0% found this document useful (0 votes)
527 views66 pages

Fleaux! Reducido

The document outlines the rules and setting for a tabletop role-playing game called FLÉAUX!, which is inspired by a 17th-century world filled with chaos and corruption. Players create characters with various attributes and origins, facing challenges from both societal corruption and chaotic forces. The game encourages creativity and allows players to develop their own adventures while adhering to a Creative Commons license.

Uploaded by

Olaf A
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
527 views66 pages

Fleaux! Reducido

The document outlines the rules and setting for a tabletop role-playing game called FLÉAUX!, which is inspired by a 17th-century world filled with chaos and corruption. Players create characters with various attributes and origins, facing challenges from both societal corruption and chaotic forces. The game encourages creativity and allows players to develop their own adventures while adhering to a Creative Commons license.

Uploaded by

Olaf A
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 66

“TONIGHT

WE BLEED BUT
TOMORROW
WE'LL BE RICH”

Written by Kobayashi Art Director EDgarra


2
087#

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.

† Remix, transform, and build upon the written material..

† 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.

† In plain English what does that mean?


You may use the rules of FLEAUX! to create your own games.
You can write adventures and supplements for FLEAUX! and you can even sell them,
I won't ask you a penny (but if you send me a PDF
it's nice but again, it's not mandatory).
3

Written and designed by


Kobayashi

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

FLÉAUX ! is pronounced "flay-O"


and roughly translates as Scourge or Plague.
087#

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.

The world's only hope may lie with the


nobodies, the drifters, and the scoundrels who
walk the dark alleys and muddy roads of
crumbling empires and emerging kingdoms.
Facing Chaos after accepting an “easy " job
or simply by answering a call for help, it's the
actions of these unlikely heroes that will make
a difference. Perhaps.
9
The World. FLÉ AUX !'s setting is inspired
by our own world's 17th century.
You will meet halflings, dwarves, and elves
as well as goblins and the ogre-blooded.
Magic is a dangerous force, wielded by ominous
sorcerers. Kingdoms, duchies, baronies, and
empires struggle over the smallest piece of land,
to squeeze it of its riches or strength
then their power.

Ships have set out to explore the oceans


and discover new lands, but half-crazed
scholars claim that the known world
has not yet yielded all its secrets.
Ancient underground kingdoms
and flying islands are said to be hidden by
powerful sorcery, waiting to be found.
These stories and rumors soon find their
way into the taverns and public houses
of bustling cities and remote villages alike.
There, a few restless individuals dream of
leaving a life of mind-numbing labor for a life
of adventure...
087# 10
11

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.

The darkest streets of most cities can crush a reckless


adventurer as surely as the wildest lands. Threats are always
insidious, and those in power protect themselves with walls
made of fear and lies. Apart from the people whose lives they
have saved, the characters are likely to provoke the wrath
of those they have exposed as corrupt or useless. But don’t
overdo it: if all you offer is an irredeemably corrupt world,
there is little incentive for the player characters not to
become corrupt themselves. There should always be NPCs
worth saving.
12
087#!7&3$

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

!"#$-,*067#!"%#
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

GOBLIN: You grew up...


1. as
5. a wizard's
dans les couloirs de la+1
minion, to Erudition
maison des Arts, +1 en Dextérité
2. in a horde led by gorelings,
6. en discutant avec les marchands+1 to Guts
des autres peuples, +1 en Charisme
3. in the underworld: +1 to Dexterity
Un GOBELIN
4. in the mines owned grandit généralement…
by your elders, +1 to Strength
5. as an interpreter for mercenaries, +1
1. en tant que grouillot d’un sorcier. +1 en toÉrudition
Charisma
6.
2. dans une horde menée par des sangrelins,Melee
as an initiate of an assassin's order: +1 to +1 en Sang-froid
3. dans les bas-fonds : +1 en Dextérité
4. sous les coups de fouet d’un contremaître nain, +1 en Force
OGRE-BLOODED: Your youth was spent in...
5. comme interprète pour des mercenaires, +1 en Charisme
1.
6. the docks
comme of the
initié local
d’un port,
ordre +1 to Strength
d’assassin : +1 en Mêlée
2. clandestine arenas, +1 to Melee
3. the books you were fond of, +1 to Erudition
La
4. in ajeunesse d’un+1SANG
forest as a lumberjack, D’OGRE a eu pour cadre…
to Strength
5. a traveling circus, +1 to Charisma
1. les docks du port local, +1 en Force
6.
2. the
des band
arènesofclandestines,
a mercenary +1 troop, +1 to Strength
en Mêlée
3. les livresare
Ogre-blooded dont
said il
to était friand. +1ofen
be the descendants Érudition
giantfolk that ruled the world in the distant past.
DÉSERTER
ACCUSED
16

HERETIC
MURDERER

!"#$-,*067#!"%#
17

LOOTER
!087#!7&3
CRIME
I
You had to leave your home because you have
been accused of...

1. ...stealing a sacred relic

(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

12. ...robbing a tax collector


13. ...burning down the house of a nobleman
14. ...taking a bribe
15. ...heresy THIEF
16. ...making a pact with a demon
17. ...being a war criminal
18. ...stealing from your family
19. ...being a deserter
20. ...hunting in a royal reserve
18

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.

2. Messenger: You can choose the move action


twice without rolling Willpower. You are able to
memorize everything you hear (with a successful
Willpower roll), +1 to Charisma.

3. Con man: With a successful Charisma roll,


your target believes one of your lies for one hour
(once per target!), +1 to Charisma.

4. Ratcatcher: You are immune to poisons and


most diseases, +1 to Strength.
Isolation
1. Lumberjack: Increase the size of your damage
5. Smuggler: You always have a knife on
die by one, +1 to Strength.
you which escapes searches. When you buy
equipment, roll a d4 instead of a d6,
2. Shepherd: You can take long rests when far
+1 to Guts.
from civilization, +1 to Guts.

6. Tomb robber: Gain advantage on all attribute


3. Poacher: Your first arrow always finds its
rolls to avoid traps or area effect,
target. Add your level to this arrow’s damage,
+1 to Dexterity.
+1 to Shooting.

4. Scout: You have advantage on initiative rolls,


+1 to Guts.

5. Hermit: You are less affected by things of this


world. You have advantage on Panic rolls,
+1 to Erudition.

6. Gravedigger: You gain advantage on Fear rolls.


Roll your damage die twice when fighting the
undead, +1 to Guts.
!"#$-,*067#!"%#
19

Your Knowledge
1. Barber-Surgeon: You can restore
[d4 + your level] HP to a patient with a successful
Dexterity roll, +1 to Dexterity.

2. Sorcerer's Apprentice: Your character knows


two randomly determined spells, +1 to Guts.

3. Herbalist: Create d4 potions after a long rest.


Your unused potions expire within a day.
+1 to Erudition.

Potion examples: healing balms (2 HP),


anti-poison (induces vomiting), anti-venom (cancels
the effects of venom), poison (inflicts the herbalist's
damage die).

Violence 4. Interpreter: You know two additional languages


and can always make yourself understood (if the
1. Mercenary: Increase the size of your damage
person you are speaking to also makes an effort).
die by one, +1 to Melee.
If your first action in combat is to talk to your
opponents, you act first, +1 to Charisma.
2. Bounty Hunter: Double your damage when you
do a surprise attack, +1 to Shooting.
5. Chronicler: You may roll Erudition in place of
any other attribute once per session. You must
3. Wrestler: Your bare hands do as much damage
justify this by citing a historical fact
as your weapon (your two damage dice are
(concocted by yourself), +1 to Erudition.
identical), +1 to Melee.

6. Steward: Choose a resource at the beginning


4. Swashbuckler: Critical successes inflict
of each session (ammunition, rations, etc.). The
damage equal to your Dexterity, +1 to Melee.
usage die for this resource only degrades on a
result of 1 for all characters in the group,
5. Thumb-breaker: You can use Strength instead
+1 to Erudition.
of Charisma to intimidate or persuade your
opponents, +1 to Strength.

6. Bodyguard: You can absorb damage intended


for a close character, dividing the damage by two
in that case, +1 to Dexterity.
20
087#!7&3$
HIT POINTS DAMAGE DICE
Your total hit points (HP) By default, a character inflicts d6 points
are equal to your Strength of damage when armed and d4 points
score. They don't go up if when unarmed.
your Strength goes up.

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
]�

!"#$-,*067#!"%#
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.
!"#$-,*067#!"%#
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.

† Touched by the Dark


you gain advantage when you roll on the Chaos
Revenge table.

† 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
!087#!7&3
!"#$-,*067#!"%#
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.
!"#$-,*067#!"%#
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.

Players can choose to "burn Willpower":


roll Willpower and subtract the result
from an attribute roll. The Willpower die
USAGE DIE (g)
automatically degrades.
Some things in the game are represented by a Usage
die (g) to model the fact that they are available
Once the Willpower die is depleted, the
in limited quantities: magic item use, willpower,
character panics.
influence... When this resource is used you roll its
Usage die, a result of 1-2 means the Usage die is
downgraded to the next smallest die:

g20>g12>g10>g8>g6>g4

† When you roll a 1 or 2 on a gd4, this means


the resource is depleted.

As a rule of thumb, the average number of uses for


each Usage die is as follows:
g4(2), g6(5), g8(9), g10(14), g12(20), g20(30).
32
PANIC
Once a character's Willpower die is depleted,
the player must roll on the Panic table.
RANGES
FLEAUX! uses four ranges: Close, Nearby,
Faraway and Distant. Moving one range requires
PANI C (d6) the character...
one move action. Depending on the length of a
1… Manages to get a grip and can act Turn, the actual distance covered by the character
normally will vary, for example in combat:

2… Screams for one Turn. Everyone Close † 1,5m † 1 square


hearing this rolls Willpower Nearby † 10m † 6 squares
Faraway † 20m † 12 squares
3… Pukes and loses 1 HP Distant † Beyond 20m

4… Suffers from hysterical blindness that


lasts 'til the end of the next Turn

5… Randomly attacks someone (Melee


PE RC EP TI ON
actively looking for
attack only)* When characters are ce,
d it. If time is of the essen
something, they fin lure
a Guts roll, a fai
6… Has a heart attack: player rolls on players should make d
es pre cio us time for them to fin
the Helpless table means it tak
g for.
what they are lookin
*if no one is present, opts for self-mutilation
(d4 damage).
GR OU P ro ll d
lf the characters succee
Once the result of the table has been applied, In a group effort, if ha up does.
l, the whole gro
the character's Willpower is back at d4. at their attribute rol

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.
!"#$-,*067#!"%#
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.

ADDING AN EFFECT TO YOUR


ATTAC K
Rolling your Willpower die allows you to add one of
the following effects to your attack if it is successful:

Butcher: add the result of the Willpower die to the


damage you deal.

Disarm: your opponent is disarmed (if physically


possible)

Whirlwind: you inflict your damage to everyone close


to you (friends and foes alike).

DEFE ND
† Parry: make a Melee roll*
† Dodge: make a Dexterity roll**

*The character must have an object or weapon that


allows them to parry.
**Ranged attacks can only be dodged.

2 A critical success on Defense means the


to the attacker
character immediately deals damage
(if it was a melee attack).

2 A failed Defense roll means that ther'scharacter


takes damage (according to the monste
description).

2 A critical failure in Defense means that the

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.

2. Close call: one of the objects carried


by the character is broken.

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.

5. Butchered: the character loses 1 point


of Strength or Dexterity permanently.

6. Dead: create a new character of the


same level as the dead character.

A character who survived (results 1 to 5)


immediately recovers d4 HP.
35

RECOVERY
Characters are a little stronger than average. They can
recover HP by taking a short rest or a long rest.

A short rest lasts 1 hour and allows the character to


recover a number of HP equal to their Strength divided by
two (rounded down). A character can take one short rest
per day.

A long rest lasts 6 hours and allows a character to recover


all their HP. Some Talents and the Willpower die are also
recharged after a long rest.

Characters must be in a safe, civilized place to take a long


rest. In the wilderness, a long rest will have the same
effects as a short rest.
36

FIREARMS
087#
Some rules for those who wish to integrate firearms
into their campaign.

We're talking about 17th and early 18th century Limitation


firearms: noisy weapons, requiring constant Firearms can only fire once per combat.
maintenance, cumbersome and dangerous even
for their users. To keep things simple, Fléaux! Critical failure while shooting
considers three firearms types: A critical failure on your shooting roll means your
weapon explodes and you take the damage.

† 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.

† Blunderbuss: get advantage on your damage Optional: smoke


roll when the target is close. Used in enclosed spaces, shots create so much
smoke that all combat actions that take place
there suffer disadvantage.
o
37

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.

The purpose of a firearm is to injure and kill. The


occult powers that feed sorcery amplify this and Xy W
it doesn't matter who suffers the consequences, Runes and critical failure
the shooter or his target. In order to avoid turning In the event of a critical failure, the effect of the
muskets into assault rifles, the GM must keep in rune is applied to the shooter.
mind the following two points:
Hunter's Rune
† Sorcery should not increase This bullet doesn't hurt your target, but it makes
a firearm's rate of fire. it easier to track: the metal parts of your firearm
glow when the target is within a mile.
† Sorcery should not improve
a firearm's reliability. Rune of Fate
The real name of the target must be written on
Runes the bullet. The bullet always hits its target (no
The safest way to combine firearms and sorcery is need to make an attack roll).
to carve magical runes into the bullets. This is not
a common activity, as most wizards do not have Rune of Light
the desire or ability to make bullets. It is, however, Once the target is hit, the bullet emits a light that
a very lucrative business (d6x100 shillings for has the same qualities as daylight. The light goes
an engraved bullet) and is very much under the out at sunrise.
control of the authorities: a muddy adventurer
stinking of goreling blood probably won't be able to Rune of Disease
buy one. At the GM's discretion, these runes can Causes a disease that weakens the victim for d4
also be engraved on arrows or crossbow bolts. days (the GM rolls the die and does not give the
result to the players).

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.

LEARN NEW SPELLS


Sorcerers don't share their secrets, and those who have written them down in grimoires have made sure they're
protected by powerful curses. Finding a spell should therefore be the result of a particularly dangerous
adventure
41

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.

3. You cause an explosion


of magical energy:
inflict d6 points of damage to all nearby.

4. Your body
pays the price for your arrogance:
lose 1 HP permanently.

5. Your mind is consumed


by horrors from beyond:
lose 1 point of Guts 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.

† Curse of the Mute:


The target can no longer speak. A result of 1 on
the Willpower die makes the effect permanent.

† 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.

† Raven's Eyes: † Voice Thief:


The sorcerer can see through the eyes of a bird You can now speak through your target's
as long as they concentrate and keep their eyes mouth. You are limited to six words.
closed. As soon as they open their eyes, the spell
stops and the bird dies.

† 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

† Guardian of the Dreams:


Animates a doll, puppet, or stuffed animal
that stands guard while you sleep. It starts to
scream if it sees someone the sorcerer has not
designated. Lasts one night (the spell does not
work during the day).

† Impotent Arrows:
All projectiles that hit the target of the spell

Charms, during the next turn do no damage. On a


Willpower die result of 1, the projectiles of the

curses sorcerer's allies are also affected.

and other † Mark of Infamy:


The target of this spell bears the name of the
incantations crime he committed on his forehead. The
effectiveness of this spell has yet to be proven
Hermits, bonesetters and a few elders among the illiterate. The mark fades at the next
dawn. On a result of 1, the sign appears on the
from the countryside sometimes have foreheads of all those present.
access to minor spells.
† Meal of the Faithful:
The sorcerer purifies a meal (poisons, natural
† Dead Man's Map: or not, are eliminated) but it no longer has any
The blood of a dead man draws a map that flavor. A successful Guts roll is required to eat it.
indicates the rough location of the murderer.
† Mud Puddle:
† Fireflies: Immediately slows down any person, animal,
The sorcerer summons a swarm of fireflies that or vehicle that steps into it (enough to end a
give as much light as a torch. They disappear at chase, for example).
the slightest sign of combat.
† Scarecrow Servant:
† Flame: Animates a pile of clothes or rags to give them
This spell summons a flame (no larger than a the appearance of life. Its movements are
match) in the sorcerer's palm. On a result of uncoordinated and the scarecrow cannot hurt
1 on the Willpower die, the sorcerer's clothes anyone.
catch fire.
† Scent of the Countryside:
† Fleabag: The target gives off the smell of manure until
The sorcerer can transform themselves into a next dawn.
dog, but they only returns to their original form
at sunset (if the spell is cast during the day) or † Swarm of Bees:
at sunrise (if the spell is cast at night). Their The target is stung several times (d3 damage)
HP does not change, they can only bite (use and cannot act during this turn.
their unarmed damage) and bark.
45

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

Ingredients Bonus Hurt/Heal Usage die Light Medicine

1 +1 d4 d4 Torch Cold

2 +2 d6 d6 Campfire Pneumonia

3 Advantage d8 d8 Pyre Plague


087# y 46

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.

A weapon made of Ilmarian steel inflicts


1 extra point of damage.

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

EAPON LICTS
KILLER WWEAPON INF
F
THIS TYPE OD
A
AMAGE ON AINST ITS
M A X IMUM G
ATTACK A
SUCCESSFULCHOICE (VAMPIR ES,
TARGET OFS, UNDEAD, ETC.).
GOR ELING
230!""!$
087#!7&3$
!"9#
087#

BES
TIARY
48
!"#$-,*067#!"%#
49
50

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

The type of action (here a claw strike), the


attribute roll needed to avoid the attack Abyssal
(here Dexterity or Melee, player's choice) The Abyssals are an ancient aquatic people
and finally the consequences of failure (here who have little affection for the people of
the target takes 5 points of damage). the surface. They reign supreme under the
oceans and exact a heavy toll on the world's
A resistance indicates that the damage merchant navies.
inflicted by this kind of attack is divided by
2. For an immunity the damage is ignored Araknean
(even in case of a critical hit). These creatures are created by giant spiders
that turn their victims into nightmarish
The GM is free to add a vulnerability mutants. There is no known cure for this
indicating that the damage received by the mutation.
monster is multiplied by 2 if they use this
element. Blob
It is said that blobs are born under the
The names of some monsters may seem laboratories of wizards and alchemists, when
obscure so we've added a few descriptions to too many potions and failed experiments
help you get a feel for them. As always, feel have been mixed up over time. A blob has
free to adapt each of them to your setting. only one instinct: to feed.
51

Burned, Flayed, Quartered and Toadling


Decapitated Ones These humanoid batrachians live in fetid
The victims of the various modes of swamps and guard, often without knowing
execution of civilized peoples sometimes why, ancient ruins that hide both great
return from their grave to take revenge on treasures and terrible dangers.
their executioners.
Goreling
Changeling Goreling are the result of an experiment
These creatures from the Ur-Hundun are conducted by wizards of the past. They are
used by the elves of the Eastern Empire to not a people but a disease. Anyone who is
replace key figures of their political rivals. wounded by a goreling and continues to kill
Some changelings, however, manage to leave turns into a goreling at the next full moon.
their home plane of their own accord and
venture into the known world.

The victim loses their memory


and can only think of joining
other gorelings and continue the
slaughter.
52

Name Lvl Hp Actions

Abyssal 2 10 Harpoon (Dexterity/Melee) 5 damage


Teleportation from one body of water to another

Abyssal (Priest) 3 15 Water Tentacles (Dexterity) 6 damage or immobilized


Dagger (Dexterity/Speech) 4 damage

Araknean 2 10 Web Glaver (Dexterity/Melee) a spider's web


suffocates the character for one turn
(this turn must be devoted to pulling out this web)
Kriss (Dexterity/Melee) 5 damage

Berserker 4 20 Furious Charge (Dexterity/Melee) 7 damage to any


adjacent person
Battle Cry (Guts) no movement on your turn.

Blob 2 10 Absorb (Dexterity) continuous damage


Acid Shot (Dexterity) 5 damage

Burned One 2 10 Steam Blast (Dexterity) 5 damage to all nearby targets


Scorching Touch (Dexterity/Melee) 5 damage

Changeling 3 15 Same attack as the target character this turn, 6 damage

Chaos warrior 7 35 Barbed Weapon (Dexterity/Melee) 10 damage


Wither (Strength) 5 damage (armor is useless)
Resistance to normal weapons

Cultist (Suicidal) 2 10 Dagger (Dexterity/Melee) 4 damage

Cultist (Guru) 4 20 Morningstar (Dexterity/Melee) 7 damage


Transforms into a giant snake

Decapitated One 2 10 Axe (Dexterity/Melee) 5 damage

Demon (War) 5 25 War Hammer (Dexterity/Melee) 9 damage


War Cry (Guts) Willpower roll

Demon (Corruption) 4 20 Zizanie (Guts) attack a close or adjacent ally

Disease spirit 2 6 Weaken (Strength) disadvantage to all rolls until


healed (one Strength roll/day allowed, character
is healed if successful).
Immune to non-magical weapons.

Dragon (grumpy) 10 50 Flaming Breath (Dexterity) 13 damage


Wingbeat (Dexterity) end up on the ground
Immune to non-magical weapons

Dwarf 2 10 Axe (Dexterity/Melee) 5 damage or


Crossbow (Dexterity) (in a bad mood) 5 damage
53

Name Lvl Hp Actions

Dwarf (Veteran) 5 25 Battle Axe (Dexterity/Melee) 8 damage


Busted kneecap (Dexterity) you end up on your butt

Elf (Guardian) 5 25 War Dance (Dexterity/Melee) 8 damage to any


adjacent enemy

Elf (Enchanter) 7 35 Blinding Light (Dexterity) disadvantage


to actions this turn
Sleep (Guts) target falls asleep

Flayed One 2 10 Hooks (Dexterity/Melee) 5 damage


Appalling Appearance (Guts) one use

Fomorian 5 25 Storm Axe (Dexterity/Melee) attacks all nearby


targets 8 damage
Lightning Bolt (Dexterity) 7 damage
Fire Resistance

Forest Guardian 5 25 Branch in the Pear (Dexterity/Melee) 8 damage


Bramble Trap (Dexterity) victim is entangled until
they succeed on a Strength roll.

Gargoyle 4 12 Claws (Dexterity/Melee) 7 damage

Ghost 2 10 Terror (Guts) 5 damage (armor useless),


Immune to normal weapons

Ghoul 2 10 Claw (Dexterity/Melee) 5 damage


Bite (Dexterity/Melee) Continuous damage

Giant 5 25 Grab (Dexterity) target is grabbed by the giant,


Devour (Strength) on a seized character, 8 damage

Giant Boar 5 25 Charge (Dexterity/Melee) 8 damage

Giant Octopus 7 35 Grab and Crush (Dexterity/Melee) 10 damage


Attacking the boat: sinks a boat after 3 attacks.
Once at 0 HP, the octopus retreats.

Giant Scorpion 4 20 Poison Sting (Dexterity/Melee) Continuous damage


Pincers (Dexterity) 7 damage

Giant Shark 6 30 Swallow (Dexterity with Underwater disadvantage)


you are in the shark's stomach
Drag (Dexterity with Underwater disadvantage)
the shark drags its victim with it and is out
of reach after 3 turns

Giant Snake 6 30 Capture (Dexterity) continuous damage


Hypnotize (Guts) attack impossible

r
54

Name Lvl Hp Actions

Giant Spider 4 20 Poison Stinger (Dexterity/Melee) 6 damage +


continuous damage
Webcasting (Dexterity) paralyzed until
a Strength roll is successful

Giant Wolf 4 20 Rip off a weapon (Strength) Lose your weapon


Bite (Dexterity/Melee) 7 damage

Giant Worm 8 40 Gobble (Dexterity) you are digested by the giant


worm after 3 turns
Earthquake (Dexterity) disadvantage to your
attribute rolls on your next turn

Golem (Bronze) 7 35 Crush (Dexterity) 10 damage


Clap (Strength) deafens until the end of the fight.

Goreling (Archer) 2 10 Bow (Dexterity) 5 damage


Volley of arrows (minimum 5 archers), no roll, 1
automatic damage

Goreling (brute) 2 10 Battle Axe (Dexterity/Melee) 5 damage


Battle Cry (Guts) Willingness roll

Goreling (leader) 4 20 Brutal Attack (Dexterity/Melee) 7 damage


Vicious Strike (Dexterity/Melee) 5 damage
(armor is ignored)

Gremlin 1 5 Jinx (Dexterity) an item you are carrying breaks


Claws (Dexterity/Melee) 4 damage.

Guard 1 5 Morningstar (Dexterity/Melee) 4 damage


Reinforcements d4 guards arrive in d4 turns

Herald of Chaos 5 25 Demonic Blade (Dexterity/Melee) 8 damage


Chaos Hurricane (Dexterity/Melee) 5 damage
to all close targets

Hound 3 15 Bite (Dexterity/Melee) 6 damage


Pounce (Dexterity/Strength): end up on your butt

Hound (mechanical) 2 6 Bite (Dexterity/Melee) 5 damage


Charge (Dexterity/Strength) 5 damage
Resistant to normal weapons

Howler 3 15 Piercing Scream (Guts) 4 damage

Imps of Chaos 1 1 Ridiculous weapons (Dexterity/Melee)


1 damage, Annoying Laughter (Guts) disadvantage

Q
55

Name Lvl Hp Actions

Lich 8 40 Lacerate Soul (Guts) 11 damage


Barbed Sword (Dexterity/Melee) 8 + continuous
damage

Mercenary 3 15 Claymore (Dexterity/Melee) 6 damage


Bow (Dexterity) 6 damage

Mercenary 3 15 Crossbow (Dexterity) 6 damage


(Crossbowman) Short Sword (Dexterity/Melee) 4 damage

Mercenary 4 20 Sword (Dexterity/Melee) 7 damage


(Sergeant) Dodge disadvantage to attack the sergeant this turn

Minotaur 8 40 Clubbing (Dexterity/Melee) 11 damage


Charge (Dexterity) 11 damage

Mist dragon 10 50 Poisonous fumes: 1 damage each round


Bite (Dexterity) 13 damage
Resistance to non-magical weapons.

Mummy (ruler) 6 30 Insect swarm (Dexterity) Disadvantage to all attacks


Khopesh (Dexterity/Melee) 9 damage
Sandblast (Dexterity) Disadvantage on your next action.

Mummy (servant) 2 10 Khopesh (Dexterity/Melee) 5 damage


Faithful Servant a killed servant comes back to life
in 3 turns as long as the ruler is not killed.

Murderous Shadow 3 15 Shadow scythe (Dexterity/Melee) 6 damage

Necromancer 6 30 Poisoned Dagger (Dexterity/Melee) continuous damage


Summon d6 skeletons

Ogre 5 25 Meat cleaver (Dexterity/Melee) 8 damage


Bite (Dexterity/Melee) continuous damage

Peasant (pissed off) 1 5 Fork (Dexterity/Melee) 4 damage


Torch (Dexterity) continuous damage

Pirate 1 5 Cutlass (Dexterity/Melee) 4 damage or


Musket (Dexterity) one shot, 4 damage
Agile: a pirate can move twice on a ship

Pirate (Captain) 4 20 Cutlass (Dexterity/Melee) 7 damage or

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

Chains (Dexterity/Melee) 5 damage, can aim at


distant targets

Ratling (ruffian) 2 10 Bow (Dexterity) 5 damage


Dagger (Dexterity/Melee) 4 damage

Ratling (assassin) 3 15 Poisonous fumes (Strength) vomiting, Disadvantage to


attribute rolls this turn
Kriss (Dexterity/Melee) 5 damage

Scarecrow 6 30 Ghostly double (In Guts) the character attacks an


illusion during his turn
Murder of ghostly crows (Dexterity)
9 damage (useless armor)

Shark 3 15 Bite (Dexterity with underwater disadvantage)


6 damage, Attracts an additional d6 sharks on a
successful attack

Shoggoth 8 40 Tentacles (Dexterity/Melee) 11 damage


Disarm (Dexterity/Strength) the shoggoth absorbs
your weapon

Skeleton 3 15 Scimitar (Dexterity/Melee) 6 damage


Resistance: Sharp Weapons

Skeleton (Archer) 2 10 Bow (Dexterity) 5 damage


Resistance: slashing Weapons

Skeleton (Rider) 3 15 Spear (Dexterity/Speech) 6 damage


Gallop: two movement actions
Resistance: slashing weapons

Soul Eater 3 15 Weaken Will (Guts) character cannot attack


Soul Eater (Guts) 6 damage

Stone Guardian 5 25 Stone sword (Dexterity/Melee) 8 damage


Stone Throw (Dexterity) 6 damage

Swarm of rats 2 10 Bite (Dexterity/Melee) 4 damage

Toadling 1 5 Blowgun (Dexterity) poison, continuous damage


Sword (Dexterity/Melee) 4 damage

Toadling (shaman) 3 15 Hallucinations (disadvantage to all rolls)


Gloomy croak returns 3 HP to any toad present
5
57

Name Lvl Hp Actions

Troll 4 20 Claws (Dexterity/Melee) 7 damage


Regenerate Troll recovers d6 HP

Tyrannosaurus 7 35 Bite (Dexterity/Melee) 10 damage and target is


swallowed on next turn

Vampire (young) 4 20 Claws (Dexterity/Melee) 7 damage


Bite (Dexterity/Melee) infected, the Vampire can find
you wherever you are

Vampire (Elder) 8 40 Paralyzing Gaze (Guts) paralyzed


(until the end of your next turn)
Claws (Dexterity/Melee) 7 damage

Werewolf 4 20 Claws (Dexterity/Melee) 7 damage


Howl (Guts) Willpower Roll
A character wounded by a werewolf must make a
successful Guts roll, on a result of 1 the character
becomes a werewolf the following night

Wolf (Pack) 2 10 Encircle (Dexterity) all of the following Defense rolls


are made with a disadvantage
Bite (Dexterity/Melee) 5 damage
Every 2 points of damage, a wolf is eliminated

Zombie 1 5 Grab (Dexterity/Speech) 4 damage


Bite (Dexterity/Melee) infected, turns into a zombie
in two days if not treated properly (GM's discretion)

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

The most mathematically inclined will


quickly understand the formula:

Hit points = level X5


Damage = level +3
59
ADVANTAGE AND DISADVANTAGE
Having an advantage or a disadvantage on a roll
means that you roll two dice:

† Advantage allows the Player to choose which


result to use.

† Disadvantage means the GM chooses the result


THE ATTRIBUTE ROLLS to use.

When a character tries to do something that has


a chance to fail, the player makes an attribute roll
by rolling a d20: USAGE DIE (g)
Some things in the game are represented by a
† Rolling below attribute: the character succeeds Usage die (g) to model the fact that they are
available in limited quantities: magic item use,
† Rolling equal to or above the attribute: the willpower, influence... When this resource is used
character fails or succeeds at a cost. you roll its Usage die, a result of 1-2 means the
Usage die is downgraded to the next smallest die:

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:

† the character runs away or they roll their PERCEPTION


Willpower die to continue acting normally. When characters are actively looking for
something, they find it. If time is of the essence,
A critical failure immediately results in a Panic players should make a Guts roll, a failure means
roll it takes precious time for them to find what their
looking for.

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.

PA NIC (d6) the character...

1… Manages to get a grip and can act normally


2… Screams for one Turn. Everyone hearing this
rolls Willpower
INITIATIVE
3… Pukes and loses 1 HP At the beginning of each fight, every player makes
4… Suffers from hysterical blindness that lasts a Guts roll. A success means the character acts
'til the end of the next Turn before the opposition, failure means the opposite.
5… Randomly attacks someone (Melee attack A critical success grants you an extra action for
only)* the firsts round, a critical failure only grants you
one action on your first round.
6… Has a heart attack: player rolls on the
Helpless table
ACT DURING YOUR TURN
During their turn, characters can act twice. If
*if no one is present, opts for self-mutilation (d4
they use the same action twice (attack, move,
damage).
etc.), they must roll their Willpower die. The only
exception is sorcery: you can only cast one spell
Once the result of the table has been applied, the
during your turn.
character's Willpower is back at d4.
ATTACK THREAT LEVEL
† Melee attack: make a Melee roll If an opponent's level is higher than the character's,
† Ranged attack: make a Shooting roll the difference between the two is used as a penalty
to attribute rolls aimed at them (attack, defense,
A success inflicts damage equal to the persuade or intimidate, etc.). If the character's level
character's damage die. is higher, no modifier is applied, that's tough but it
A critical success deals the character's will prevent characters from mowing down their
maximum damage, plus an additional damage opposition.
die.

ADDING AN EFFECT ARMOR


TO YOUR ATTACK The protection score of the armor (PR) is
Rolling your Willpower die allows you to add deducted from the damage taken by the character
one of the following effects to your attack if it is (which can then be reduced to 0).
successful:

Butcher: add the result of the Willpower die to SHIELD


the damage you deal. A shield grants advantage to your Parry rolls.

Disarm: your opponent is disarmed (if


physically possible) TWO-HANDED WEAPONS
These weapons give you advantage on your
Whirlwind: you inflict your damage to everyone damage rolls.
adjacent to you (friends and foes alike).

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.

3. You cause an explosion of magical energy:


inflict d6 points of damage to all nearby.
HIT POINTS
When a NPC's hit points drop to 0, they die. A
4. Your body pays the price for your arrogance:
character just bites the dust: once the fight is over,
lose 1 HP permanently.
the player rolls a d6:

5. Your mind is consumed by horrors from beyond:


lose 1 point of Guts permanently.

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

Equipment Weapons Damage Talents


die

Armed Unarmed

Protection
Shield M

Two-handed weapons give you an advantage


on your damage rolls. A shield grants an
advantage to your Parry rolls.
s

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.

You might also like