Fatal rpg pdf download
Strength also affects Life Points see Chap. Finally, is affected by exercise. For information, see Persistent Exercise, which is detailed at the end of this chapter. Bodily Attractiveness Usually, this por- tion of a characters Physique is comprised of the attractiveness of their frame and how appropriately muscles and fat are distributed over their skeletal frame.
For example, characters with low Bodily At- tractiveness may have disproportionately long or short arms, legs, or upper body. Bodily Attractive- ness affects skills see Chap. Health Healthy characters are not sickly or prone to illness, have fewer allergies, are unaf- fected by poison ivy, vomit only rarely, have better hearing see Sound in Chap.
The modifiers for Allergies and Intoxication are explained in Chapter 3: Body. Regarding skills, Health is useful with Sound and Urinating. Perhaps Health is most useful when considering Crucial Damage see Chap. Brute force bereft of wisdom falls to ruin by its own weight. High Charisma is indicative of a beautiful countenance, voice, movement, and style of speech. Facial Distinct from all other forms of attractiveness, this only considers the beauty of the characters hair, eyes, complexion, facial structure, and expressions.
Characters with low Facial Cha- risma may seem to have one eyebrow instead of two, severe acne, an ugly birthmark, a large nose or ears, dark rings under the eyes, or disfiguring scars to list a few examples.
Facial Charisma affects the skill of Sexual Adeptness see Chap. Vocal While someone may be speaking or singing in a foreign language that is not understood by the listener, factors such as tone, pitch, accent, and inflection may influence the listener to perceive them as attractive, or conversely, repulsive. On the table presented later in this chapter, a description of Vocal Charisma at each category of ability offers a reference point for comparisons.
Kinetic Different from the Bodily Attrac- tiveness sub-ability, Kinetic Charisma deals not with the physical shape and appearance of the character in question, but the beauty of their bodily move- ments, gestures, stride, etc.
On the table presented later in this chapter, a description of Kinetic Cha- risma at each category of ability offers a reference point for comparisons. Rhetorical As rhetoric is the art of per- suasion, this sub-ability of Charisma is concerned with the potential to make oneself seem credible, to make ones ideas or suggestions seem appealing by soliciting emotions. Rhetoric has been accused as an art of verbal trickery, a tool of political propa- ganda, and the opponent of reasoned and logical arguments.
Just the same, it is very influential and often more influential than reasoned argument. Fur- ther, rhetoric is important for leadership. Talented rhetoricians know that the most persuasive speech rate is one that is slightly faster than the societal norm, and accordingly speak at such a rate.
Aver- age Speech Rate is indicated on the table for Rhe- torical Charisma later in this chapter. It is represented in words-per-minute w. This sub-ability is useful in skills see Chap. Artwork Here 9 Dexterity This ability is physical precision, which is more abstract or less concrete than Physique. A high ability score in Dexterity indicates that a character is probably nimble, moves easily and as desired, has lightning reactions, and can speak quickly and clearly if necessary.
Hand-Eye Coordination deter- mines a characters Finger Movement Precision, the finest intended precision with which fingers may be manipulated. Agility Differing from Reaction Speed be- low, Agility is not the ability to physically react to a stimulus, so much as the ability to physically enact an action as desired, once chosen.
Agility affects Current Armor, thereby protecting those who are agile, while those with low Agility are more vulner- able to attacks. Agility affects skills see Chap. Regarding the Brawling skill, Agility affects the number of Brawl- ing attacks per round. Agility also affects the num- ber of seconds necessary to stand. Reaction Speed Often considered to be mental Dexterity, Reaction Speed entails neural re- sponsiveness such as combat responsiveness or the speed of awakening in an emergency.
Those with high reaction speeds can awaken from a deep sleep and be coherently on their feet in a few seconds, or react very quickly to the many minute factors of combat. This is represented on the table as Deep Sleep Recovery, listing the number of rounds re- quired to be alert and able to react without penalty in an emergency. Reaction Speed directly affects Initiative see Chap.
Enunciation- Verbal coordination is the basis of Enunciation, such as speaking quickly and not getting tongue-tied, avoiding the slurring of words, and speaking clearly. Characters with low scores in Enunciation may, upon being frustrated or fearful, become unable to articulate their speech, and therefore babble incomprehensibly.
Direct measures of Enunciation include how quickly a char- acter may cast a spell, and a characters Maximum Speech Rate, which is represented in words-per- minute w.
Few characters ever speak at this rate, but this is the fastest that this sub-ability of Dexterity allows a character to speak. Enuncia- tion affects the skills of Spitting and Ventriloquism see Chap. Artwork Here 10 Intelligence Fairly abstract, Intelligence is a characters mental precision, as well as capability and capacity to learn new things. A high Intelligence ability score indicates that a character is likely to easily learn lan- guages and properly use them, perform abstract mathematical operations such as geometry, solve logical problems and arrange critically reasoned ar- guments, and perceive and manipulate parts and the whole of objects with accuracy.
After controlling for body size, brain size weakly correlates to Intelli- gence, so those with bigger brains also tend to be more intelligent 1. Language Those with excellent Language sub-ability are able: to speak multiple languages flu- ently; acquire, retain, and utilize a large Vocabulary; and demonstrate impressive reading comprehension. However, this is only the potential to do these things. In a fantasy medieval environment where illiteracy is the norm, most of the potential of this sub-abil- ity may go unrealized.
Note that the examples for Vocabulary are not necessarily words that are un- derstood by the character, so much as the level of the characters Vocabulary that is used daily and nonchalantly. Language affects skills see Chap. Math The ability to consistently perform mathematical calculations accurately entails algebra, geometry, and believe it or not, musical skills, as well as basic arithmetic. The table lists the Highest Pos- sible Math that may be performed, provided the character has been trained in the Math listed.
Math affects skills see Chap. Analytic Characters with high analytic or reasoning ability are able to think critically and logi- cally. Analytic characters make better decisions based upon available facts and probabilities. Some argue that morality is derived from Analytic reasoning. Analytic Intelligence affects skills see Chap. Spatial This sub-ability is concerned with manipulating visual-spatial images.
Spatial Intelli- gence may be observed during the following: the ability to correctly imagine how objects will appear when rotated in two- or three-dimensional space, finding hidden figures within the contours of a larger figure, accurately predicting where a moving object will be at any given moment, the ability to arrange items to make or resemble a specific design, and object assembly.
On the table later in the chapter for this sub-ability, Unfamiliar Object Assembly dem- onstrates the differences in ability. This does not mean that a character is qualified to assemble all unfamiliar objects, but that there is a limit to the number of pieces they can comprehend before be- ing overwhelmed.
Generally, Spatial Intelligence may be considered mechanical aptitude, and is most use- ful with crafts or trades, and also with skills see Chap. Brain size and intelligence have been correlated in at least three studies appearing in scholarly journals. See the References section at the end of this book for: a Lynn, R. Artwork Here 11 Wisdom The most abstract ability, Wisdom is a characters potential to actualize what they have and know; it is an ability to adapt to situations.
Wise characters tend to make decisions that they do not regret. A high Wisdom ability score indicates that a charac- ter is likely to be determined and disciplined, recep- tive to subtle cues, adapt well to situations, and fre- quently reflect on their life. Drive A Drive may be considered a characters determination, willpower, persistence, dis- cipline, and perseverance.
A character with high Drive sub-ability does not necessarily always ap- proach everything with a high Drive, but has the ability, should it be necessary, preferred, or desired. Drive also is used to determine whether creatures remain in combat or flee see Chap.
The column entitled Hours Relaxing indicates the number of hours per day that, if it were up to the character in question, they would generally relax and refrain from all exertion. Intuition This sub-ability is a characters familiarity with or awareness of subconscious and subtle cues or clues; Intuition is an acuteness of per- ception and attention to nearby, local, or observ- able detail. Characters with high Intuition are still limited by the physical world, unable to glean facts or feelings that do not present themselves or are fully hidden.
Often, what is attributed to Intuition is subtle information that we are unable to attribute to its source, so we consider it metaphysical when it is not. For instance, a female may have an uneasy feeling when a stranger looks at her. Though she does not realize it in this example, the pupils of the males eyes are not dilated but very narrow.
This is a biological cue that the male is either in bright sun- light or displeased. Likely, the animal in her human nature recognizes his displeasure as he looks at her, though she is not consciously aware of the cue. Intuition is a form of knowledge that is indepen- dent of experience or reason.
Some claim that it is only through Intuition that characters come to know their god. Therefore, some consider morality to depend on Intuition. Some contrast Intuition with Intelligence, declaring Intuition to be the purest form of instinct. Intuition affects skills see Chap.
Common Sense It is easier to describe what this sub-ability is not, than what it is. Examples of individuals lacking in Common Sense are often those who are naive, gullible, and have a tendency toward idealism more than pragmatism. Common Sense, as a sub-ability, is an abstract measure of how much a character is in touch with reality.
Nerds are good examples of people who may have some high forms of Intelligence, but may lack Common Sense. On the table presented later in this chapter, examples of each category of ability demonstrate what a char- acter may be Likely to do. Common Sense af- fects skills see Chap. Reflection While Intelligence, or learn- ing, is more concerned with short-term mnemonic accuracy, the accuracy of long-term memory corre- lates with a gain in Wisdom over time as the deci- sions made by the individual reflect the inclusion of 12 more experiences that are accurately remembered.
Those who do not remember and reflect upon the majority of their lives are more likely to make un- wise decisions. The Earliest Memory is determined by this sub-ability.
Reflection affects skills see Chap. Skill Modifiers Each ability and sub-ability has a Skill Modi- fier. Whenever a skill is used or must be checked, abilities may modify the roll of a skill. Information on skills and how Skill Modifiers function may be found in Chapter 8: Skills. Ability Checks Instances in the game may occur when abili- ties need to be checked.
For instance, a slovenly trollop offers herself to a strapping young adven- turer if and only if he can expediently say a tongue- twister of her choice. Driven by hormones, the young male agrees, and asks what is the tongue- twister. The courtesan challenges Huge hung hero hunks hastily hump horny heaving hot whores. Howbout it, huh? To make an ability check, roll percentile dice and apply the Skill Modifier to the result. This number may be compared with a diffi- culty threshold TH determined by the MM or the roll of another player.
In the example provided above regarding tongue-twisting, the MM may have secretly decided the TH to be The strapping young ad- venturer tests his Enunciation sub-ability at the mo- ment by rolling percentile dice and applying the Skill Modifier from Enunciation to the roll. He rolls 31 and the MM tells him that he tried to say it faster than he was capable at the moment. To the adventurers dismay, the soliciting strumpet laughs as she abandons him for a lad with a more nimble tongue.
If the overall Intelligence is be- tween , they may be considered gifted. In- telligences between 86 and are unremarkable. Conversely, an Intelligence of is deemed slow. Finally, Intelligence of 70 or below constitutes re- tardation. Artwork Here Retard Strength If a characters Intelligence is 70 or lower, then the character is technically retarded. Many MMs will simply tell the player to reroll the score, all abilities, or some may demand that the character is played despite the low score.
If your character is retarded, consult your MM. In any case, any char- acter that is a retard must roll percentile dice to make a check to see if they have Retard Strength. Next, consider three times the difference between the characters retarded Intelligence and 70 to be the percentile chance of Retard Strength. Artwork Here 35 Aging Effects Abilities are not constants throughout a characters lifespan. Instead, abilities vary as the character ages, though some vary more or less, and in different proportions.
Different races vary regarding lifespan and years per age category listed below. Racial information may be found in Chapter 2: Gender and Race. Effects are cumulative as they progress away from the norm of young adulthood. The other eighteen sub-abilities are unable to be increased by the characters determination and efforts, though particular skills that depend upon those sub-abilities may be substantially increased see Chap.
For example, a characters Facial Charisma is simply that with which they are born. Can they experiment with grooming, hairstyles, etc.? Sure, though this does not directly change their Facial Cha- risma, but is more applicable under a skill, such as Disguise, since this is not their natural state. With the exception of Physical Fitness and Strength, sub-abilities are relatively fixed, and may only be altered by aging, magic, or something happening to the character that is debilitating.
Gains may occur with Physical Fitness and Strength, provided the character devotes at least an hour every other day to appropriate exercise. Appropriate exercise is somewhat of a qualifier, since 1. For more information, see the References section at the end of this book. For in- stance, it was common to think that more exercise always yields more benefit, which of course would fail to give the muscles time to repair.
Therefore, any character desiring to increase their Physical Fit- ness or Strength through Persistent Exercise must roll a Common Sense check with a TH of 60 to successfully exercise. Otherwise, the adopted method utterly fails to cause noticeable results. If successful, and assuming that exercise is not periodically neglected, the character must make checks at certain intervals of time to determine im- provement.
These checks are made without modi- fiers by rolling percentile dice. The MM may assign pen- alties to sub-ability points gained due to inconsis- tency or neglect. Further, if the character exercises for some time and then stops exercising altogether, they may lose sub-ability points.
Note that the previous roll utilizes absolute values, which means that even if the resultant number is a nega- tive number, the sign is changed to positive. Alternative Method: Rolling Abilities The method described in the beginning of the chapter for determining abilities should be the standard method for several reasons. First, the av- erage sub-ability score rolled should be , which is the norm of all human populations.
Additional modifiers, such as for gender and race, are applied in the following chapter. Exceptionally high and low ability scores still occur with this method, though there is an appropriate measure of central tendency, such that the mean, median, and mode should usually be Due to this method, however, the resultant sub-ability scores are less likely to allow the charac- ter to meet the prerequisites of magic-using occu- pations, for instance, than warriors.
Indeed, some players become greatly disheartened when they ob- serve that some occupations are more rare than oth- ers, not necessarily due to differences in appeal, but ability. While objectivity should always be sought, this is only a game. If a player expresses significant discontent, and should the MM agree, the MM may consider another method.
Above all, caution is ad- vised, since this may become a slippery slope to other concessions. Solely at the MMs discretion, a player may be permitted to roll 5d, drop the lowest result, divide the sum by 2, and subtract 1 from the total to determine a sub-ability. This alternate method should produce an average sub-ability of No more than four attempts, meaning four sub-abilities or retries, may be made with this method.
For each roll with this advantaged method, another roll must be made, one that will balance the character; roll percentile dice and consult Table RandomMental 37 Illnessin the end of Chapter 5: Mind. If the roll indi- cates a mental illness that the character already has, then reroll. Hence, no more than four mental ill- nesses may be acquired in this way. This option only exists at the moment of character creation and at the MMs discretion. Gen- der and race may affect the rest of character creation, opening some doors of opportunity and closing others.
The different genders and races, while flexible to a certain extent, are also more naturally suited for different occasions. For instance, male anakim are likely to be more successful as gladiators than female kobolds. Gender Now that you have the basic scores for your abilities and sub-abilities, you must decide your characters gender: male or female. Gender is a correlative factor with many things, from abilities, to height and weight.
For example, on average it is obvious that males tend to be physically stronger, taller, and weigh more than females. According to a prominent philosopher, 2 males tend to be more spirited, savage, simple, and less cunning.
Females, on the other hand, tend to be more compassionate than males, more easily moved to tears, at the same time are more jealous, more querulous, and are more apt to scold and to strike.
Females are, furthermore, more prone to despondency and less hopeful than males, more void of shame and self- respect, more false of speech, and more deceptive. Females are also more wakeful, shrinking, and difficult to rouse to action. The philosopher goes on to note that males are more courageous, and sympathetic in the way of standing by to help. Even in the case of mollusks, when the cuttle-fish is struck with the trident the male stands by to help the female; but when the male is struck the female runs away.
The philosophers observations presented above are generalizations and do not hold true for all characters. Certainly, it is possible to find a surpassingly shameless male or a female who is less susceptible to depression than males, but these instances are the exception to the rule, assuming that the above observations are correct.
Record your gender on your character sheet, and consult the following table of Gender Modifiers to adjust your Abilities and Temperament: 1. Though sex usually refers to biological differences and genderusually refers to environmental differences, genderis chosen for this chapter because sex may be confused with sexual acts.
His comments are deemed relevant to the setting of F. The function of altering gen- der according to the table above is to shift the aver- ages of the sexes to more closely resemble reality. The shift in range represents masses of characters better than extreme instances. For instance, the high- est measured Intelligence is that of a female, though by large numbers females tend to score slightly lower than males in Intelligence.
In this case, shifting the range lower for females also prevents the possibility of a female possessing the highest Intelligence. This is an unfortunate limitation. After noting the gender adjustments on your character sheet, you may return to Chapter 1: Abili- tiesand update your abilities accordingly. Most cultures are patriarchal and the preva- lent belief regarding gender is that females are infe- rior to males physically, intellectually, morally, and emotionally. For example, menstruation may be un- derstood as punishment by the gods.
Further, the natural role of women regarding childbirth, and sub- sequently motherhood, has impacted the societal role of women, such that they are deemed better suited to stay at home, cook, clean, and care for their husband and children. Prior to marriage, maidens are expected to be chaste, though few fulfill this ex- pectation. Once married, a wife is expected to be submissive to her husband, who owns her. Conversely, in most patriarchal cultures, males are considered superior to females physically, intellectually, morally, and emotionally.
For example, since emotions are often understood as the antith- esis of reason, and since females seem more influ- enced by their emotions, males value the ability to suppress emotions. The role of a husband is to work outside the home and thereby provide for his wife and children. Within a family structure, the husband is considered dominant and the final arbi- ter, though some males are passive or soft-spoken. In most patriarchal societies, a husband owns his wife and children and may sell them into slavery if necessary to pay a debt.
The more that males or femakes violate the cultural norms of their gender, the more disappro- bation, and possibly punishment, they receive.
Artwork Here 1. All Gender Modifiers are based upon scholarly literature. Hand-Eye Coordination receives no Gender Modifier. Males have faster Movement Times, but finger size is a better predictor than gender.
For more information, see studies concerning dexterity in the References section at the end of this book. Race 1 , here, may seem an inappropriate term because humans and trolls are not merely different races, but different species. However, various races of trolls exist, and so it is the more specific term. Just as in the real world, race is a correlative factor with many things, from abilities to height and weight.
For example, on average it is obvious that humans are physically stronger, taller, and weigh more than kobolds. For instance, it is possible to find a kobold with more Strength than a troll, but not very likely. Following is a brief description of each race. A character may deviate from the following racial notes with the MMs permission, though this must be done with caution; characters should comply with the following descriptions in the majority of cases or observable instances.
As a case in point, it is noted that bugbears tend to have a melancholic tem- perament see Chap. A character may, at the MMs discretion, role-play a bugbear who is the opposite -- sanguine. However, the further the char- acter deviates from the general nature of the race, the more caution must be observed.
If the MM concurs, a player may choose a race from Grimoirium Monstrum; this is not recommended. If the MM is inexperienced with F. Indeed, this is also the best com- bination for inexperienced players. However, even if the MM is experienced, caution should be heeded regarding the mixture of races among the players characters. Racial diversity is likely to cause gaming problems, such as threatening group cohesion if properly role-played.
Therefore, the MM has the right to limit the racial options of players as neces- sary. Under normal gaming circumstances, at least half of the players in the group should be role-play- ing characters of the same race. The races for players have been selected strictly from European mythology and folklore.
Other criteria include that they must be bipedal, mortal, smaller than giants, and have no special abilities such as invisible gnomes. Anakim 1 are the offspring of fallen angels and mortal women. They are recognizable to oth- ers who often refer to anakim as giants, since they are much taller than the typical human. Ancient terms for anakim are the annunaki, enim, nephilim, zuzim, and zamzumin.
Compared with the human- oid races listed here, anakim are the youngest, sec- ond only to humans. As a guideline, each gaming group should have no more than one anakim; this race has the potential to unbalance a game, but anakim are not a race so much as a result.
It is not every day that fiends mate human women, so very few anakim exist. Most anakim are the result of an incubus or succubus mating with a human. These anakim are more commonly called cambion. Oftentimes, cambion children show no signs of life until they are seven years in age. Base Life Points: Physical Description: Anakim average a towering 8 feet in height for males, 7 feet for fe- males, and are appropriately heavier than humans as well.
Often, they are considered giants. Also, they are likely to live much longer, provided they do not meet a premature death. Because of their fiend- ish heritage, anakim characters must roll 1d10 to de- termine how many traits for which they must roll on the table following the description roll 1d : Disposition Modifiers: - 25 Ethicality and - 50 Morality. Temperament Modifiers: - 25 to Sanguine and - 25 to Melancholic.
Sociality: The human mother of an anakim dies during childbirth. Anakim do not have their own society, so they try to live secretly among hu- mans or in isolation. Due to their size, many hu- mans mistake them for giants. Anakim tend not to get along well with others. Occupations: It is possible for an anakim to be nearly any occupation, but the most common include: bandit, berserker, gladiator, mercenary, slave, slave-trader, sorceror, and thug.
Religion: Anakim may worship any religion, though often they are foreign to notions of wor- ship or venerate fiends. All anakim receive a bonus of 1d20 PP see Chap. Language: Anakim usually speak Sapien, and if they have both good Language ability and the luxury of education, most aspire to learn Un- derworld.
Names: Anakim often have human names, since their mother names them at birth, or if she dies immediately, those in her culture will name the infant. Also known as a bugbeare, a bugbear is a malevolent humanoid creature resembling a large, hairy beast.
Above all, bugbears enjoy devouring naughty human children; adults contain more gristle and do not taste as well. The most renowned characteristic of bug- bears is that they annoy all other races.
Bugbears have annoying behavioral habits, speech patterns, societal customs, etc. Though other bugbears are annoyed, every other race who has contact with a bugbear describes the experience to others as an- noying.
Bugbears prefer melee weapons and medium armor. The favorite weapons of bugbears are spiked bludgeoning melee weapons, such as military flails and morgensterns, and polearms. Bugbear military is organized into massed formations, in which sol- diers with polearms rush the opponents first.
Bug- bear soldiers of lower rank are the first to fight. Their favorite armor includes bronze plates. If bugbears raid a human community, then victorious bugbears will often rape human women before devouring the children.
Human women who are raped by bug- bears may become pregnant, though the fetus aborts prior to birth. Since the pale human-like skin of bugbears is covered with dark fur, the hide of a bugbear is valued by other races. Of course, a bugbear will not wear the hide of another bugbear. However, if a bugbear discovers that any character is wearing such a hide, the bugbear will become angry and probably compelled to attack. Physical Description: A male bugbear av- erages 7' in height, while a female averages 6'.
Bug- bears have fur that is dark brown, though it is thin. Sociality: Bugbears live in communities ranging from a hamlet to a capitol city of their kind. Bugbears rarely live alone. Occupations: Any. Religion: Bugbears worship their own im- moral gods. Language: Kobold. The most intelligent and educated bugbears know Sapien.
Names: Common male first names include Lljotbjaltr and Radketill. Common female first names include Ismaer and Sigrheidr. Common last names for a bugbear include Arnlidi and Botgeirr. A dwarf is a humanoid creature who is short and stocky, compared to a human. The origin of this race is unknown and ancient. Dwarves prefer to live underground in palaces and near water. Their favorite place to dwell is deep within a mountain.
If a dwarf is exposed to direct sunlight, then they turn to stone and die immediately. Dwarves value pre- cious stones, metals, and craftsmanship.
Most dwarves are skilled jewelers, smiths, and craftsmen. Three races of dwarves exist, named according to the color of their garments: black, brown, and white. Dwarves are neither mortal nor immortal. Although dwarves may be killed just as mortals, they do not die naturally. In fact, they do not suffer pen- alties due to aging. Since dwarves are above mortal- ity, they have closer associations with their gods. All dwarves have the ability to shape-shift.
However, dwarves may only shape-shift into the following creatures: butterfly, chipmunk, and owl. Each dwarf may choose from those creatures each time they shape-shift. Age affects duration see Lifespan in Chapter 3: Body. Each dwarf is different. Once the duration is determined above, a dwarf retains that duration as long as they remain in the age category. For each unit seconds, minutes, etc. The cumulative loss of Strength remains in effect for 1d4 times the duration during which the dwarf had shape-shifted.
Strength will return slowly and evenly during the period of recovery. If Strength is ever reduced to zero, the dwarf dies. Artwork Here 48 Dwarf, Black Black dwarves thwart humans. For example, it is common for them to lure ships with lights at night onto rocks so that the crew may be murdered or enslaved and the ship plundered. Black dwarves usually attack humans on sight. It is rumored that their race was born as a result of the sorcerous com- bination of humans and maggots; instead, others maintain that black dwarves are related to kobolds.
Most black dwarves wear black lambskin coats, black moleskin breeches and shoes, and a green moss hat. Black dwarves who are experienced smiths may make silver weapons that are both magical and danger- ous.
One characteristic of such magical weapons is that if taken by force, then the weapon will bring misfortune upon the new owner. Black dwarven sorcerors are famous for making magical cloaks of invisibility.
When elder black dwarves are on the surface, they prefer to travel after shapeshifting into a screech owl, and flying through the night. Other names for black dwarves are duergar, dvergar, and svart alfar. Physical Description: By appearance, black dwarves are similar to very small humans. However, they usually have dark skin, green eyes, long gray beards, and powerful bodies.
Oddly, their feet re- semble the feet of crows. Disposition Modifiers: Morality - Sociality: Black dwarves live in underground palaces of treasure, and use treasure to lure and then murder or enslave humans.
Occupations: It is possible for a black dwarf to be any occupation, but the most common in- clude: appraiser, armorer, assassin, bandit, black- smith, bladesmith, brazier, brickmaker, coppersmith, dockwalloper, gemcutter, gilder, goldsmith, hewer, ironmonger, jeweler, locksmith, marbler, mason, mercenary, miner, minter, money-lender, mountain- eer, pewterer, pick pocket, silversmith, slave-trader, sorceror, spy, and weaponsmith.
Religion: Black dwarves worship their own gods. Language: Dwarven. Names: Common male names include Gunterus and Heidolfus. Common female names include Alberadis and Constantia. Artwork Here 49 Dwarf, Brown Brown dwarves are solitary creatures; brown dwarven communities do not exist. Instead, each brown dwarf leaves their mother when they reach young adulthood, seeking a human family of peas- ants or serfs. The brown dwarf will hide and sleep during the daylight, and will emerge at night. Dur- ing the night, brown dwarves perform tasks for their human family.
Brown dwarves are well-known for stealing human babies, as well as playing tricks on their human family.
Brown dwarves dance during moonlight. If a brown dwarf likes their human fam- ily, then the brown dwarf will leave presents and protect them.
However, if a brown dwarf dislikes their human family, then the brown dwarf will cause trouble and bad dreams. It is rumored that their race was born as a result of a sorcerous experiment with humans. Physical Description: By appearance, brown dwarves are similar to very small humans. However, they usually have tan skin, brown eyes, long gray beards, and powerful bodies. Disposition Modifiers: None. Temperament Modifiers: None. Sociality: None. See human. Occupations: It is possible for a brown dwarf to be any occupation, but the most common include: appraiser, armorer, blacksmith, bladesmith, brazier, brickmaker, chambermaid, coppersmith, dockwalloper, gemcutter, gilder, goldsmith, hewer, ironmonger, jeweler, laundress, locksmith, marbler, mason, miner, minter, mountaineer, pewterer, sil- versmith, sorceror, and weaponsmith.
Religion: Brown dwarves worship human gods. Language: Dwarven and Sapian. Names: Common male names include Godscalcus and Deigenhardus. Common female names include Ditwinus and Evfemia. Artwork Here 50 Dwarf, White White dwarves are jolly. During summer, elders enjoy coming to the surface, shapeshifting into butterflies and other charming creatures, and danc- ing freely under the moon. During winter, smiths craft fine artistic works of silver and gold in their underground forges.
Physical Description: By appearance, white dwarves are similar to very small humans. However, they usually have pale skin, brown eyes, long gray beards, and powerful bodies. White dwarves are cleanly and have a pleasant appearance. Sociality: White dwarves live in under- ground palaces of treasure.
On rare occasions, white dwarves may reward a human with treasure. We did end up with some entertaining characters due to terrible rrulebook of the system, though — like the freakishly strong, incredibly charming, highly intelligent, very debauched Yes you can suddenly find rp raping one of your enemies in combat accidentally.
Rog are tables for everything. I forget, fuck it. Comments deemed abusive may be removed by moderators. Maybe under wrestling as a skill? Partway through the body chapter you run into the section about sexual characteristics.
A rulebolk of the things that people point their finger at in regards to FATAL are in the optional sections. The gateway into his sweet loving anal cavity. There is one documented occurrence of a game played.
Resources Find rluebook right game for you! No centipedes out of the vagina or anything! I am half curious to find a copy now to threaten my group with. Reading the exchange between the two is almost guaranteed to cause brain damage. The fighter with hp? Yes females with larger breasts are more likely to have sex with you Be wary, play F.
You are now raping the ogre. Ad hominem arguments from both sides of the arguments followed. The flame wars and counters to reviews have been preserved on the web. The name was changed to "From Another Time Another Land", and several typos and other errors were fixed, but the vast majority remained.
However, it was still regarded in the same light as it remained mostly unchanged from the original version and those few that attempted to play the system reported that it was unplayable, unenjoyable, and far too obsessed with deviant sexual conduct.
It has been nicknamed "The date-rape RPG where there are no rules for dating". Currently the websited fatalgames.
Average Rating: 1. RPG Rank: Class Based Pilot, Wizard, Scientist, etc. Dice Various. Level Based Earn XP and level up.
Random Attribute Generation during Character Creation. From Another Time, Another Land. Fans: 0 Become a Fan. Record a Play. Description Edit History. From the back cover F. More Information Edit History.
FATAL was generally met with hostility from reviewers and the gaming community alike. Linked Items.
0コメント