP
8. → +1 to an attribute (maximum: 18), +1 HP
9. → Gain a Talent, +1 HP
10. → the character's Willpower die is now a d8
*It doesn't have to be linked to your origin. You don't get the attribute bonus though.
22
† Duelist
each turn, you have the choice between two
options: gain advantage on either your damage or
your defense roll. If this fails, the character must
make a Willpower roll (with disadvantage in case
of a critical failure).
† Escape artist
TALENTS
you are able to escape any type of bonds with a
successful Dexterity roll.
† Fetishist
Over time you have become... choose one of your weapons to now inflict d12
points of damage. However a result of 1 on the
damage die means that it breaks. If this occurs,
you must spend a week to transfer this advantage
† Angel of Death to a new weapon.
in combat, you gain a critical success on a natural
result of 1 to 3. † Hard to kill
you gain advantage when rolling on the Helpless
† Blood Magic Adept table.
when a character casts a spell, they can ignore a
disadvantage on their Willpower roll by sacrificing † Haunted
2 HP. your nightmares sometimes contain a warning of
what to expect. Once per session, you can act first
† Bookworm (whether or not in combat).
replace any attribute roll with an Erudition roll
once per session (twice if you are a Chronicler). † Lucky Bastard
You must justify this by citing the book's title and once per session, ignore the damage caused by an
author (make a small list before each session). attack by sacrificing a weapon, piece of armor, or
shield.
† Bloodthirsty
the size of your damage die increases by one step. † Meticulous
usage dice tied to your gear only degrade on a
† Composed result of 1.
you can return your Willpower die to its maximum
after a short rest. † Opportunist
when a human dies near you, you get 1 HP back
† Cook (but only once per turn).
once per session, you can concoct a tasty meal that
gives the benefits of a long rest to a short rest. You † Paranoid
must have the necessary ingredients for your meal. you gain advantage on your Initiative rolls.
† Dangerous † Protective
when you successfully defend yourself in combat, once per fight, you can cancel d6 points of damage
your attacker loses 1 HP. intended for a close character.
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23
5
† Reassuring † Vengeful
once per scene or fight, the character grants one if an attack brings you to 0 HP, you can
!087#!7&3
of his companions advantage on a Guts roll. immediately attack with advantage
before collapsing.
† Relentless
once per session, add your Willpower die to your
damage.
† Resolute
you gain advantage to resist your opponent's spells.
† Resourceful
once per session, you can bring any single usage die
(other than the Willpower die) up to its maximum.
† Robust
once per day, you can recover a number of HP equal
to your level, even in the middle of a fight.
† Scarred
when you aren't wearing armor, you are considered
to have a natural PR of 1.
† Suicidal
you can choose to have your melee attack be an
automatic success, but all your Defense rolls will
fail until your next turn.
† Tactician
once per battle, you can sacrifice your turn and give
it to a close companion.
† Tough
if you are still alive after biting the dust, add your
level to the HP you recover.
† Thrifty
you gain advantage on rolls to determine the cost
of an item. For example, if an item costs d6x100
shillings, you roll 2d6 and keep the lower result (if
you are the buyer) or the higher result (if you are
the seller).
24
EQUIPMENT
COST OF LIVING
At the beginning of each adventure, characters spend
a number of shillings equal to their Strength. This
represents their expenses between adventures.
a
A character who does not have this amount has either taken a
job or a loan (preferably from a shady character). If they prefer
to be hungry and dirty, they will suffer disadvantage on all
their attribute rolls during this session. That will teach them
not to be stingy!
WEAPONS
1 Axe
2 Sword
3 Mace
4 War hammer
5 Shovel
6 Crossbow*
7 Pickaxe
8 Dagger
9 Bow*
10 Flail
11 Sling
12 Chopper
13 Bastard sword
14 Dagger
15 Staff* (iron tips)
16 Claymore*
17 Metal gauntlet
18 Spear*
19 Sickle
d
20 Battle axe*
* two-handed weapons
o
a
25
T
T V
k
PRICE
LIST
D6 D6X10O D6X1O
SHILLINGS SHILLINGS SHILLINGS
Light Armor (PR1) Cart Heavy armor (PR2) and shields
Backpack Firearms Boots
Grappling hook Gem
a
Caltrops
Common clothes Horse Crowbar
Mirror Swords, battle axes, flails, Drugs & poisons
Oil flask halberds, etc. Fancy clothes
One night at an inn Lantern
Parchment, ink, and quill Musical instrument
Rations (per day) Pickaxes, shovels, etc.
Rope Saddlebags
Waterskin Simple weapons (stick, knife, club,
Whistle etc.)
Wooden stakes Spyglass
Tent
Three bullets with powder charges
Vial of holy water
Waterproof box
8
26
SUMMARY
087#
CHARACTER
CREATION
DETERMINE THE
ATTRIBUTES
Roll two d6 for each attribute in
order, then consult the table on
page 13 to determine their score.
You can then swap two attributes
if you wish.
ORIGIN
Next, choose an origin (Human, Halfling,
Dwarf, Elf, Goblin or Ogre-blooded) and
roll a d6 on the corresponding table.
CRIME
You had to leave your home because you
have been accused of a crime, see page 17.
PROFESSION
To survive, you relied on... WILLPOWER
Violence, Isolation, Your Resourcefulness, You start with a Willpower die
Your Knowledge. equal to d6.
27
LEVEL
This is your experience see
page 21
HIT POINTS
Your total hit points (HP) are equal
to your Strength score.
TALENTS
You gain a new talent at level 3, 7
and 9, see pages 22/23.
DAMAGE DICE
By default, a character inflicts
d6 points of damage when armed
and d4 points when unarmed.
EQUIPMENT
You begin your adventures with a weapon (choose or roll on
the Weapons Table below), a knife, and 3d6 shillings. If you
opted for a violent career, you also begin with light armor
that grants 1 point of protection.
087#!7&3$
RULES
28
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29
30
RULES
EVERYTHING
HAPPENS HERE TUR NS
WELL... ALMOST. To make sure everyone at the table has a
the
chance to speak, the game uses Turns. At
is the time neede d for a character
table, a Turn
to move and act. In game time, a Turn may
at),
represent a few moments (during a comb
a few minutes, a few hours or even a few days.
The game is always played in Turns.
A CT IO N S
ON E TU RN , TW O spotlight,
yer hogs the
To make sure no pla ns
ve and take two actio
a character can mo lex ity (a nd the
e action comp
during his turn. Th actio n) de pe nds
th a move
distance covered wi d by the
e Turn as establishe
on the length of th
nutes, hours...).
GM (moments, mi g your
ntical actions durin
Performing two ide e be low ).
illpower roll (se
turn triggers a W
RE
CR ITI CA L SU CC ES S AN D FA ILU
No matter what the modifiers are:
success.
THE ATTRIBUTE ROLLS † A roll of 1 is always a critical
cal failure.
When a character tries to do something that has † A roll of 20 is always a criti
a chance to fail, the player makes an attribute roll ess means the
For an attack roll, a critical succ
by rolling a d20: m dam age and adds
character does maximu
on top of that.
another damage die
† Rolling below the attribute: the character
succeeds re means you have
Whatever the roll, a critical failu
to make a Willpower roll.
† Rolling equal to or above the attribute:
the character fails or succeeds at a cost.
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31
NTAG E
AD VA NTAG E AN D DIS AD VA ns
ntage on a roll mea
Having advantage or disadva
that you roll two dice:
yer to choose
† Advantage allows the Pla WIL LPO WE R
which result to use. The Willpower die represents a character's
ability to overcome fear and exhaustion. As
chooses the
† Disadvantage means the GM any Usage die, it can be depleted, leaving
the
result to use. character open to a panic attack. A player
usually rolls their character's Willpower
reflect bad or good die
For the GM: use this rule to when:
any roll, this might be
conditions that can influence
having the right tools for
a strained relationship or † They take the same action twice durin
g
the job. a combat Turn*.
situations where your
For the player: try to create † They use a Talent that requires it.
age: find a better
character can gain an advant
ter, offer a bribe, etc.
position, help another charac † They get a critical failure on an
attribute roll.
ge can apply to all die
Advantage and disadvanta
rolls and any Usage
rolls: attribute rolls, damage *If the action already requires a Willpower
both advantage and roll,
die. If a roll happens to have this one is made with disadvantage.
h other (no matter
disadvantage, they cancel eac
disa dvantages you
how many advantages and The Willpower die returns to its maximum
have). after the character has taken a long rest.
g20>g12>g10>g8>g6>g4
Fear
When a character is faced with a frightening
situation, the player must make a Guts roll.
IN IT IAT IV E ery player
of each fight, ev
At the beginning ns the
A failure gives the player two options: ll. A success mea
makes a Guts ro ion, failure
fore the opposit
character acts be cc ess grants
† the character runs away or they roll site. A critical su
means the oppo ro un d, a critical
their Willpower die to continue acting an ex tra actio n for the first
yo u on your first
ts you one action
normally. failure only gran
round.
A critical failure immediately results
in a Panic roll.
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33
ATTAC K
† Melee attack: make a Melee roll
R TU RN
A CT DU RI N G YO U
!087#!7&3
act twice.
, characters can † Ranged attack: make a Shooting roll
During their turn ck,
action twice (atta
If they use the same po wer
st roll their Will A success inflicts damage equal to the character's
move, etc.), they mu y: yo u ca n
ption is sorcer damage die.
die. The only exce turn .
during your A critical success deals the character's maximum
only cast one spell
damage, plus an additional damage die.
DEFE ND
† Parry: make a Melee roll*
† Dodge: make a Dexterity roll**
s account (and
character's armor is not taken into
they must make a Willpower roll as for any critical
failure).
34
087#!7&3$
THREAT LEVEL
If an opponent's level is higher than the
character's, the difference between the two is
used as a penalty to attribute rolls aimed at them
(attack, defense, persuade or intimidate, etc.).
If the character's level is higher, no modifier is
applied, that's tough but it will prevent characters
from mowing down their opposition. CONTIN UOUS DAMAG E
Such pleasant things as fire and acid can cause
continuous damage. This means that the target
takes gd4 points of damage each round (until
ARMOR
the die is depleted). Armor is useless against
The protection score of the armor (PR) is
this type of damage.
deducted from the damage taken by the character
(which can then be reduced to 0).
HIT POINTS
SHIELD When a NPC's hit points drop to 0, they die. A
A shield grants advantage to your Parry rolls. character just bites the dust: once the fight is
over, the player rolls a d6:
TWO-HANDED WEAPONS
These weapons give you an advantage on your
damage rolls.
HELPL ESS (d6)
1. Scarred: the character gets away with
an ugly scar.
RECOVERY
Characters are a little stronger than average. They can
recover HP by taking a short rest or a long rest.
FIREARMS
087#
Some rules for those who wish to integrate firearms
into their campaign.
† Pistol: its mere presence gives you advantage Critical success while shooting
to your intimidation attempts. If your target is human and of a level equal to
yours or less, they are killed instantly. Otherwise
† Musket: immediately kills the target on a (non-human target or a higher level), apply the
critical hit, regardless of level. usual critical success rules.
SORCERY
AND FIREARMS
Sorcery is chaotic and a constant source of corruption. Mixing sorcery with
firearms can be as dangerous to the user as it is to the target.
Rune of Rage
This bullet inflicts d12 points of damage but the
violence of the shot inflicts 1 point of damage to the
shooter.
Rune of Blood
This bullet adds 6 points to the damage you inflict
but destroys your weapon when fired.
087#
SOR
CERY
38
39
40
087#!7&3$
CAST A SPELL
† The sorcerer's player must make a Willpower roll.
† If the sorcerer has already cast a spell during the day, the Willpower roll is made with disadvantage.
† A result of 1 on the Willpower die can sometimes have unfortunate effects, as indicated in the description
of some spells.
† If your Willpower die is exhausted after casting a spell, you must face Chaos Revenge.
CHAOS
(D6)
REVENGE
1. You cannot
cast any more spells
until next sunrise.
2. The energy
of the spell ravages
your body: lose d6 HP.
4. Your body
pays the price for your arrogance:
lose 1 HP permanently.
6. A creature from
another dimension
appears and drags you into their domain.
Sacrifice
You can use your HP to change the result
of the Willpower die, 1 HP gives a +1
(you can't intentionally set it to 1).
42
† Chthonic Guide:
When you are underground, this spell
087#
summons a rat that can guide you to the
nearest exit, provided you feed it your blood
(this costs d4 HP). The rat dies once you reach
the exit.
† Demon's Breath:
All light sources in the same room as the
LIST OF
sorcerer are immediately extinguished. A fire
will also start in another room of the building.
SPELLS
† Dream Message:
Send a message to someone you know through
a dream. The target must of course be asleep.
This spell has no range limit.
† Feather Fall:
† Acid Blood:
The target survives an otherwise deadly fall.
You can turn a small pool of your blood acid
All equipment carried by the character is
(it costs 3 HP to create). It causes d6 points of
destroyed.
damage to a living creature or can dissolve an
object no larger than a small book.
† Gloomy Lullaby:
Your target loses consciousness. A result of 1 on
the Willpower die means that the target will
never wake up.
† Bloody mark:
You can mark an object with a drop of your
blood (this definitely costs you 1 HP). You
always know where this object is. If the object is
† Greedy Hand:
destroyed, the sorcerer recovers his HP.
One of the objects your target is holding flies to
you. A result of 1 on the Willpower die means
that the object is destroyed.
† Boneless:
The target's body becomes as flexible as a
snake's, allowing it to easily escape from bonds
or slip between bars or into a narrow passage. † Hazy Memories:
The spell lasts for 6 minutes. A result of 1 on Your target forgets all interactions with you
the Willpower die causes the target to lose all over the last d6 hours. A result of 1 on the
its hair (which will grow back in the following Willpower die means that the target becomes
days). totally amnesiac.
43
† Silence:
† Infernal Hound: All sounds within a 10 meter radius of the
Turns an ordinary dog into an infernal hound sorcerer are muffled. The spell lasts as long as
(11 Attack, 10 HP, bites for d6 damage). The the sorcerer can concentrate. A result of 1 on
dog dies when the fight is over. the Willpower die means that all people in the
area of effect of the spell become mute for the
† Infernal Scream: same duration.
An inhuman scream paralyzes those who hear
it for a few seconds. This sound kills children † Spontaneous Combustion:
and pets instantly. Your target bursts into flames and suffers
continuous damage. A result of 1 on the
† Inquisition: Willpower die means that everyone present
Your target must be immobilized. The spell will burst into flames.
subjects him to intense pain and forces him to
answer d4 questions. The GM rolls the die and † Steel Ghost:
hides the result from the sorcerer's player. If Renders a weapon no longer than a dagger
the player asks more questions than the die roll completely invisible until it is drawn from its
allows, the target dies. scabbard (or the sorcerer casts another spell).
If the weapon does not injure anyone on the
† Living Reflection: turn it is drawn, the wizard loses d6 HP.
You give a semblance of life to your reflection
in a mirror. You can see what it sees when you † Vampire:
close your eyes (and cannot sleep while the spell If you manage to hit your target, you "steal"
is active). The spell stops when you decide or d6 HP from it, which comes back to replenish
when the mirror is broken. your own supply (without making it exceed its
maximum). On a result of 1 the target dies.
† Poisoned Projectile:
You poison a projectile by dipping it in your own † Veil of Darkness:
blood (this costs you 1 HP). Anyone wounded by D6 targets are blinded for an entire combat (or
this projectile dies after 4 minutes. d6 minutes). A result of 1 on the Willpower die
means that you are also affected.
† Wine of Death:
The spells targets a jug or cup of wine the
sorcerer must touch. Those who drink this wine
† Sharing the Pain: quickly start looking for a fight. A result of 1 on
You can transfer a loss of HP caused by a wound the Willpower die means that the drinkers are
to one of your companions. trying to kill each other.
44
† Impotent Arrows:
All projectiles that hit the target of the spell
ALCHEMY
To create an alchemical potion, a
character must first get their hands on
ingredients: these are usually organs
taken from a monster killed by the group,
such as “skeleton powder", “harpy
liver", “troll brain" or “lich eye". These
ingredients shouldn't be found at the local
market.
It is up to the players to create potions and For each formula created in this way, the
their effects. A formula can have from one player must note the ingredients used. This
to three ingredients. The more ingredients, formula cannot then be modified: the same
the more powerful the effects. The following ingredients must be used each time.
table allows you to estimate some of the
effects. Effects duration
The effects of an alchemical formula are
† An explosive vial that inflicts d8 points of generally immediate and are not intended
damage requires three ingredients. to last over time. If this is the case, you can
associate a usage die to the formula.
† A vial of light made with one ingredient is as
bright as a torch. Buying ingredients
The GM may allow an alchemist to buy
† An alchemist who wishes to make a vial of certain ingredients when they are in a large
daylight capable of harming a vampire may city. Each ingredient should cost d6x50
decide to dedicate one ingredient to range (a shillings. A character who tries to sell the
torch) and two ingredients to damage inflicted ingredients they have found can earn d6x20
(d6). shillings per ingredient.
Some guidelines
1 +1 d4 d4 Torch Cold
2 +2 d6 d6 Campfire Pneumonia
ENCHANTED
ITEMS
A character should not have more than one
m
such item. In fact, we recommend that you go
for a maximum of two such items per group.
Unique Steel
Ilmarian steel is the strongest material
available. Unfortunately, the secret of its
manufacture has been lost and weapons
made of this steel are very rare.
Killer Weapon
This type of weapon inflicts maximum
damage on a successful attack against its
target of choice (vampires, leechers, undead,
etc.).
Armor
Magical armor grants an advantage to a
character's die roll when they roll on the
helpless table.
Items
A magic item usually grants an advantage
to a specific type of action, such as a cloak
of concealment that grants an advantage to
any Dexterity roll dedicated to stealth.
They can also reproduce the effect of a spell
(in which case the item has a g d6).
47
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BESTIARy
Each monster and antagonist description
includes the following elements:
level, hit points and the actions they
can perform during their turn.
A monster can usually move during its
turn and use one of its actions. These are
presented as follows:
Name Lvl Hp Actions
Changeling 3 15 Claws (Dexterity/Melee) 5 damage
r
54
Q
55
e
Pistol (Dexterity) one shot, 7 damage
Human shield roll a d6 when a character hits the
captain, on a result of 1 or 2 another pirate takes the
damage instead.
2 Name
Quartered One 2 10
Lvl Hp Actions
56
9
58
MONSTERS
ON THE GO
If you need to create a monster on the go
(or for a specific adventure) you can use
the following table to determine their
HP and damage.
Give it two actions. Don't worry about the characters' levels,
just respect the setting's logic. Make sure that cautious or curious
players will have a chance to get information about what to expect.
At worst, remind them that escape is always an option.
Level 1 2 3 4 5 6 7 8 9 10
HP 5 10 15 20 25 30 35 40 45 50
Damage 4 5 6 7 8 9 10 11 12 13
g20>g12>g10>g8>g6>g4
ONE TURN, TWO ACTIONS
To make sure no player hogs the spotlight, a † When you roll a 1 or 2 on a g d4, this means
character can take two actions during his turn. the resource is depleted.
The action complexity (and the distance covered
with a move action) depends on the length of
the Turn as established by the GM (moments,
minutes, hours...).
Performing two identical actions during your turn WILLPOWER
triggers a Willpower roll (see below). The Willpower die represents a character's
ability to overcome fear and exhaustion. As any
Usage die, it can be depleted, leaving the character
open to a panic attack. A player usually rolls their
character's Willpower die when:
CRITICAL SUCCESS
AND FAILURE † They take the same action twice during a
No matter what the modifiers are: combat Turn*.
† A roll of 1 is always a critical success. † They use a Talent that requires it.
† A roll of 20 is always a critical failure.
† They get a critical failure on an attribute roll.
For an attack roll, a critical success means the
character does maximum damage and adds The Willpower die returns to its maximum after
another damage die on top of that. the character has taken a long rest.
Whatever the roll, a critical failure means you *If the action already requires a Willpower roll,
have to make a Willpower roll. this one is made with disadvantage.
97
Burn willpower RANGES
Players can choose to "burn Willpower": roll FLEAUX! uses four ranges: Close, Nearby,
Willpower and subtract the result from an Faraway and Distant. Moving one range requires
attribute roll. The Willpower die automatically one move action. Depending on the length of a
degrades. Turn, the actual distance covered by the character
will vary, for example in combat:
Once the Willpower die is depleted, the character
panics. Close † 1,50m † 1 square
Nearby † 10m † 6 squares
Faraway † 20m † 12 squares
Fear Distant † Beyond 20m
When a character is faced with a frightening
situation, the character must make a Guts roll.
A failure gives the player two options:
PANIC
Once a character's Willpower die is depleted, the GROUP roll
player must roll on the Panic table. In a group effort, if half the characters succeed at
their attribute roll, the whole group does.
DEFEND
† Parry: make a Melee roll*
† Dodge: make a Dexterity roll**
RECOVERY
*The character must have an object or weapon Characters are a little stronger than average.
that allows them to parry. They can recover HP by taking a short rest or a
**Ranged attacks can only be dodged. long rest.
2 A critical success on Defense means the A short rest lasts 1 hour and causes the character
character immediately deals damage to the to recover a number of HP equal to their Strength
attacker (if it was a melee attack). divided by two (rounded down). A character can
take one short rest per day.
2 A failed Defense roll means that the
character takes damage (according to the A long rest lasts 6 hours and allows a character
monster's description). to recover all their HP. Some Talents and the
Willpower die are also recharged after a long rest.
2 A critical failure in Defense means that
the character's armor is not taken into account Characters must be in a safe, civilized place to take
(and they must make a Willpower roll as for a long rest. In the wilderness, a long rest will have
any critical failure). the same effects as a short rest.
99
CONTINUOUS DAMAGE (d6) chaos revenge
Such pleasant things as fire and acid can cause
1. You cannot cast any more
continuous damage. This means that the target
spells until next sunrise.
takes gd4 points of damage each round (until the
die is depleted). Armor is useless against this type of
2. The energy of the spell ravages
damage.
your body: lose d6 HP.
HELPLESS (d6)
6. A creature from another dimension
appears and drags you into their domain.
1. SCARRED: the character gets away with an
ugly scar.
SACRIFICE
2. CLOSE CALL: one of the objects carried by
You can use your HP to change the result of the Willpower die
the character is broken.
(you can't intentionally set it to 1).
3. IMPAIRED: disadvantage to Dexterity rolls
until the end of the session.
4. INJURED: disadvantage to all attribute rolls
until the end of the session. Firearms
5. BUTCHERED: the character loses 1 point of † Pistol: its mere presence gives you advantage to
Strength or Dexterity permanently. your intimidation attempts.
6. DEAD: create a new character of the same † Musket: immediately kills the target on a critical
level as the dead character. hit, regardless of level.
† Blunderbuss: it gives you a damage advantage
A character who survived (results 1 to 5) when the target is close.
immediately recovers d4 HP.
Limitation
Firearms can only fire once per combat.
Critical failure while shooting
cast a spell
A critical failure on your shooting roll means your
† The sorcerer's player must make a Willpower weapon explodes and you take the damage.
roll. Critical success while shooting
† If the sorcerer has already cast a spell If your target is human and of a level equal to yours or
during the day, the Willpower roll is made with less, they are killed instantly. Otherwise (non-human
disadvantage. target or a higher level), apply the usual critical
† A result of 1 on the Willpower die can success rules.
sometimes have unfortunate effects, as indicated Optional: smoke
in the description of some spells. Used in enclosed spaces, the shots create such a
† If your Willpower die is exhausted after smoke that all combat actions that take place there
casting a spell, you must face Chaos Revenge. suffer a disadvantage.
Level
Origin Profession
Crime Upbringing
Hit
g Willpower
Now
g4 / g6 / g8 Max
die M M M points
Armed Unarmed
Protection
Shield M
eF
The world of
FLÉAUX!
is on the brink of
oblivion. Far from
the flickering lights
of civilization,
lurking in the
deepest forests,
hidden in the ruins
of past empires;
gathered behind
the mountains
at the end of the
world, the legions
of Chaos await...
Ignoring or
minimizing the
threat, the free
peoples of the
world fail to see
the corruption that
is slowly eating
away at the
foundations
of society.