james l. griffin jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · james l....

104
James L. Griffin Jr. 1

Upload: others

Post on 06-May-2020

2 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

1

Page 2: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

2

Mr. Griffin’s R.P.G. Edition 1.0

(Core Rules and Condensed Bestiary)

Written and Created by: James L. Griffin Jr.

Cover Art by: James L. Griffin Jr.

Fiction/Fantasy/Role-playing/Game

Welcome to Mr. Griffin’s R.P.G. (role playing game)! This system was designed with “Home

Brewer” and “Sweet from the hip” Game Masters in mind. The core rules are set up for all

players to follow, although Game Masters are allowed leeway as they are responsible for running

the game environment. Last but not least, I hope this game system will be enjoyed for years to

come.

Prison Address-

James Griffin, #236064

Staton C.F. C3-6A

2690 Marion Spillway Rd.

Elmore, AL 36025

Outside Address-

James L. Griffin Jr.

793 Duncan Rd.

Wetumpka, AL 36092

©2016 James L. Griffin Jr.

All Rights Reserved

Page 3: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

3

This book is dedicated to my friends Ralph and Grace.

Without their help this book would still be a dream.

Service Request #: 1-4189499661

Registration #: TXu002032777

Effective Date of Registration:

November 21, 2016

Page 4: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

4

Table of Contents

Topic Page

Cover Art

Title Page

Dedication

Table of Contents

Materials Needed to Play

Character Creation

Attributes and Abilities

Rolling Ability Scores

Attribute Scores

Introduction to the Races

Character Races

Lifespans

Determining Adventuring Age

Languages

Table(s) of Character Advancements

Table of Whisperer Advancement

Class Specific Whispers

Advancement Table (Whisperers)

Explanation of Table

Table of Warrior Advancement

Advancement Table (Warrior)

Explanation of Table

Experience Points (XP Values)

Experience Points (Objectives)

Skill List

Skill Descriptions

Skill Rules (Arenas)

Skill Rules (use and mastery)

Starting Wealth

Encumbrance

Monetary Units

Equipment

Equipment Descriptions

Items

Item Descriptions

Clothing List

Goods and Provisions

Transport

Services

1

2

3

4

7

7

8

9

9

10

14

19

19

19

20

20

22

23

23

24

26

26

27

27

28

28

31

32

32

32

33

33

33

35

35

36

36

37

37

Page 5: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

5

Animals

Inn and Tavern

Weapons

Weapon Types

Weapon Descriptions

Armor

Armor Types

Armor Descriptions

Shields

Shield Types

Shield Descriptions

Temperament

List of Temperaments

Description of Temperaments

Speed

Movement and Terrain

Combat

Combat Options

Types of Defense

Attack Options

Defense Options

Attack Sequence

Battle Grid

Free Movement

Types of Actions

Conditions and Hazards

Condition Resistance Numbers

Whisper List

Whisper Descriptions

Whisper Description Format

Whisper Rules (Towers)

Whisper Rules (use and understanding)

Die Conversion Table

Dice Patterns (Paper)

Die Pattern Notes

Condensed Bestiary Examples

Condensed Bestiary Legend

Note (Spirit Rules)

Treasure Types

Condensed Bestiary Descriptions

Condensed Bestiary Attributes

Rolling Condensed Bestiary Attribute Scores

Condensed Bestiary Whisper List

Condensed Bestiary Whisper Rules (Burial Mounds)

Condensed Bestiary Whisper Rules (use and

understanding)

37

37

38

38

38

40

40

40

41

41

41

42

42

42

43

43

43

44

44

45

46

46

47

47

47

48

50

50

51

60

60

61

62

63

66

66

67

68

69

69

72

72

73

73

74

Page 6: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

6

Condensed Bestiary Skill List

Condensed Bestiary Skill Rule

Skill Descriptions

Bestiary Advancement Table

Bestiary Adjustment Table

Bestiary Experience Points (XP Values)

Bestiary Natural Armor Table

Bestiary Natural Weapon Table

Game Session Log

Game Master Notes

Character Sheet

Author Picture and Biography

74

74

75

76

76

77

77

77

78

98

103

104

*Special Thanks*

I would like to give special thanks to Ralph Smith for typing/formatting this edition, for putting

up with me and my writing habits. I can’t ask for a better friend or support. Also I would like to

mention an old friend Timothy Hudson who once said to me, “You’ll never be able to write your

own game system.” Since then that statement has been my motivation and has caused me to

push beyond my own set of limits during the extent of this project.

I would also like to thank the rest of my friends for their caring support and for not giving up on

me. The names of my friends are – Claude Hildreath, Barry Dowdy, James Golson, Justin

Soper, and Mr. Roo (my dog/may he rest in peace).

Page 7: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

7

*Materials needed to play*

*A copy of Mr. Griffin’s Generic R.P.G.

*A D6 and a D18 die (paper patterns in back of book)

*Extra paper

*Pencils and erasers

*Gamers willing to play as characters

*One gamer willing to play as Game Master

*Character Creation*

*Choose a race

*Choose a class

*Choose a temperament

*Characters playing whisperers start the game with 150 gold pieces to buy equipment.

*Characters playing warriors start the game with 220 gold pieces to buy equipment.

*Read Mr. Griffin’s R.P.G. at least once.

*Record all information on a character sheet.

*You should be ready to play.

Page 8: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

8

*Attributes and Abilities*

In this game there are 3 Attributes from which 6 Abilities are derived.

Attributes Descriptions

Physical

Mental

Spiritual

Characteristic qualities ascribed to the body/flesh of a character. From this

attribute the abilities of Brawn and Reflexes are derived. Also, this attribute’s

modifier can be added to a lDl8 roll to meet or beat a specified SN to

accomplish certain actions or tasks.

Characteristic qualities ascribed to the Mind/Mental State of a character.

From this attribute the abilities of Intelligence and Reasoning are derived.

Also, this attribute’s modifier can be added to a lDl8 roll to meet or beat a

specified SN to accomplish certain actions or tasks.

Characteristic qualities ascribed to the spirit/soul as opposed to the

body/flesh. From this attribute the abilities of Presence and Psyche are

derived. Also, this attribute’s modifier can be added to a lDl8 roll to meet or

beat a specified SN to accomplish certain actions or tasks.

Abilities Descriptions

Brawn

Reflexes

Intelligence

Reasoning

Presence

Psyche

This is an estimation of a character’s bodily power. This ability is critical for

those who engage in hand to hand (melee or ranged) combat. Half of a

character’s brawn modifier can be applied to its hand to hand (melee or

ranged) combat damage.

This is an estimation of a character’s dexterity. It’s useful to those who wear

no armor. Half of a character’s Reflexes modifier can be applied to its

combat defense.

Represents a character’s mental strength. A character’s mental strength

allows it to utilize its cleverness to use skills.

Represents a character’s mental force and ability to figure things out, that is

draw conclusions based on available evidence.

This is an estimation of a character’s power of persona, appearance, and

ability to channel mana. Half of a character’s Presence modifier can be added

to its initial Mana Reserve Points (MRP) at each level (if applicable).

Estimates a character’s common sense, intuition, and inner self. Half of a

character’s Psyche modifier can be added to a dodge or parry combat option.

Page 9: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

9

*Rolling Ability Scores*

Method #1

Roll a 1D18 to randomly generate a number of 1 to 18. The result of the first roll will be the

score for the first ability. Repeat this process for the 2nd thru 6th abilities. Be sure to record the

character’s ability scores on its statistic sheet.

Method #2

Roll a 1D18 six times to randomly generate six scores. Write these scores on a separate piece of

paper as they are rolled. Place these scores amongst the abilities as they are recorded.

Method #3

Roll a 1D18 seven times to randomly generate seven scores. Write these scores on a separate

piece of paper. Pick the six scores that fit the character best and place them amongst the abilities

as they are recorded.

*Once all six scores have been recorded on to the character sheet, the next thing to do is find the

modifiers for each ability score and record them. To do so refer to the “Attributes Scores

Section.”

*Attribute Scores*

To determine the scores for the attributes from which the abilities are derived, follow these

guidelines:

1) Physical Attribute - is half of Brawn ability plus Reflexes ability or

Physical = ½ (Brawn + Reflexes).

2) Mental Attribute – is half of Intelligence ability plus Reasoning ability or

Mental = ½ (Intelligence + Reasoning)

3) Spiritual Attribute – is half of Presence ability plus Psyche ability or

Spiritual = ½ (Presence + Psyche)

Page 10: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

10

Once Ability and attribute scores have been determined, use table below to determine Ability

score and Attributes score modifiers.

1D18 Score Modifier

1

2-3

4-5

6

7-8

9-10

11-12

13

14-15

16-17

18

-5

-4

-3

-2

-1

0

+1

+2

+3

+4

+5

*Introduction to the Races*

The Noble races of Goblin and Troll were two of the first four races created for this

world. The ancient races of Dragon and Griffin were the other two. Their purposes, not their

origins, were forgotten by all including the flame itself. It is time for their true purposes to be

known once more.

The Gods of this world created the four to care for the sky, mountains, the land and its

magic. Griffins were tasked with watching the skies, while Dragons were tasked with watching

over the mountains. Goblins were the keepers and first practitioners of the tru-magic otherwise

known as whispers, while Trolls were the caretakers, gardeners, and wardens over the land.

Together they labored to keep this world beautiful, safe, and ordered.

Their races quickly multiplied and flourished across the landscape. Large cities were

built and many temples were dedicated to the Gods. They existed in peace for many thousands

of years, yet one fateful night changed all for ill.

That fateful night was of the blood moon prophecy foretold by Goblin seers for quite

some time. As it happened, the three moons rose above the fifth planet of the system. At once

all three moons were covered with what appeared to be dripping blood. The world, this world

shook at its foundation. All of the inhabitants of this world knew their fears of the end had come

to pass, yet not as quickly it had at first seemed.

The balance between the animal and plant kingdoms was becoming unstable.

Disturbances took place between these two here and there. The Gods decided to create other

wardens to oversee the troubled areas.

The first were the Aruid. They were the wardens tasked with keeping order within the

animal kingdom. Also with the charge of protecting certain sanctuaries.

Page 11: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

11

The second were the Dwarves. They were the wardens tasked with keeping order within

the subterranean areas. Also with the charge of harnessing the minerals of the world.

The third were the Oaken. They were the wardens tasked with the orderly placement of

all plants. Also with the charge of keeping the secret places shrouded with the lush greenery of

this world.

And fourthly were the lesser gods. They were the wardens over the magical natures of

the animal, plant, and subterranean kingdoms. They were part of another dispute that will be

discussed at a later time. For a few centuries each warden handled the responsibilities each were

created for.

The Aruid, Dwarves, and Oaken were known as the Elder races of this world. Their true-

crimes shrouded in the mists of time. Time will not hold this secret any longer.

War. A horrible, ugly war began between two of the three Elder races. One was known

as the Aruid, the primal guardians of animals and the other was known as the Oaken, the primal

guardians of plants. The exact cause or nature of their disputes remain unclear. Over one

hundred years of violent war crimes and blood soaked battlefields ensued.

The Gods of this world watched as creation itself was being ripped apart at its very

foundation as a result of this great, bloody war. They felt as if it was time to intervene and put

an end to the sufferings of the innocents helplessly involved. A plan of action was soon devised.

They (Gods) searched the realm for an isolated location in which to create an extra-

dimensional space. When the location was found and the space created, another realm capable

of supporting life was created inside of it. They had planned to separate the innocent of the two

races and place them in the specially created world. As a result, 49 male and 49 female Aruids

were placed there. Also about 49 uni Oaken were given a chance as well.

During the relocation, those lucky few had received knowledge of what was to befall

their kin. Also the Gods decreed that one of two things were to take place with the refugees.

These two races were to live in harmony with each other or the Gods would visit a permanent

death upon each. Once this task was accomplished, the extra dimensional space was closed and

sealed.

In time those who took refuge in this space learned to work out their differences with one

another and to live out their lives in peace. It was a long, hard road to travel, but neither side

assumed the peace would last for thousands of years. The current fate of their warring kin was

coming to a close though.

The Gods placed the remainder of the warring Elder races on trial. After being judged

for their deeds, they were found guilty. Their punishment was as catastrophic as the war itself.

The gods completely destroyed the warring races outside of the extra dimensional refuge, but

without taking actual lives.

Page 12: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

12

The Aruids were genetically separated into two distinct races of creature. One of the two

was called Human. The other was called dog. Thus was created the future kinship of humans

and dogs. The Oaken were also genetically separated into two distinct races of creature. The

first of the two was called Elf. The second was called tree. Thus was created the future kinship

of Elves and trees.

There was another Elder race known as Dwarf. Their race was spared judgement because

they remained in their underground cities, neutral to both sides. Before the war, trade between

Elder races was good for all concerned parties. When war did break out between the Aruid and

Oaken, trade with the Dwarves had become tense. As a result of this the Dwarves began to

suffer. Rather than produce all that was necessary to survive and prosper, the Dwarves relied on

trade instead. It was almost their undoing.

The Gods had not thought their plan through well enough, that is what all would be

effected by the sudden changes and decided to create another race to aid the Dwarves. As a

result of that decision, the race known as Gnome was created. In time Gnomes learned to create

small settlements above and below ground. Furthermore as time passed some learned to become

artificers and also formidable whispers.

The younger races of Elf and human did not wish to associate nor trade with Dwarves,

yet Gnomes hoped to become allies with them. In time Dwarves and Gnomes formed an above

and below ground trade and war alliance that still lasts to this day.

The greater Gods of this world had at some point abandoned the whole of creation, or so

it seemed. The lesser gods saw this as a chance to try their hand at altering creation. As a result

of their tampering, many of the oddities of this world came into being. Perhaps some of the

greatest oddities were their combinations of horses, goats, and dogs with short-lived younger

race known as human.

The gods were quite the curious folk and all shared a common fondness for humans.

They admired the ingenuity and resourcefulness of humans. Also the gods thought that humans

could be a threat to other races if they just had a longer lifespan, (Which couldn’t be further from

the truth), and had decided to experiment with them. As a direct result of the experiments, three

distinct half-races were created.

The first of the unlucky souls were the Ca-nyrr. The gods had thought to undo the

judgement of the non-existent greater Gods by recombining a human and a dog. Which only

resulted in a creature that was still basically a dog, but had human like hands and the ability to

walk upright like a human. They liked it so much that many more were created and a race came

into existence.

Secondly, were the Sa-tyr. The beginning of this race was simply nothing more than an

amusement to the gods. The first creatures were quite pathetic and weak. Once the experiment

became more complete and stronger it began to thrive only to become slaves for the pleasures of

the gods.

Page 13: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

13

And lastly, were the Cen-taur. Who were created to be nothing more than intelligent

pack animals. In time they too thrived. But, in the far reaching of this world two ancient races

were watching and planning their intervention as carefully as it was possible.

This was the start of a small skirmish known as the Sylvan war. Although it lasted only

ten years it freed three races and almost erased the ancient ones. The skirmish as it was

devastated both bloodied sides.

Although Dragons and Griffins had higher ideas and intelligences, they took pity on the

half-human playthings of the gods. Goblins and Trolls also joined the fight. The fight was about

freedom. These four races believed, and still do, that all races deserved to be free to live their

own lives and to make their own decisions.

As for the gods they took massive losses to their numbers and what was left, retreated to

a extradimensional space. that was created earlier. This space wasn’t meant to be a refuge, but a

prison to those who meant to take their creations from them.

But, what happened to the extradimensional Aruid and Oaken races you might ask?

After many thousands of years of harmony between them, something unexplainable happened.

The seal disappeared, the great seal just disappeared! This fact became apparent when the reality

of the extradimensional space merged with reality proper. In other words, the space had

disappeared leaving them in the world they were separated from thousands of years ago.

Let’s back track the story a little. Back to when the Aruid and Oaken were judged. The

other races of the time had thought them to be destroyed. Also it was thought that humans,

elves, and gnomes were created to take their place.

Did the fighting between the races ever end? Not quite, it just slowed down for a spell.

As life was beginning to settle, humans began to mingle with the goblin folk. Before long the

two races were practicing inter-racial relationships. Many children were the product of these

relationships. The resulting brood between the two races were named Goblishar by Goblin

priests. Later on, their own deeds gave them a different racial identity. They were to become the

combined Human-Goblin force of malevolent good.

And still some time later, humans became jealous of the Goblin civilizations and their

vast amounts of wealth. So humans began trying to trick the Goblins out of their lands. They

also tried to steal them. These two tactics did not work so well. Humans began to spread rumors

and lies; speaking of how evil Goblins really were. They called the defense of Goblin homes and

families an assault and insult against all other races. Humans even took to poisoning them.

These tactics worked better, but not as well as the final tragedy. Based on the lies of

humans, the Goblishar entered into a pact with them. The same Goblishar that Goblins had

welcomed now turned on them due to human treachery. Goblishar hunters were responsible for

this wholesale slaughter of millions of unsuspecting Goblins.

Page 14: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

14

For this outrage Goblins changed the racial name of the Goblishar. The Goblishar were

renamed Hobgoblin or simply put, Hobs. They were so named because their very existence

hobbled the once proud race of Goblin. And despite the odds against them, one race did come to

their rescue. Their ancient neighbors, that is, the noble race of Troll. Trolls at this time were

having similar disputes and skirmishes with Dwarves and Gnomes. But unlike the Goblin, Trolls

had mighty mountain fortresses to retreat to. Each Troll fortress was self-contained, that is

everything that was needed, could be produced, or even wanted was to be found inside the walls.

Elite Troll forces gathered up, the best they could, the remnants of the Goblins and

spirited them away to their mountain homes of safety. Once there the Goblins wasted no time in

fortifying or filling in vital areas in the troll defenses. As a result of the actions of both races, a

racially bound blood oath and alliance between Goblins and Trolls took place. Basically it stated

that if Goblin or Troll be in danger and if asked for assistance, the other would provide whatever

was necessary to defend its ally and/or their holdings. Many actions as a result of this alliance

would prove to be origins of the future kinship between Goblins and Trolls.

A different story began to unfold for the Goblin/Human spawned Hobs. Once the Human

lies were revealed to be what they truly were, the Hobs swore vengeance against all humans. In

time the Hobs would prove to be the undoing of the humans as well. With this in mind, the Hobs

and other races have held many an unstable agreement up until present times. Also somehow the

Aruid and Oaken were re-introduced to the world, but how? And where did the Gods of old go

to? Are they coming back?

*Character Races*

#1) Aruid - Average Weight - 210 lb ± 15 lb

Average Height - 7 ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Caynen, Huan

Preferred Class - Hunter

Lifespan - 1,100 yrs.

Size - L1

Acute Senses - Sight, hearing, and sent

Description –

A tall, muscular, hairy, doglike forest dwelling race. They have an equal zest for

fine brandies, arms and armor, also the fine haired women of their kind. A

common occupation is guardianship over their wards (animals). A common

source of amusement is their wild hunt.

Although their bodies are hairy, yet human-like, their faces and ears are somewhat

doglike. Both sexes wear loincloths and belly plates. These “belly” plates are

made from hardened leathers and designed to cover their organ and teat areas.

Page 15: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

15

#2) Dwarf - Average Weight - 85 lb ± 15 lb

Average height - 4 ½ ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - De-riga, Rigga, Huan

Preferred Class - Brawler

Lifespan - 500 yrs.

Size - A

Acute Senses - Sight and touch

Description –

A short, stocky, subterranean race. They have an equal zest for bearded women,

fine steel and stone, and strong ale. A common occupation is mining, although

they’re well suited for others. A common source of amusement is bar room

brawl.

Although they appear to be short humans with long braided beards and hair,

they’re actually not related to humans at all. They have acute sight and touch.

They can become masters of metal and stone.

#3) Elf - Average Weight - 165 lb ± 15 lb

Average height - 5 ½ ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Eleck, Huan

Preferred Class - Battle Mage

Lifespan - 900 yrs

Size - 0

Acute Senses - Sight and hearing

Description – A tall, tight muscled, tree dwelling race. Elves can be found almost

anywhere. They enjoy the arts, acquiring knowledge, and whispering to their

enemies. A common occupation would be creating mana infused arms and armor.

A common amusement would be competing in tournaments of skill.

Page 16: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

16

Although they are long lived and their interests often revolve around trees, they’re

easy going and fun loving even among the other races of the realm. They have

acute sight and hearing. They can become masters of weapons involving a bow

string.

#4) Human - Average Weight - 180 lb ± 15 lb

Average height - 5 ½ ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Huan

Preferred Class - Barbarian

Lifespan - 85 yrs

Size - 0

Acute Senses - None

Description –

A solid, stocky, adaptable race. Like Elves, humans can be found almost

anywhere. Many enjoy things that they shouldn’t, while others are involved in

progressing their civilization within their short lived life spans. A common

occupation is just about any task, while their amusement may verge on evil

temperament at times. Yet, most work on family life and enjoy raising children.

Although they may seem like other races, they are most certainly not. They are

the “Jack of Trades” amongst the other races. They are very versatile and

adaptable to almost any climate. Their abilities vary from human to human, but

many have a child-like yearning to explore despite the lurking dangers.

#5) Oaken - Average Weight - 160 lb ± 15 lb

Average height - 5 ft ± 3 in

Gender - Uni (one)

Temperament - Any

Language(s) - Syleck, Huan

Preferred Class - Priest

Lifespan - 1,050 yrs.

Size - 0

Acute Senses - None

Description –

A medium, bark-skinned, elven-like race usually found in ancient forest areas.

They enjoy dancing in the sunlight or in a rainstorm, and grooming each other’s

lush green body hair. A common occupation would be the practice of bringing

Page 17: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

17

murderous woodsman to justice. A common source of amusement is scaring dogs

who try to urinate on them.

Although they are elven-like and have long, pointed ears, their rough skin is

brown and covered with bark-like warts. These warts when planted and matured

become oaken. This occurs when their roots draw up which takes about a year

and a day. They don’t wear clothing and prefer not to wear armor.

#6) Gnome - Average Weight - 50 lb ± 15 lb

Average height - 4 ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Rigga, De-riga, Huan

Preferred Class - Aurie Mage

Lifespan - 250 yrs.

Size - A

Acute Senses - Sight and touch

Description –

A small hairless race of artificers and whisperer’s, whose appearance may at

times pass for that of human children. Despite their small stature, their courage in

the face of danger still shines through. Some common occupations are gem

mining and subterranean agriculture. A common source of amusement is the

wearing of moss beards in the attempt to imitate their allies the dwarves.

Although their small tunnels resemble a rabbit warren, the construction is sturdy

enough to withstand a severe assault within and without. They also have acute

sight and touch.

#7) Goblin - Average Weight - 60 lb ± 15 lb

Average height - 4 ¼ ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Shidarr, Kreen, Huan

Preferred Class - Warlock or Priest

Lifespan - 1,200 yrs.

Size - A

Acute Senses - Sight, hearing, scent, and touch

Description –

A small race with yellowish-red skin and spotted patterns of bright green. The

size and placement of these patterns denote the caste a goblin belongs to. Goblins

can become masters (as was their true purpose) of manipulating mana. Some

common occupations are tending to the sick and wounded and/or ridding the

Page 18: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

18

world of racial hatreds. A common source of amusement is jumping out of

shadows to surprise the unsuspecting.

Although their visage may be frightening at time s due to their coloration, large

eyes, pointed ears and fanglike teeth, goblins are generally a kind and charitable

race. Their senses of sight, hearing, scent, and touch are acutely fine-tuned.

#8) Hobgoblin - Average Weight - 160 lb ± 15 lb

Average height - 5 ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Huan-ti

Preferred Class - Hunter

Lifespan - 90 yrs.

Size - 0

Acute Senses - Sent

Description –

A half race that resulted from interracial relationships between goblins and

humans a long time ago. They retained some of the goblin’s physical traits along

with a human’s size and musculature. A common occupation is to hire on with

caravans as mercenaries (Hunters). A common amusement (?) would be drinking

themselves into a stupor recounting their past racial crimes against the goblins.

Even though they have a stained past, they will rise up to defend their goblin

kindred. Perhaps they do so in an attempt to atone for the pain and suffering their

race had caused in the past. Maybe once more they could be Goblishar, which

translates to “kin of goblin.”

#9) Troll - Average Weight - 310 lb ± 15 lb

Average height - 7 ½ ft ± 3 in

Gender - Males and Females

Temperament - Any

Language(s) - Kreen, Shidarr, Huan

Preferred Class - Barbarian

Lifespan - 1,300 yrs.

Size - L1

Acute Senses - Hearing and scent

Description –

A large, leathery skinned muscled race. As a rule trolls usually aren’t the friendly sort, but if it

chooses something to be its friend that friendship will last for the entire life of the troll. Despite

their dumb and slow appearance, most are swift of mind and foot. Common occupations among

Page 19: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

19

their race are creating and building things. Many of them become master artificers. A common

amusement would be occasional game of fisticuffs.

Being as hardy as they are, it takes more than a magical sword to defeat a troll. Due to the

protection granted by their leathery hide, they usually don’t wear armor. Though their clothing

isn’t optional.

*Lifespans*

In the game environment there are seven (7) phases of life. Different races will go thru the

phases at different times because of their varying lifespans. Consult the table below to determine

the phase of life that your character is in according to its age.

Race Birth Early

Child

Starting Child

hood

Young

Adult

Adult Elder Death

Aruid

Dwarf

Elf

Human

Oaken

Gnome

Goblin

Hobgoblin

Troll

0 yrs.

0 yrs.

0 yrs.

0 yrs.

0 yrs.

0 yrs.

0 yrs.

0 yrs.

0 yrs.

110 yrs.

50 yrs.

90 yrs.

8 yrs.

105 yrs.

25 yrs.

120 yrs.

9 yrs.

130 yrs.

165 yrs.

75 yrs.

135 yrs.

12 yrs.

157 yrs.

37 yrs.

180 yrs.

13 yrs.

195 yrs.

220 yrs.

100 yrs.

180 yrs.

17 yrs.

210 yrs.

50 yrs.

240 yrs.

18 yrs.

260 yrs.

440 yrs.

200 yrs.

360 yrs.

34 yrs.

420 yrs.

100 yrs.

480 yrs.

36 yrs.

520 yrs.

660 yrs.

300 yrs.

540 yrs.

51 yrs.

630 yrs.

150 yrs.

720 yrs.

54 yrs.

780 yrs.

880 yrs.

400 yrs.

720 yrs.

68 yrs.

840 yrs.

200 yrs.

960 yrs.

72 yrs.

1,040 yrs.

1,100 yrs.

500 yrs.

900 yrs.

85 yrs.

1,050 yrs.

250 yrs.

1,200 yrs.

90 yrs.

1,300 yrs.

*Determining Adventuring Age*

In this system the starting age for an adventuring character would be between Early Childhood

and Childhood. For examples of this age check the “starting” column of the “Lifespans” table.

*Languages*

In most cases if a creature knows a particular language, it is capable of speaking, reading, and

writing using that language.

The known Languages and their speakers –

Language Speaker(s) Languages Speakers

Caynen

Eleck

De-riga

Rigga

Syleck

Aruid

Elf

Dwarf

Gnome

Oaken

Huan

Shidarr

Huan-ti

Kreen

Human, All

Goblin

Hobgoblin

Troll

Page 20: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

20

*Table(s) of Character Advancements*

The two tables contained herein are for the level of advancement of:

1) Whisperers 2) Warriors

*Table of Whisperer Advancement*

The classes contained within this category are:

#1) Battle Mage

A Fighting Mage hardened by battle. They believe that straining their innate ability to draw

mana will deliver them unto death before the battle does.

Proficiencies

Prefers not to cast whispers

Relies on Skills

Weapons – Neutral, light

Armor – Neutral, light

Shield – Neutral

#2) Auric Mage

A healing Mage driven from the temple by a desire to set right the wrongs of others and a desire

to heal the land.

Proficiencies

Can cast whispers

Does not use Skills

Weapons – Neutral plus staff

Armor – Neutral

Shield – None

#3) Magus

Practiced in the arts of mana control. Through their innate ability to channel mana, they are

quite capable in the casting of Whispers.

Proficiencies

Can cast Whispers

Page 21: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

21

May use Skills

Weapons – Neutral plus staff

Armor – Neutral

Shield – None

#4) Necrodancer

A Mage who dances in graveyards and speaks to dead things. They believe that which is

considered to be dead contains secret knowledge.

Proficiencies

Can cast whispers

Does not use Skills

Weapons – Neutral

Armor – Neutral

Shield – Neutral

#5) Warlock

A renegade Mage well trained in the art of destruction. A firm believer that warfare not peace

can make the world a better place to live.

Proficiencies

Can cast whispers

May use Skills

Weapons – Neutral, light

Armor – Neutral, light

Shield – Neutral, light

#6) Priest

A fighting priest dedicated to causing its enemies the utmost pain and suffering. It can also hold

its ground in the heat of battle to assist its allies.

Proficiencies

Can cast whispers

May use Skills

Weapons – Neutral to medium

Armor – Neutral to medium

Shield – Neutral, light

Page 22: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

22

*Class Specific Whispers*

These Whispers are class specific and gained as a whisper increases in experience/levels.

A) Battle Mage

#1) Battle Spirit #5) Mana Armor

#2) Fearful Spirit #6) Mana Weapon

#3) Harmful Spirit #7) Battle Cry

#4) Sphere Missile #8) Tremor

B) Auric Mage

#1) Healing Light #5) Harm

#2) Sanctum #6) Resurrect

#3) Slumber #7) Sustain

#4) Mirror #8) Berserk

C) Magus

#1) Dust Demon #5) Storm

#2) Summon Horde #6) Wild Morph

#3) Wraithmare #7) Night Sight

#4) Portal #8) Twister

D) Necrodancer

#1) Regen #5) Toughen

#2) Curse #6) Shadow - port

#3) Plague #7) Locate

#4) Anima #8) Skill drain

E) Warlock

#1) Fire Bolt #5) Blast

#2) Ice Bolt #6) Wild Fire

#3) Acid Bolt #7) Discharge

#4) Skyfire Bolt #8) Bleed

F) Priest

#1) Mend #5) Strong Hold

#2) Remove #6) Baffle

#3) Restore #7) Wither

#4) Boomrock #8) Toxin

Page 23: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

23

*Advancement Table (Whisperers)*

Level XP HP CD Mana

Reserve

Health Whis.# Skill Spd.

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

-

2000

4000

6000

8000

10000

12000

14000

16000

18000

20000

22000

24000

26000

28000

30000

32000

34000

36000

38000

10

10

10

15

15

15

20

20

20

25

25

25

30

30

30

35

35

35

40

40

-

-

-

-

-

+1

-

-

-

-

-

+1

-

-

-

-

-

+1

-

-

5

5

10

10

15

15

20

20

25

25

30

30

35

35

40

40

45

45

50

50

+1

-

-

-

+1

-

-

-

+1

-

-

-

+1

-

-

-

+1

-

-

-

1

-

-

2

-

-

3

-

4

-

5

-

-

6

-

-

7

-

-

8

1

-

-

-

1

-

-

-

1

-

-

-

1

-

-

-

1

-

-

-

+1

-

-

-

+1

-

-

-

+1

-

-

-

+1

-

-

-

+1

-

-

-

*Explanation of Table*

#1) Level – This represents the level of experience gained by the Whisperer in question.

#2) Experience Points (XP) – This represents the amount of experience necessary to achieve the

next level.

#3) Hit Points (HP) – This represents the amount of damage a Whisperer can take before death

occurs.

The following table describes a Whisperer’s condition due to a loss of hit points.

35% Loss 50% Loss 75% Loss 95% Loss 100% Loss

weary bruised hurt paralyzed death

#4) Combat Defense (CD) – This represents a Whisperer’s agility as applied to defense. This

occurs as experience is gained.

Page 24: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

24

#5) Mana Reserve – This represents how a Whisperer’s mana reserve/potential increases with

gained experience.

#6) Health – This represents the resistance, against certain conditions, gained through

experience. The modifier (that applies) plus a 2D6 roll is thrown against a certain success

number per condition to determine whether or not a Whisperer’s health is strong enough to resist

the condition in question. One successful roll is all that is needed to resist. Only one roll is

allowed per round/turn.

#7) Whisper Number (Whis.#) – This represents the class specific Whisper that a Whisperer

gains at a specific level.

#8) Skill – This represents the ability to pick an additional skill (if applicable).

#9) Speed (spd.) – This represents the increase to a Whisperer’s rate of movement per round

within the game environment.

*Table of Warrior Advancement*

The classes contained within this category are:

#1) Brawler

These characters can be found in tavern scuffles or quarrels in the street. They live only to fight.

Proficiencies

Does not cast whispers

Relies on Skills

Weapons – Neutral to medium

Armor – Neutral to medium

Shield – Neutral

#2) Hunter

These characters don’t hunt just animals, but men also. They are also known as mercenaries,

killers for hire.

Proficiencies

Does not cast whispers

Relies on Skills

Weapons – Neutral to X-Heavy

Armor – Neutral to X-Heavy

Shield – Neutral to X-Heavy

Page 25: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

25

#3) Thief

These unfortunates are trained by hard luck to steal, but only out of need. This need may be

visions of fame and fortune, but most commonly just food and a warm place to sleep.

Proficiencies

Does not cast whispers

Relies on Skills

Weapons – Neutral, light

Armor – Neutral, light

Shield – Neutral. light

#4) Warlord

They are usually chieftains of war bands trained for the slaughter. They excel in tactics against

many.

Proficiencies

Does not cast whispers

Relies on Skills

Weapons – Neutral to heavy

Armor – Neutral to heavy

Shield – Neutral to heavy

#5) Barbarian

A survivor of the wild and wasted lands. A fierce spirited warrior of cunning and strength.

Proficiencies

Does not cast whispers

Relies on Skills

Weapons – All (may wield one in each hand)

Armor – All (non-metal)

Shield – None

#6) Scout

A Scout stays ahead of its party to provide early warning of danger or hazards.

Proficiencies

Does not cast whispers

Page 26: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

26

Relies on Skills

Weapons – Hunting knife, machete, sling, bow shot, club.

Armor – Neutral

Shield – Neutral

Augmented Speed – gains an additional +1 spd. per 5 levels (max +4)

*Advancement Table (Warrior)*

Level XP HP CD Health Skill Spd.

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

-

2000

4000

6000

8000

10000

12000

14000

16000

18000

20000

22000

24000

26000

28000

30000

32000

34000

36000

38000

10

10

15

15

20

20

25

25

30

30

35

35

40

40

45

45

50

50

55

55

-

-

-

-

+1

-

-

-

-

+1

-

-

-

-

+1

-

-

-

-

+1

+1

-

-

+1

-

-

+1

-

-

+1

-

-

+1

-

-

+1

-

-

+1

-

+1

-

-

+1

-

-

+1

-

-

+1

-

-

+1

-

-

+1

-

-

+1

-

+1

-

-

-

-

+1

-

-

-

-

+1

-

-

-

-

+1

-

-

-

-

*Explanation of Table*

#1) Level – This represents the level of experience gained by the Warrior in question.

#2) Experience Points (XP) – This represents the amount of experience necessary to achieve the

next level.

#3) Hit Points (HP) – This represents the amount of damage a Warrior can take before death

occurs.

Page 27: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

27

The following table describes a Warrior’s condition due to a loss of hit points.

35% Loss 50% Loss 75% Loss 95% Loss 100% Loss

bruised hurt injured near death death

#4) Combat Defense (CD) – This represents a Warrior’s agility as applied to defense. This

occurs as experience is gained.

#5) Health – This represents the resistance, against certain conditions, gained through

experience. The modifier plus a 2D6 roll is thrown against a certain success number per

condition to determine whether or not a Warrior’s health is strong enough to resist the condition

in question. One successful roll is all that is needed to resist. Only one roll is allowed per

round/turn.

#6) Skill – This represents the ability to pick an additional skill.

#7) Speed (spd.) – This represents the increase to a Warrior’s rate of movement per round within

the game environment.

*Experience Points (XP Values)*

Animals and Monsters –

200 multiplied by the level of the animal/monster plus the size modifier of the animal/monster.*

Other Characters (Game/Player)-

20 multiplied by the level of the character plus the size modifier of the character.

* This figure is compiled after the defeat of the creature in question.

Non-Combat Encounter –

A flat rate of 100 experience points.

Completed Quest –

A flat rate of 450 experience points.

Note – When the game begins it must be determined if experience points are to be awarded to the

individual or the group.

*Experience Points (objectives)*

Throughout the course of the game characters will be faced with obstacles to overcome and evil

characters/monsters to eliminate. When this takes place, experience is earned in the form of

Page 28: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

28

experience points (XP). When a character gains enough experience points such as, but not

limited to:

1) A higher level

2) A higher initial Hit Point total.

3) A higher initial Mana Reserve.

4) Possibly an extra Health modifier point.

5) Possibly an extra Combat Defense modifier point.

6) Possibly an extra Speed modifier point.

7) Possibly an extra Skill choice.

These and other things help the character to become stronger and progress through the game as it

continues.

*Skill List*

1) Animal lore

2) Plant lore

3) Monster lore

4) Wild lore

5) General Knowledge

6) Animal care

7) Animal training

8) Climb

9) Jump

10) Swim

11) Run

12) Ambush

13) Find trap

14) Deactivate trap

15) Lock pick

16) Pickpocket

17) Hide

18) Perception

19) Find passage

20) Navigate

21) Depth

22) Hazards

23) Medicine

24) Surgery

25) Recovery

26) Evaluate

27) Unarmed Combat/Pummel

28) Unarmed Combat/Hurl

29) Unarmed Combat/Quick

30) Barter

31) Camouflage

32) Camp

33) Forage

34) Hunt

35) Trap

36) Track

37) Survive

38) Secret languages

39) Accurate cast

40) Accurate hurl

41) Accurate shot

42) Direction sense

43) Concentrate

44) Use item

45) Mount

46) Occupation

*Skill Descriptions*

1) Animal lore – General knowledge of animals.

2) Plant lore – General knowledge of plants.

3) Monster lore – General knowledge of monsters.

Page 29: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

29

4) Wild lore – General knowledge of the wilderness.

5) General Knowledge – General knowledge of the local area, laws, customs, traditions, meeting

places, etc..

6) Animal care – The knowledge necessary to properly take care of animals.

7) Animal training – Set of skills needed to properly train animals.

8) Climb – Ability to climb steep inclines or vertical surfaces, whether rough or smooth.

9) Jump – Ability to jump obstacles.

10) Swim – Ability to swim above or below the water’s surface.

11) Run – Ability to move twice normal land speed.

12) Ambush – Know how necessary to set-up an ambush.

13) Find trap – Ability to sense when a trap in near.

14) Deactivate trap – Ability to activate/deactivate traps. A set of lock picks is needed.

15) Lock pick – Know-how needed to pick various locks. A set of lock picks is necessary.

16) Pickpocket – Know-how to pick pockets.

17) Hide – helps a character to hide and move quickly.

18) Perception – Helps a character to notice things that would otherwise be missed.

19) Find passage – Helps a character to find secret passages.

20) Navigate – Know-how to navigate and set a course when operating a boat or ship.

21) Depth – Allows a character to determine how deep in the ground it happens to be.

22) Hazards – Helps a character to find and recognize a hazard.

23) Medicine – Know-how to make, which one to use, and how to dispense various medicines.

24) Surgery – Know-how to perform emergency and/or field surgery.

25) Recovery – How to aid the recovery process of the injured.

Page 30: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

30

26) Evaluate – Ability to appraise, determine, or simply estimate the value of goods.

27) Unarmed Combat/Pummel – Consists of three strikes or blows with a bare fist.

28) Unarmed Combat/Hurl – Doubles throwing range of object in question.

29) Unarmed Combat/Quick – Character gains a + 1 to defense against one attack.

30) Barter – Ability to trade goods or services without the use of money.

31) Camouflage – Ability to disguise oneself to blend in the surroundings.

32) Camp – Know-how to properly create temporary accommodations.

33) Forage – Act of searching, rummaging, etc., for food or necessary supplies.

34) Hunt - Pursuing and/or killing target(s) for food, necessary supplies, or other reason(s).

35) Trap – Ability to create and bait simple devices to capture various targets.

36) Track – Ability to read marks left behind by a target in passing and to reach or give chance

due to the act of tracking.

37) Survive – Allows a character to survive in these environments: Rural, Urban, and the Wild.

38) Secret languages – Are ancient forms of the common languages. This skill allows a

character’s knowledge of and the ability to use them.

39) Accurate cast – Ability to cast whispers into close combat without injury to allies.

40) Accurate hurl – Ability to hurl throw weapons into close combat without injury to allies.

41) Accurate shot – Ability to fire or fling ranged weapons into close combat without injury to

allies.

42) Direction sense – Allows a character to discern which direction it is heading in.

43) Concentrate – helps to calm and clear the mind of a character in the heat of battle.

44) Use item – Enables a character to use an item without causing harm to itself or others

(allies) around it. Applies to crystal items.

45) Mount – Gives a character the ability to ride a living or non-living, mountable vehicle

whether it runs, walks, rolls, flies, swims, dives, or crawls.

Page 31: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

31

46) Occupation – The following is a list of various jobs a character can earn a wage with or use

them as sets of general skill groups. Roll a 1Dl8 to determine how many gold pieces per day a

character may receive if it works according to its occupation.

1) Bowyer

2) fletcher

3) farmer

4) fisher

5) forester

6) gambler

7) groom

8) hunter

9) trapper

10) jeweler

11) leather worker

12) painter

13) mason

14) furrier

15) miner

16) navigator

17) sailor

18) scribe

19) weapon smith

20) armorer

21) blacksmith

22) shipwright

23) seamstress

24) tailor

25) woodworker

26) soldier

27) militiaman

28) animal handler

29) animal trainer

30) brewer

31) carpenter

32) cobbler

33) potter

34) singer

35) minstrel

36) performer

37) astrologer

38) historian

39) priest

40) ventriloquist

41) mime

42) mimic

43) mountaineer

44) cook

45) teamster

46) merchant

47) trader

48) mercenary

49) skill trainer

(level 5 or higher)

50) whisper instructor

(level 10 or higher)

51) astronomer

* Skill rules and mastery apply to occupations also.

*Skill Rules (Arenas)*

Some skills may be picked up as a result of gaining experience/levels. A whisper is allow to

pick up Five Skills in seventeen levels. A warrior is allowed to pick up seven skills in nineteen

levels. If any extra skills are needed, they must be learned in a skill arena. To train at an arena

for a skill the following conditions must be met:

*) The character must be able to pay for training. The amount necessary will be left up to the

Game Master to decide.

*) The amount of time necessary will vary. Usually the time the training will take will be one

week for each 100 gold pieces in cost.

*) The character must learn from a level 5 or higher skill master, that is, one who has mastered

the skill(s) to be learned.

*) Any other details will be handled by the Game Master.

Page 32: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

32

*Skill Rules (use and mastery)*

Skill use and mastery rules are as follows:

*) The Success Number (SN) rules depend on the randomly generated numbers created by

rolling 1D18.

*) The first time a character uses a learned or picked skill a #16 - #18 must be rolled.

*) If the character fails, a #16 - #18 roll is still required to use the skill.

*) If the character succeeds, #13 - #18 is now needed for the successful second use of that

particular skill.

*) If the character succeeds in the second use of that particular skill, a #10 - #18 is necessary for

the third use and a #7 - #18 is necessary for the forth and so on.

*) Once the character gets to the point of needing a roll of #1 - #18 to use a particular skill, that

skill itself has been mastered by the character and as such the 1D18 roll is no longer necessary

for the use of that skill. The skill may now be used freely (without a roll) by that character.

Also, the character is considered to be a master of that skill’s use. The character may also teach

the skill’s use to others once the character reaches level 5 or higher.

*Starting Wealth*

Whispers –

- 150 Gold Pieces –

Battle Mage

Auric Mage

Magus

Necrodancer

Warlock

Priest

Warriors –

- 220 Gold pieces -

Brawler

Hunter

Thief

Warlord

Barbarian

Scout

*Encumbrance*

A Character’s carrying capacity (load) limit starts at 100 lbs. at level one and increases by 40 lbs.

more per additional level.

Loads are as follows –

Page 33: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

33

Light Load – 0% to 25% of limit for that level.

Medium Load – 26% to 59% of limit for that level.

Heavy Load – 51% to 75% of limit for that level, also reduces movement rate (spd) by 25%.

Push/Pull Load – 76% to 100% of limit for that level, also a character may pick up this amount

without being able to move with it.

*Monetary Units*

The monetary units in this game are gold pieces and silver pieces.

1 silver piece = 1/20 gold piece

20 silver pieces = 1 gold piece

1 gold piece = 20 silver pieces

1/20 gold piece = 1 silver piece

*Equipment*

Type Cost Wt. Type Cost Wt.

Backpack

Bedroll

Tinderbox

Pack and frame

Weapon belt

8ft x 8ft tarp

Quiver

Scabbard

Dry Rations (par day)

Dried Bread (per week)

Fishing Net

Fishing Kit

Sewing Kit

Cooking Kit

Climbing Hook

5 gp

10 gp

1 gp

10 gp

7 sp

7 gp

7 gp

7 gp

10 sp

7 sp

2 gp

2 gp

2 gp

2 gp

3 gp

2 lb

5 lb

2 lb

5 lb

1 lb

10 lb

2 lb

2 lb

½ lb

1 lb

5 lb

1 lb

1 lb

1 lb

4 lb

60 ft. Hemp Rope

Torch

Belt Pouch

Tent

Sack

Whetstone

Plain Clothing

Soft Leather Boots

Blank Book

Water Skin

Wine Skin

Set of Lock Picks

Wooden Barrel

Wooden Chest

Small Metal Pot

10 sp

5 sp

5 sp

30 sp

1 sp

1 sp

5 gp

5 gp

5 sp

1 gp

1 gp

10 gp

5 sp

5 sp

10 sp

6 lb

1 lb

½ lb

20 lb

½ lb

-

10 lb

5 lb

1 lb

4 lb

4 lb

-

15 lb

15 lb

5 lb

*Equipment Descriptions*

1) Backpack – A drawstring bag with shoulder straps for carrying on the back. Holds 25 lbs.

and has 1 cubic ft. of space.

Page 34: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

34

2) Bedroll – A thick blanket for sleeping on.

3) Tinderbox – A box containing tinder, flint, and steel for starting fires.

4) Pack and Frame – Similar to the backpack, but a little larger with an additional flap for

closure. Holds 40 lbs. and has 2 cubic ft. of space.

5) Weapon belt – A simple, but strong leather belt for scabbards, quivers, pouches, etc.

6) 8 ft. x 8 ft. tarp – Made from heavy canvas. It has multiple uses.

7) Quiver – For holding arrows or throwing darts. Its capacity is 20 arrows or darts.

8) Scabbard – For carrying bladed weapons. Comes in many sizes.

9) Dry Rations – May consist of dried fruit or meat, nuts, hard cheese, etc. Preserved, lasts two

weeks.

10) Dried bread – Sliced, dried, coarse bread. Preserved, lasts one month.

11) Fishing net – A rounded 12 ft. diameter net used for catching fish.

12) Fishing kit – A leather pouch containing:

A) Seven bone hooks

B) Three metal hooks

C) Five stone weights

D) Fifty ft. of waxed fishing sinew

13) Sewing kit – A leather pouch containing:

A) Metal thimble

B) Ten bone needles

C) Five metal needles

D) Fifty ft. of waxed sewing sinew

14) Cooking kit – A leather pouch containing:

A) A small metal cup

B) A small metal bowl

C) A small metal spoon

D) A small metal pan

15) Climbing hook – A small metal 2-pronged hook, when attached to rope aids in climbing

obstacles.

16) 60 ft. hemp rope – Braided and can be used for climbing, binding, etc.

Page 35: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

35

17) Torch – A stick with one end cloth wrapped and tar dipped. Used to illuminate dark areas.

When lit it will illuminate an area with a radius of 10 ft. and will burn for 30 to 60 minutes.

18) Belt pouch – Used to hold sling bullets/stones, or other small items.

19) Tent – A heavy canvas 12 ft. by 12 ft. tent. Once erected it provides enough sleeping space

for up to four characters.

20) Sack – A heavy cloth sack. Holds 20 pounds and has one cubic ft. of space.

21) Whetstone – When wet can be used to sharpen tools or weapons.

22) Plain clothing – Ordinary wool breeches/skirt, tunic, socks/hose, and rope sandals/stiffed

cloth boots.

23) Soft leather boots – Rugged enough to be used for exploring.

24) Blank book – Includes quill and ink. 80 pages.

25) Water skin – A leather sack meant to store water.

26) Wine skin – A leather sack meant to store wine.

27) Set of lock picks – Used to pick locks or disable traps.

28) Wooden barrel – Used for storage. Holds 105 lbs. and has four cubic ft. of space.

29) Wood chest – Used for storage. Has lock and key. Holds 105 lbs. and has four cubic ft. of

space.

30) Small metal pot – Used to prepare food, potions, etc. Has a handle so that it can be hung

over a fire.

*Items*

Type Cost Wt. Type Cost Wt.

Healing Root

Curing Herb

Mana Nut

Warp Coin

50 gp

30 gp

100 gp

50 gp

-

-

-

-

Flame Crystal

Frost Crystal

Shock Crystal

Glow Torch

30 gp

50 gp

60 gp

50 gp

¼ lb

¼ lb

¼ lb

1 lb

*Item Descriptions*

1) Healing Root – Once chewed and swallowed, restores 2D6 hit points.

2) Curing Herb – Once chewed and swallowed, cures poison and disease.

Page 36: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

36

3) Mana Nut – Once chewed and swallowed, restores 2D6 Mana Reserve points.

4) Warp Coin – When activated will teleport one character back to the last town it visited.

5) Flame Crystal – Once activated and thrown at a target will inflict 1D6 points of fire damage.

6) Frost Crystal – Once activated and thrown at a target will inflict 1D6 points of ice damage.

7) Shock Crystal – Once activated and thrown at a target will inflict 1D6 points of electric

damage.

8) Glow Torch – Sheds heatless light. Will illuminate the same area as an ordinary torch. Can

be activated/deactivated several times.

*Note – To activate or deactivate (whichever applies), rub item until it glows or stops glowing

(whichever applies). Also, each item (except for glow torch) is a once use item only.

*Clothing List*

Type Cost Wt. Type (sets) Cost Wt.

Robe

Body Suit

Sandals

Cloak

Vest

Belt

Hat

3 sp

5 gp

3 sp

5 gp

5 sp

15 sp

10 sp

2 lb

2 lb

1 lb

5 lb

1 lb

1 lb

1 lb

Priest

Mage

Travel

Peasant

Noble

Adventure

Performer

10 gp

10 gp

5 gp

3 sp

300 gp

20 gp

3 gp

10 lb

10 lb

10 lb

10 lb

10 lb

10 lb

10 lb

*Goods and Provisions*

Type Cost Wt. Type Cost Wt.

Cheese

Root vegetables

Hard bread

Dried meat

Butter

Sugar

Dry rations

Eggs

Figs

Herbs

Nuts

1 gp

1 sp

1 sp

2 sp

1 gp

3 gp

15 sp

1 sp

1 gp

1 sp

3 gp

1 lb

1 lb

loaf

1 lb

1 lb

1 lb

1 lb

1 lb

1 lb

¼ lb

1 lb

Rice

Salt

Spice

Cider

Wine

Raisins

Pickled fish

Salted fish

Firewood

Dried oats

Dried barley

1 gp

4 sp

7 sp

1 gp

3 gp

1 gp

5 sp

10 sp

2 sp

2 sp

2 sp

1 lb

1 lb

¼ lb

Pint

Pint

1 lb

1 lb

1 lb

Day

1 lb

1 lb

Page 37: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

37

*Transport*

Type Cost Spd. Type Cost Spd.

Carriage

Wagon

Rowboat

Sailing ship

Sail boat

Barge

50 gp

80 gp

15 gp

350 gp

30 gp

100 gp

40 ft.

40 ft.

20 ft.

100 ft.

30 ft.

50 ft.

Canoe

Chariot

Galleon

Cart

Raft

Sled

10 gp

100 gp

200 gp

20 gp

2 sp

10 gp

20 ft.

50 ft.

50 ft.

40 ft.

15 ft.

15 ft.

*Services*

Type Cost per Day Type Cost per Day

Bath (per)

Clerk/Scribe

Priest

Doctor/Healer

Guide

Torch bearer

1 sp

3 sp

5 sp

10 sp

2 sp

5 sp

Laundry

Messenger

Minstrel

Teamster

Mage

Escort (military)

1 sp

3 to 5 sp

10 sp

2 gp

10 gp

10 gp

*Animals*

Type Cost Type Cost Type Cost

Boar (wild)

Duck

Calf

Horse

Cat

5 sp

1 sp

15 sp

5 gp

1 sp

Dog

Mule

Falcon

Goat

Goose

1 sp

10 sp

3 gp

5 gp

5 sp

Ox

Pig

Pony

Lamb

Chicken

5 gp

15 sp

25 sp

10 sp

2 sp

*Inn and Tavern*

Inn Cost Tavern Cost

Room per day

Room per week

Banquet (dining)

Bread (1 loaf)

Cheese (1 lb)

Meat (1 lb)

Vegetables (1 lb)

Fruit (1 lb)

1 gp

5 gp

5 gp

2 sp

1 gp

10 sp

1 sp

2 gp

Ale (tankard)

Wine (skin)

Mead (skin)

Brandy (bottle)

Grain (boiled)

Soup (bowl)

Honey (¼ lb)

Meal (basic)

5 sp

6 gp

6 gp

10 gp

3 sp

3 sp

10 sp

8 sp

Page 38: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

38

*Weapons*

# Weapon Type Cost Dmg. Rng. Wt.

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

Knife

Hunting Knife

Club

Sling w/20 stones

Throwing Dart

Staff

Bowshot w/20 bullets

Machete

Hatchet

Javelin

Spear

Longbow w/20 arrows

Broadsword

Scimitar

Iron bar

Mace

Bastard sword

Crossbow w/20 arrows

Lance

Trident

Halberd

Battle Ax

War Ax

Recurve bow w/20 arrows

20 Stones

20 Bullets

20 Arrows

Neu.

Neu.

Neu.

Neu.

Neu.

Lht.

Lht.

Lht.

Lht.

Lht.

Med.

Med.

Med.

Med.

Med.

Hvy.

Hvy.

Hvy.

X-Hvy.

X-Hvy.

Hvy.

Hvy.

X-Hvy.

X-Hvy.

-

-

-

1 gp

5 gp

1 gp

5 gp

1 gp

3 gp

35 gp

15 gp

10 gp

15 gp

20 gp

25 gp

20 gp

15 gp

30 gp

40 gp

55 gp

60 gp

80 gp

70 gp

80 gp

77 gp

85 gp

73 gp

1 sp

10 sp

1 gp

+ 1

+ 2

+ 1

+ 2

+ 0

+ 1

+ 3

+ 3

+ 2

+ 1

+ 2

+ 4

+ 5

+ 3

+ 2

+ 4

+ 7

+ 4

+ 5

+ 6

+ 7

+ 5

+ 8

+ 7

-

-

-

-

10 ft.

-

30 ft.

15 ft.

-

70 ft.

-

10 ft.

25 ft.

15 ft.

120 ft.

-

-

10 ft.

-

-

170 ft.

-

-

-

-

-

210 ft.

-

-

-

½ lb

1½ lb

3 lb

5 lb

½ lb

4 lb

3 lb

2 lb

2 lb

3 lb

5 lb

7 lb

7 lb

5 lb

7 lb

10 lb

14 lb

9 lb

20 lb

18 lb

18 lb

12 lb

17 lb

15 lb

½ lb

1 lb

1 lb

*Weapon Types*

Neu. = Neutral

Lht. = Light

Med. = Medium

Hvy. = Heavy

X-Hvy. = Extra Heavy

*Weapon Descriptions*

1) Knife – A small simple handled blade. Used for general cutting purposes, but may be used as

a weapon.

2) Hunting Knife – Also known as a long knife. Commonly used for hunting or as a weapon.

Page 39: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

39

3) Club – A heavy thick-ended stick used as a weapon.

4) Sling – A leather weapon used for flinging stones at targets.

5) Throwing Dart – A small metal tipped/pointed stick used as a missile weapon.

6) Staff – A long stick used to aid in walking, climbing, etc. It may also be used as a weapon.

7) Bowshot – A handheld weapon that is a combination of a crossbow and a sling. It can be

used to fling metal bullets at targets.

8) Machete – A medium weight, single-edged sword that is used as a tool, but may be

considered a weapon as well.

9) Hatchet – A light, short handled ax that may be used as a weapon.

10) Javelin – A light throwing weapon similar to a spear.

11) Spear – A long wood shafted weapon with a pointed metal tip.

12) Longbow – A long wooden device with a taunt string. Used for shooting arrows at targets.

13) Broadsword – A long sword with a wide blade. Used as a cutting weapon.

14) Scimitar – A light sword with a curved blade.

15) Iron bar – A bar made from iron. Most commonly used as a heavier form of the club.

16) Mace – A heavy spiked club that is used as a weapon.

17) Bastard sword – Similar to a Broadsword, but with a heaver blade.

18) Crossbow – A wooden stock and bow combination with an arrow grove. Used as a weapon.

19) Lance – A long and heavy spear like weapon.

20) Trident – A long three pointed and pronged spear.

21) Halberd – A spear and ax combination. Has one spear point and one small ax blade.

22) Battle ax – A large single-bladed ax used in battle.

23) War ax – A large and heavy two-bladed ax used as a weapon.

24) Recurve bow – Similar to a longbow except the ends have been curved to give the bow extra

power.

Page 40: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

40

*Armor*

Armor Type Cost Def. Wt.

Cloth

Quilted

Leather

Ring mail

Leather Plate

Scale mail

Chainmail

Breast Plate

Half Plate

Full Plate

Neu.

Neu.

Lht.

Lht.

Med.

Med.

Hvy.

Hvy.

X-Hvy

X-Hvy

8 gp

12 gp

20 gp

30 gp

40 gp

45 gp

50 gp

55 gp

60 gp

65 gp

+ 0

+ 1

+ 2

+ 3

+ 4

+ 5

+ 6

+ 7

+ 8

+ 9

8 lb

13 lb

17 lb

24 lb

21 lb

24 lb

30 lb

20 lb

25 lb

30 lb

*Armor Types*

Neu. = Neutral

Lht. = Light

Med. = Medium

Hvy. = Heavy

X-Hvy. = Extra Heavy

*Armor Descriptions*

1) Cloth – The cloth used to make this armor is of stiffened canvas. Includes a hood, vest, pants,

and boots. Comes in many colors.

2) Quilted – A padded and quilted canvas coat. It covers both arms to the wrist and from the

shoulder it extends mid-thigh. Comes in many colors.

3) Leather – A shirt made of toughened leather. It is short sleeved and waist length.

4) Ringmail – A soft leather coat with metal rings sewn into it. It covers both arms and it

extends to the waist.

5) Scalemail – A leather shirt with overlapping metal scales sewn into it. Comes with a leather

hood and leather boots.

6) Chainmail - A coat made of interlocking metal links. It covers both arms and extends mid-

thigh. Comes with a leather helm and leather boots.

7) Breastplate – A chitinous armor that covers the back and chest. It has no sleeves and extends

to the waist. Comes with a leather helm, leather pants, and leather boots.

Page 41: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

41

8) Leather Plate – A toughened leather coat with hardened leather plates riveted to it. It covers

both arms and extends mid-thigh.

9) Half Plate – A chitinous armor that covers both arms and extends mid-thigh. Comes with a

chitin helm, leather gloves, leather pants, and leather boots.

10) Full Plate – A chitinous armor that covers both arms and extends mid-thigh. Includes a

chitin coat, chitin gauntlets, chitin grieves, and chitin boots.

*Shields*

Shield Material Type Cost Def. Wt.

Armplate

Armplate

Buckler

Buckler

Buckler

Round

Kite

Kite

Oval

Oval

Chitin

Metal

Wood

Chitin

Metal

Wood

Chitin

Metal

Chitin

Metal

Neu.

Neu.

Lht.

Lht.

Med.

Med.

Hvy.

Hvy,

X-Hvy.

X-Hvy.

5 gp

5 gp

10 gp

15 gp

20 gp

20 gp

30 gp

30 gp

40 gp

40 gp

+ 1

+ 1

+ 2

+ 2

+ 3

+ 3

+ 4

+ 4

+ 5

+ 5

2 lb

4 lb

5 lb

5 lb

9 lb

8 lb

10 lb

19 lb

20 lb

32 lb

*Shield Types*

Neu. = Neutral

Lht. = Light

Med. = Medium

Hvy. = Heavy

X-Hvy. = Extra Heavy

*Shield Descriptions*

1) Armplate – It is a simple plate that straps to the forearm.

2) Buckler – A small round shield that straps to the forearm.

3) Round – A medium round shield that’s carried in hand

4) Kite – A large kite-shaped shield that’s carried in hand. May block missiles (arrows, bullets,

stones).

5) Oval – An extra-large, heavy body shield that’s carried in hand. May block missiles (arrows,

bullets, stones) and some whispers.

Page 42: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

42

*Temperament*

A character’s temperament represents innate or essential collective qualities that distinguish

and/or separate that character from another. As a result of such separation there are many

temperaments in the game environment. The following is a short list of temperaments that a

character can choose from and can be found in the game environment. Others are possible.

*List of Temperaments*

1) Empathic

2) Chaotic

3) Lawful

4) Selfish

5) Giving

6) Tolerant

7) Addictive

8) Honorable

9) Dishonorable

10) Gluttonous

11) Hyperactive

12) Obsessed

13) Pacifist

14) Aggressive

15) Stubborn

16) Vain

17) Zealous

18) Chivalrous

*Descriptions of Temperaments*

1) Empathic – A character who has the capacity to identify with and/or feel the emotional pain

of a person or object.

2) Chaotic – A character who exhibits random and/or turbulent behaviors.

3) Lawful – A character who recognizes and follows the local codes, laws, and regulations.

4) Selfish – A character who’s only concern is its own personal profit and/or pleasure.

5) Giving – An unselfish character who bestows gifts and charity upon the needy.

6) Tolerant – A character who is enduring and patient with others.

7) Addictive – A character who devotes or applies habitually or compulsively itself to objects

and/or others.

8) Honorable – A character who is honest, trustworthy, and virtuous.

9) Dishonorable – A character who is untrustworthy, unprincipled, and who causes disgrace to

fall upon themselves and others.

10) Gluttonous – A character who is insatiably greedy concerning everything around it.

11) Hyperactive – A character who is abnormally and/or excessively active.

12) Obsessed – A character who’s persistent ideas or thoughts dominate its mind.

13) Pacifist – A character who believes that war and violence are unjustified actions.

Page 43: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

43

14) Aggressive – A character who is hostile, forceful and/or offensive.

15) Stubborn – A character who is inflexible, uncompromising and adamant about what

concerns it.

16) Vain – A character who is excessively conceited about its own abilities or attributes.

17) Zealous – A character who may be extreme, fanatical, or bigoted.

18) Chivalrous – A character who is honorable, courtly, gracious, and heroic.

*Speed*

All creatures – Base speed of 5 ft. per round. Climbing, swimming, flying, (etc.) speeds are

2/3 of initial speed for that creature’s level. Crawling speed is ½ of initial

speed for that creature’s level.

*Movement and Terrain*

Tough terrain such as heavy undergrowth, broken ground, mud, and steep inclines prevents free

movement (unhampered movement). Tough terrain reduces movement speed by 50 %. If an

obstacle prevents free movement, but does not block movement, then treat is as though it were

tough terrain.

Various Movement (speed) rates are as follows:

Combat – 5 ft. increments per 5 second round.

Explore – 5 ft. increments per round for 12 rounds/1 minute.

Travel – Miles per hour/day.

Speed 10 ft. 20 ft. 30 ft. 40 ft. 50 ft. 50 + ft.

Combat

Explore

Travel

10 ft.

100 ft.

2 mi/16 mi

20 ft.

200 ft.

3 mi/24 mi

30 ft.

300 ft.

4 mi/32 mi

40 ft.

400 ft.

5 mi/40 mi

50 ft.

500 ft.

6 mi/48 mi

60 ft.

600 ft.

7 mi/56 mi

*Combat*

Combat itself takes place and/or works in cycles. Every creature involved acts in turn in a cycle

of rounds. When combat begins all combatants roll for initiative order of highest to lowest.

When every creature has had a turn, the next round begins with the combatant who has the

highest initiative.

Page 44: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

44

These combat steps are then repeated until the end of that particular battle. With a melee weapon

a character can attack any opponent that is within its normal reach. Punches, kicks, and head

butts are much like attacking with a melee weapon. With a ranged weapon a character can fire,

fling, or throw at any target that is within the weapon’s range and in the line of sight. With a

whisper a character can cast at any target that is within the Whisperer’s range and in the line of

sight unless stated in the whisperer’s description.

A character may withdraw or break off from a battle without incurring penalties. Combatants are

those who take an active part of the battle or fight. Noncombatants are those who may play a

part in a battle or fight, but do not wish to participate.

Tactical Time – 5 seconds = 1 round, 1 minute = 12 rounds

*Combat Options*

Stances –

1) Normal - +0 to damage, +0 to defense

2) Offensive - +2 to damage, -1 to defense

3) Defensive - -1 to damage, +2 to defense

*Types of Defense*

1) Combat Defense-

This is the defense a character has when it can use all of its bonuses and modifiers.

Example of it is figured-

CD = Armor + Shield + ½ Reflexes modifier + size modifier

2) Surprised Defense-

This is the defense a character has when it is unable to use its Reflexes ability modifier as part of

its defense.

Example of it is figured-

SD = Armor + Shield + size modifier

3) Armorless Defense

This is the defense a character has when it is armorless, yet still has its reflexes ability.

Example of it is figured-

AD = ½ Reflexes modifier + size modifier

Page 45: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

45

*Attack Options*

Charge –

Weapons used are either melee or unarmed. A charge is a running attack, an opposed

attack/defense roll must be made. If a charge succeeds, damage is as follows: Full Brawn

modifier plus weapon bonus plus base damage of character according to bestiary adjustment

table. If a charge fails, there is no damage and the distance gained is not lost.

Grappling-

Grappling is a type of attack where a target is being subdued. This attack in and of itself is not

lethal. A grappled opponent cannot attack and has just a surprised defense. A grappling attacker

may strike with one hand since the other hand is needed to keep its opponent subdued. An

opponent’s grapple can be broken. To grapple or to break a grapple, roll an opposed

attack/defense roll (1D18). Whichever score is highest grapples or breaks the grapple.

Melee-

Hand to hand or melee attacks can be made with a melee weapon or unarmed. To attack one

must make an opposed attack/defense roll with a 1D18. Highest score wins, not a tie. If attack

succeeds, then damage is as follows: ½ Brawn modifier plus weapon bonus plus base damage of

character according to bestiary adjustment table. If attack doesn’t succeed, then there’s no

damage.

Ranged-

Ranged attacks involve firing, flinging, or throwing a missile or weapon at a target. Target must

be within range and in the line of sight. To attack one must make an opposed attack/defense roll

with a 1D18. Highest score wins, not a tie. If attack succeeds, then damage is as follows: ½

Brawn Modifier plus weapon bonus plus base damage of character according to bestiary

adjustment table. If attack doesn’t succeed, then there’s no damage.

Whisper-

Whisper attacks involve casting whispers at an intended target. Target must be within range and

in the line of sight unless otherwise noted. To attack by casting a whisper, one must make an

opposed attack/defense roll with a 1D18. Highest score means the whisper has been properly

cast. A tied score means the whisper wasn’t cast and the lowest score means that the whisper

was cast in the wrong direction and may have hit a party member. To determine which party

member got hit have each roll a 1D6, record that number, and have the GM roll a 1D12 to

determine a target number. If a party member’s number matches the target’s number, that

character only takes ½ damage. If attack doesn’t succeed, then there’s no damage to opponent.

Page 46: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

46

*Defense Options*

Shield Defense-

Under normal circumstances it is understood that characters have a shield or something else that

could act as a shield with which to block a blow. As such when rolling for defense a character

may add its shield bonus to the 1D18 defense roll.

Parry-

To parry a blow a character doesn’t need a shield, but needs a weapon for the purpose of

blocking a blow. To parry, a character cannot be bound or blocked from action in any way. If a

character is attacked and the choice is made to parry as its defense, then this is what takes place –

a character may add ½ of its psyche modifier to the 1D18 defense roll for attempting to parry.

If the character wins the roll, the parry succeeds and no damage is done. If the character loses

the roll, the parry fails and the damage is increased by ¼. Some whispers can be parried. Ask

the Gamemaster before making such assumptions.

Dodge-

To dodge a blow a character doesn’t need a shield or a weapon. To dodge, a character cannot be

bound or blocked from action in anyway. If a character is attacked and the choice is made to

dodge as its defense, then this is what takes place – A character may add ½ of its psyche

modifier to the 1D18 defense roll for attempting to dodge. If the character wins the roll, the

dodge succeeds and no damage is done. If the character loses the roll, the dodge fails and the

damage is increased by ½. Some whispers can be dodged. Ask the Gamemaster before any such

assumptions are made.

*Attack Sequence*

Roll a 1D6 to determine which party acts first during the attack sequence. Highest score wins.

In the event of a tied roll, re-roll the 1D6. Then roll a 1D18 between members of each group.

The results will be used to determine initiative order within the groups. Members of each group

will perform their actions in initiative order of highest to lowest. In the event of a tied roll, re-

roll the 1D18 between the tied members of that group.

During the first round of a surprise attack, determine which combatants in the surprised party are

aware of their opponents. For those characters that are aware follow normal combat guidelines.

For those who are not aware cannot attack their opponents and their opponents gain first

initiative/attack against them. After the first round of a surprise attack follow normal combat

guidelines.

When engaging in combat use an opposed attack/defense roll. To attack, make it known to the

Gamemaster. Roll a 1D18 and ½ Brawn modifier plus the character’s size modifier to the score.

Highest score wins. To defend, make it known to the Gamemaster which defense option the

Page 47: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

47

character will use. Roll a 1D18 and add an option bonus (if it applies) to the score. Highest

score wins. Both rolls are thrown and compared at the same time.

If the attack succeeds, the damage inflicted is-

Charge

Grapple

Melee

Ranged

Whisper

Full Brawn modifier plus weapon bonus plus base damage.

Allow the Gamemaster to decide.

½ Brawn modifier plus weapon bonus plus base damage.

½ Brawn modifier plus weapon bonus plus base damage.

Only the initial damage stated in the Whisper’s description.

Before damage is subtracted from the defender’s hit points, the defense (Armor/Shield) is

subtracted from the damage. The remaining amount of damage is then subtracted from the

defender’s hit points. If the attack fails due to a tied roll or a successful shield defense, parry, or

dodge, then there is no resulting damage.

*Battle Grid*

Combat areas are represented with a battle grid. Each grid has multiple squares and each

represents a 5 ft. by 5 ft. area. To move a character or creature from one battle grid square to the

next, add it’s base speed to its leveled bonus along with the size modifier, and the answer

represents the number of battle grid squares that the character or creature is capable of moving,

but only during its turn per each round.

*Freemovement*

Freemovement is a type of character/creature movement that is not based on a combat movement

speed rate. Ask the Gamemaster for more details.

*Types of Actions*

1) Simple Action – is an uncomplicated to understand or an easily done action.

Examples of Simple Actions:

Use of an item

Lighting a torch

Reading

Writing

Talking

Leaving battle

Movement from one area to another

Page 48: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

48

Drawing or sheathing of a weapon

Opening or closing something

Moving a light object

Picking up light items

Standing up

Sitting

Lying down

Dropping an item

Etc.

2) Complex Action – requires more involved and detailed effort than a simple action.

Examples of Complex Actions:

Attacking an opponent

Grappling with an opponent

The giving of assistance

Whisper casting

Healing

Use of skills

To mount or dismount

Controlling a mount

The loading of a weapon (bowshot, crossbow, etc.)

Use of a weapon or shield

Retrieving an item from storage

Charging

Escaping from an opponent

Running from an opponent

Coup de grace

Putting out flames

Throwing an object

Etc.

*) A character can make one simple and one complex action per round/turn (or as GM dictates)

*Conditions and Hazards*

Falling-

For each 8 ft. a subject/object falls it receives 1D6 damage upon landing on a surface. For each

8 ft. a falling subject/object inflicts 1D6 damage upon hitting another subject/object.

Darkness-

The ability to see in darkness isn’t possible without an item, natural source of light or special

trait.

Page 49: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

49

Death-

If the amount hit point loss exceeds remaining hit points, then death occurs. Once death occurs a

character may be brought back into life. The whispers resurrect and restore may be cast to bring

a character back into life. Refer to whisperer’s description for exact effects. Any pre-existing

conditions must still be dealt with.

Dehydration/Starvation-

For each 12 hrs. after an initial 48 hr. period, 1D6 damage is inflicted upon characters. If

damage exceeds remaining hit points, then death occurs. Drinking clean water/eating unspoiled

food will remedy/stop the progress of his condition.

Suffocation-

For each 1 minute of suffocation beyond the initial 1 minute of held breath, 2D6 damage is

inflicted upon the character. If damage exceeds remaining hit points, then death occurs.

Poison-

For each 5 minutes beyond initial poisoning, 1D6 damage is inflicted upon characters. If

damage exceeds remaining hit points, then death occurs. A whisper, item, or a success number

roll may remedy this condition.

Disease-

For each 24 hrs. beyond initial infection, 1D6 damage is inflicted upon character. If damage

exceeds remaining hit points, then death occurs. A whisper, item or a success number roll may

remedy this condition.

Paralysis-

Only a Success Number Roll can remedy this condition. If it doesn’t, then the character will be

considered permanently paralyzed. If the character is not tended to (that is kept alive), then refer

to any of the rules in this section that apply to the character’s situation.

Stone-

A Success Number Roll can remedy this condition. If it doesn’t and the process fully turns a

character to stone, then the character is considered to be not alive and not dead, but in a stasis

until some force in the Gamemaster’s control can remedy this condition.

Natural Restoration-

Page 50: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

50

After 6 hrs. of rest, a character’s hit points and mana reserve points will be restored in full

according to the character’s level. If a condition that may threaten a character’s life exists before

rest is taken, then the life threatening condition (unless remedied) is still taking its toll on the

character during the rest period. If during the rest period the condition’s damaging effects

exceed the character’s remaining hit points, then death occurs. This is because a condition stops

a character’s body from regaining any lost hit points, mana reserve points that would normally be

regained during a 6 hr. rest period.

*Condition Resistance Numbers*

1) Poison – SN 7

2) Disease – SN 11

3) Paralysis – SN 16

4) Stone – SN 20

SN = Success Number * Health modifier plus 2D6 roll.

To resist these conditions the success number roll must meet or beat the numbers listed per

condition.

*Whisper List*

1) Battle Spirit

2) Fearful Spirit

3) Harmful Spirit

4) Sphere Missile

5) Mana Armor

6) Mana Weapon

7) Battle Cry

8) Tremor

9) Healing Light

10) Sanctum

11) Slumber

12) Mirror

13) Harm

14) Resurrect

15) Sustain

16) Berserk

17) Dust Demon

18) Summon Horde

19) Wraithmare

20) Portal

21) Storm

22) Wild Morph

23) Night Sight

24) Twister

25) Regen

26) Curse

27) Plague

28) Anima

29) Toughen

30) Shadow-port

31) Locate

32) Skill Drain

33) Fire Bolt

34) Ice Bolt

35) Acid Bolt

36) Skyfire Bolt

37) Blast

38) Wildfire

39) Discharge

40) Bleed

41) Mend

42) Remove

43) Restore

44) Boom rock

45) Stronghold

46) Baffle

47) Wither

48) Toxin

Page 51: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

51

*Whisper Descriptions*

Whisper – Battle Spirit

MRP – 5

Rng. – Caster

Dur. – 3 rounds

Mode – Whisper

H/H – N/A

Rad. – 10 ft.

Eft. - + 1 dmg. increase

An area effect whisper centered on caster. Gives caster and allies within a 10 ft. radius a melee

dmg. bonus of +1.

Whisper – Fearful Spirit

MRP – 10

Rng. – 10 ft.

Dur. – Instant

Mode – Shout

H/H – N/A

Rad. – 10 ft.

Eft. – surprise round

An area effect whisper. It causes target(s) (less than level 6) to become fearfully surprised. As a

result of this the caster and/or allies gain a surprise round against the target(s). The party can

gain only one surprise round per encounter in this fashion.

Whisper – Harmful Spirit

MRP – 15

Rng. – 20 ft.

Dur. – Instant

Mode – Shout

H/H – ½ total HP dmg.

Rad. – 5 ft.

Eft. – N/A

Causes one target to lose ½ of its total HP. Target must be of level 6 or less. Once total HP has

been reduced to 1 HP, the target cannot lose any more HP due to this whisper.

Whisper – Sphere Missile

MRP – 20

Rng. – 5 ft. per caster level

Dur. – Instant

Mode – Thought

H/H – 2D18/1D18

Rad. – 5 ft.

Eft. – N/A

This missile is composed of the caster’s life force. It causes 2D18 damage to target at an

additional cost of 1D18 damage to caster. The strength of this whisper increases by 1D18 per 10

caster levels (max dmg of 4D18) while damage to caster remains 1D18.

Whisper – Mana Armor

MRP – 25

Rng. – 5 ft.

Dur. – 4 rounds

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – +2 to Defense bonus

Adds a temporary +2 Armor defense bonus to target’s existing armor. It will last for 4 rounds.

This whisper does not stack with other forms of armor based on mana enhancement.

Page 52: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

52

Whisper – Mana Weapon

MRP – 30

Rng. – 5 ft.

Dur. – 4 rounds

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – +2 to Weapon bonus

Adds a temporary +2 Weapon damage bonus to target’s existing weapon. It will last for 4

rounds. This whisper does not stack with other forms of weapons based on mana enhancement.

Whisper – Battle Cry

MRP – 35

Rng. – 5 ft.

Dur. – End of encounter

Mode – Shout

H/H – N/A

Rad. – 5 ft.

Eft. – Summons ally

Summons one game character from a co-existing plane to assist the caster in battle. The game

character will be a warrior (GM choice) of a level that is ½ the level of the caster (no less than

level one). At the end of the battle/encounter the game character (warrior) will return to its home

plane.

Whisper – Tremor

MRP – 40

Rng. – 20 ft.

Dur. – 2 rounds/3 rounds

Mode – Thought

H/H – 1D18

Rad. – 10 ft.

Eft. – 1D6 dmg. 3rd round

A tremor envelopes targeted area. Inflicts 1D18 points of damage for 2 rounds and an additional

1D6 points of damage for 1 round. Vibrational damage is inflicted upon each occupant within

the targeted area.

Whisper – Healing Light

MRP – 5

Rng. – Caster

Dur. – Instant

Mode – Thought

H/H – Restores 1D6 HP

Rad. – 10 ft.

Eft. – Doesn’t heal caster

The caster’s aura extends beyond its normal range to envelope 1D6 to allies without healing

caster. If used against undead creatures it will inflict 2D6 points of holy damage to each undead

within targeted area, without healing or harming caster.

Whisper – Sanctum

MRP – 10

Rng. – 10 ft.

Dur. – 6 hrs.

Mode – Whisper

H/H – Sanctuary

Rad. – 20 ft.

Eft. – N/A

Page 53: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

53

Creates a temporary barrier that also hides the caster’s party from danger. It also acts as a shelter

in which to set up a temporary camp site. Outside the barrier it appears invisible as if nothing is

there. Inside the barrier the occupants can see what is happening around it. The interior light is

controlled by the caster’s thoughts.

Whisper – Slumber

MRP – 15

Rng. – 15 ft.

Dur. – 3 rounds

Mode – Whisper

H/H – Induces sleep

Rad. – 10 ft.

Eft. – N/A

Causes all occupants of targeted area (level 6 or less) to fall into a deep sleep unless attacked or

awakened within the 3 round duration.

Whisper – Mirror

MRP – 20

Rng. – 15 ft.

Dur. – 5 rounds

Mode – Thought

H/H – Whisper reflection

Rad. – 5 ft.

Eft. – N/A

Causes a harmless, invisible barrier to form around the target. Any whispers cast on target from

outside the barrier are reflected back to their source, thereby affecting the original caster per the

whisperer’s description. While barrier is in place any whispers cast by occupant are reflected

onto occupant.

Whisper – Harm

MRP – 25

Rng. – 15 ft.

Dur. – Instant

Mode – Shout

H/H – 1D18

Rad. – 5 ft.

Eft. – N/A

Causes target to lose part of its life force. Due to this loss, 1D18 points of damage is inflicted

upon target.

Whisper – Resurrect

MRP – 30

Rng. – 15 ft.

Dur. – Instant

Mode – Whisper

H/H – Brings back to life

Rad. – 5 ft.

Eft. – N/A

Brings back the soul, renews the soul’s connection to the flesh, and raises back into life the

body/flesh of the recently deceased. The process only restores 5 HP to the recently deceased.

Page 54: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

54

Whisper – Sustain

MRP – 35

Rng. – 5 ft.

Dur. – Instant/1 hr.

Mode –Whisper

H/H – Provides nourishment

Rad. – 10 ft.

Eft. – Protection from harsh climate

Provides/creates enough food and water to nourish a party of 5 members. Also provides

endurance against harsh climates for up to a party of 5, for a duration of 1 hr. Caster may choose

nourishment or endurance or both per casting of this whisper.

Whisper – Berserk

MRP – 40

Rng. – 15 ft.

Dur. – 5 rounds

Mode – Shout

H/H – Engages opposing party

Rad. – 15 ft.

Eft. – N/A

Causes an opposing party (up to 10 members) to become enraged. In this condition each

member will attack its fellow members (even themselves) until each is defeated. Monsters of

level 10 or higher are immune to this whisper.

Whisper – Dust Demon

MRP – 5

Rng. – 5 ft.

Dur. – 5 rounds

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – N/A

Causes the dust around caster to form a small demon about 12 inches tall. It can inflict 1 point of

damage per attack. It receives 1D6 attack(s) per round for 5 rounds. It may roam away from

caster for a distance of 15 ft. It also receives a movement rate of 10 ft. per round. It is controlled

by caster. After the fifth round it becomes dust once more.

Whisper – Summon Horde

MRP – 10

Rng. – 15 ft.

Dur. – 1 round

Mode – Shout

H/H – 1D6 animals/1D6 dmg each

Rad. – 15 ft.

Eft. – N/A

Summons 1D6 animals (rats, bats, birds, etc.) that inflict 1D6 points of damage each. Each

animal gets only one attack. Afterwards the summoned animals just disappear. Use the stats for

the animals summoned.

Whisper – Wraithmare

MRP – 15

Rng. – 10 ft.

Dur. – 1 hr. per level of caster

Mode – Thought

H/H – N/A

Rad. – 10 ft.

Eft. – Temporary Mounts

Page 55: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

55

Causes wraith-like forms to appear in a shape similar to a horse. 1D6 forms will appear and can

be used as mounts for the purpose of travel. The wraithmare(s) duration is 1 hour per level of

caster (min./ hour), after which it/they disappear. Use stats for a horse.

Whisper – Portal

MRP – 20

Rng. – 5 ft.

Dur. – 3 rounds

Mode – Thought

H/H – N/A

Rad. – 10 ft.

Eft. – Transport

Creates and opens a portal that can transport caster and/or party members to the last town visited.

By the end of the third round the portal will close and disappear behind travelers.

Whisper – Storm

MRP – 25

Rng. – 10 ft.

Dur. – 3 rounds

Mode – Shout

H/H – 1D6 dmg. each

Rad. – 10 ft.

Eft. – Multiple targets

Creates a lightning storm. The storm produces 1D6 lightning strikes within radius while

inflicting 1D6 points of damage to target(s) with each strike.

Whisper – Wild Morph

MRP – 30

Rng. – Caster

Dur. – up to 24 hrs.

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – N/A

Allows caster to take the form of one animal and return to its original form. The change can last

up to 24 hrs., at which time the caster reverts to its original form. Caster will have access to

animal’s abilities and skill not its own. All of caster’s equipment transforms with caster. Animal

speaks its own way. Caster must also use the stats for that particular animal.

Whisper – Night Sight

MRP – 35

Rng. – 10 ft.

Dur. – 1 minute/12 rounds

Mode – Whisper

H/H – N/A

Rad. – 10 ft.

Eft. – Ability to see at night

Caster can bestow on multiple targets the ability to see during the night. Must at least have a

little light present such as: stars, the moon, etc. This Whisper grants targets the ability to see at

night as they normally would during the day.

Whisper – Twister

MRP – 40

Rng. – 20 ft.

Dur. – 3 rounds

Mode – Shout

H/H – 1D6 dmg. per target

Rad. – 10 ft.

Eft. – N/A

Page 56: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

56

Creates a small tornado that inflicts 1D6 points of damage per target for 3 rounds. After the third

round it disperses.

Whisper – Regen

MRP – 5

Rng. – 10 ft.

Dur. – 6 rounds

Mode – Whisper

H/H – 1 hp per round

Rad. – 5 ft.

Eft. – regenerate hp

Causes one target to gain 1 hp per round for six rounds. Cannot be cast on target again until the

whisper’s duration runs out.

Whisper – Curse

MRP – 10

Rng. – 10 ft.

Dur. – Until lifted/death

Mode – Thought

H/H – 1D6 dmg. per 6 hrs.

Rad. – 5 ft.

Eft. – N/A

Causes target to bleed from the eyes, ears, mouth, and nose. Inflicts 1D6 points of damage to

target’s brain. Target receives damage once per 6 hours until the curse is lifted or the target dies.

Curse must be lifted at a major temple.

Whisper – Plague

MRP – 15

Rng. – 20 ft.

Dur. – Duration of conditions

Mode –Whisper

H/H – 1D6 per 5 min./1D6 per 24 hrs.

Rad. – 5 ft.

Eft. – N/A

Causes target to become diseased and poisoned. Inflicted damage is per conditions and hazards

section for both conditions at the same time. To cure by item, whisper, or success number roll, it

must be cured 3 times in succession.

Whisper – Anima

MRP – 20

Rng. – 10 ft.

Dur. – 24 hrs.

Mode –Shout

H/H – N/A

Rad. – 5 ft.

Eft. – Animate dead things

Causes a recently dead target to become animated, only a resemblance of life rather than life

itself. Target is still considered to be dead. Also, target will have ½ of its leveled stats.

Whisper – Toughen

MRP – 25

Rng. – 15 ft.

Dur. – 1hr.

Mode –Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – Defense bonus

Page 57: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

57

Causes the hide/skin on an animated/living target to toughen giving it a +2 modifier to combat

defense.

Whisper – Shadow-port

MRP – 30

Rng. – 15 ft.

Dur. – Instant

Mode –Thought

H/H – N/A

Rad. – 5 ft.

Eft. – Instant Travel

Transports one target from a nearby shadow to another shadow in an area previously visited by

caster. Destination is otherwise the caster’s choice! This is a one way trip.

Whisper – Locate

MRP – 35

Rng. – 20 ft.

Dur. – 5 minutes

Mode –Whisper

H/H – N/A

Rad. – 15 ft.

Eft. – Find things

Allows a caster to find/locate a subject/object it’s very familiar with.

Whisper – Skill Drain

MRP – 40

Rng. – 20 ft.

Dur. – Instant

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – Draining of mastery

Allows the caster to drain and transfer to itself (or another target) the skill mastery of a single

target. It there’s no skill mastery within target, then caster receives one free use of a skill

recently used by the target. This whisper causes no physical harm to the target. Also, the target

is not aware of the drain.

Whisper – Fire Bolt

MRP – 5

Rng. – 20 ft.

Dur. – Instant

Mode – Whisper

H/H – 2D6 points of damage

Rad. – 5 ft.

Eft. – Fire

A tongue of fire springs forth from the caster’s hand to the target. Inflicts 2D6 points of fire

damage.

Whisper – Ice Bolt

MRP – 10

Rng. – 20 ft.

Dur. – Instant

Mode – Whisper

H/H – 3D6 points of damage

Rad. – 5 ft.

Eft. – Ice

Page 58: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

58

Many shards of ice spring forth from caster’s hand to assault target. Inflicts 3D6 points of ice

damage.

Whisper – Acid Bolt

MRP – 15

Rng. – 20 ft.

Dur. – Instant

Mode – Whisper

H/H – 1D6 points of damage

Rad. – 5 ft.

Eft. – Acid

A fountain (small) of slimy acid springs forth from caster’s hand to coat target. Inflicts 1D6

points of acid damage.

Whisper – Skyfire Bolt

MRP – 20

Rng. – 20 ft.

Dur. – Instant

Mode – Shout

H/H – 2D6 points of damage

Rad. – 10 ft.

Eft. – Multiple targets

A bolt of skyfire/lightning descends from the sky to strike target(s). It inflicts 2D6 damage to

each target within whisper’s radius.

Whisper – Blast

MRP – 25

Rng. – 25 ft.

Dur. – Instant

Mode – Shout

H/H – 1D6 points of damage

Rad. – 15 ft.

Eft. – Multiple targets

A strong gust of destructive, superheated air assails target(s). Inflicts 1D6 points of damage to

each target within target’s radius.

Whisper – Wildfire

MRP – 30

Rng. – 30 ft.

Dur. – 6 rounds

Mode – Shout

H/H – 1D6 points of damage

Rad. – 20 ft.

Eft. – Multiple targets, Fire

Causes entire radius of the area of effect to burst into flames damaging each target within the

radius of the whisper. Inflicts 1D6 points of damage per target per round for six rounds.

Whisper – Discharge

MRP – 35

Rng. – 30 ft.

Dur. – Instant

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – Drain mana infused items

Page 59: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

59

Causes all mana infused items within area of effect to lose all charges. They become ordinary

objects as the result of this whisper.

Whisper – Bleed

MRP – 40

Rng. – 20 ft.

Dur. – 2 rounds

Mode – Whisper

H/H – 1D18 points of damage

Rad. – 10 ft.

Eft. – Multiple targets

Causes wounded target(s) to bleed heavily. It inflicts 1D18 points of damage per target per

round per 2 rounds.

Whisper – Mend

MRP – 5

Rng. – 20 ft.

Dur. – Instant

Mode – Thought

H/H – 1D6 point restored

Rad. – 5 ft.

Eft. – To fix

Fixes/heals damage to animate/inanimate target. Does not apply to undead targets. Replenishes

1D6 hit points to target.

Whisper – Remove

MRP – 10

Rng. – 15 ft.

Dur. – Instant

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – Curing

This whisper can remove poison, disease, and toxin from chosen target. Target can be afflicted

with all 3 and all 3 will be cured instantly.

Whisper – Restore

MRP – 15

Rng. – 15 ft.

Dur. – Instant

Mode – Whisper

H/H – N/A

Rad. – 5 ft.

Eft. – Bring back to life

Brings back the soul, renews the soul’s connection to the body/flesh of the recently deceased.

The process restores 5 hit points and erases all conditions (pre-existing) of the recently deceased.

Whisper – Boomrock

MRP – 20

Rng. – 5 ft.

Dur. – 24 hrs.

Mode – Whisper

H/H – 2D6 points of damage x 3

Rad. – 5 ft.

Eft. – Fire

Page 60: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

60

Mana infuses 3 stones with explosive (fire) energy. Each stone inflict 2D6 points of damage.

Stones can be flung or simply thrown at a target.

Whisper – Stronghold

MRP – 25

Rng. – 35 ft.

Dur. – 24 hrs.

Mode – Whisper

H/H – N/A

Rad. – 30 ft.

Eft. – Shelter

Creates a temporary 30 ft. by 30 ft. shelter with a fully stocked larder, herb locker, and ever-

burning hearth. Can withstand 250 points of attack damage. The shelter also has a shadowy

servant that will assist caster. Shadowy servant cannot leave shelter.

Whisper – Baffle

MRP – 30

Rng. – 20 ft.

Dur. – 6 rounds

Mode – Shout

H/H – N/A

Rad. – 15 ft.

Eft. – Multiple targets

Causes target(s) within radius to become confused and wander about aimlessly. It affects

target(s) of level 10 or less. The confusion lasts for 6 rounds.

Whisper – Wither

MRP – 35

Rng. – 15 ft.

Dur. – 3 rounds

Mode – Whisper

H/H – 2D6 points of damage

Rad. – 10 ft.

Eft. – Plant/Plant-like targets

Causes any Plant/Plant-like target(s) to wither as if affected by the blight. Target(s) begin to act

confused and become weakened as if poisoned. Ability modifiers become halved for duration of

whisper. They become normal after 3 rounds.

Whisper – Toxin

MRP – 40

Rng. – 30 ft.

Dur. – 10 rounds

Mode – Whisper

H/H – 2D6 points of damage per 5 minutes

Rad. – 10 ft.

Eft. – Plant/Plant-like targets

Affects target(s) as if they were poisoned, which in fact they have been. Can be cured like

poison, but must be cured twice. If target leaves the area of effect, becomes cured, and re-enters

the area of effect before the end of duration, it becomes poisoned with toxin once more.

*Whisper Description Format*

Whisper – Mode/Activator -

Page 61: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

61

MRP/Mana Reserve points

Rng./Range

Dur./Duration

H/H – Help/Hurt

Rad./Radius –

Eft./Effect(s) –

Description of Whisper -

*Whisper Rules (Towers)*

Whispers may be learned in Whispering Towers. To train in a tower to learn a whisper that

belongs to a different class, the following conditions must be met:

*) The Whisperer must be able to pay for training. The necessary fee(s) may be favors, trinkets,

a certain amount of gold, etc.

*) The time necessary to learn a new Whisper may vary.

*) The whisperer must learn from a level 10 or higher whisperer in a whispering tower.

*) A Whisperer of level 10 or higher may teach the whispers that it can cast to lower level

whisperers, but only in a whispering tower.

*) If a whisperer learns a whisper from another class, it must have the initial level/experience

needed to cast that particular whisper. Refer to “Advancement Table (Whisperer)” for the

information.

*Whisper Rules (use and understanding)*

The use of whispers is derived from whisper energy also known as mana. Mana is a

metaphysical energy found in all of creation. Mana is similar to a creature’s personal animating

energy known as its life force. A whisperer has the innate ability to channel mana through its

life force, thus creating a magical potential allowing for the casting of whispers. Refer to

Combat section for casting information.

Whisper energy that is derived from the surrounding environment and is brought into being by a

whisperer’s channeling ability can be activated, that is cast by a certain thought, a soft whisper,

or a shout. This is also known as the mode/activator of the whisper. Whispers can be

memorized, but should be recorded in a book.

Whisper casting as with weapon combat still relies on an opposed Attack/Defense roll for

successful use in battle. The whispers that heal and cure may be used to damage certain undead.

The whisper Harm may be used to heal certain undead. If the opposed Attack/Defense roll

requirements are met, then there will be no rolls to resist any damage caused by whispers.

Page 62: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

62

*Die Conversion Table*

2 ± D6 3D6 1D100 1D20 1D18 Modifiers Die

- 5 3 0 – 10 1 1 - 5 -

- 4 4-5 11-20 2-3 2-3 - 4 -

- 3 6 21-30 4-5 4-5 - 3 -

- 2 7-8 31-35 6-7 6 -2 -

- 1 9 36-45 8-9 7-8 -1 -

0 10-11 46-55 10-11 9-10 0 D2, D3

+ 1 12 56-65 12-13 11-12 + 1 D4

+ 2 13-14 66-70 14-15 13 + 2 D6

+ 3 15 71-80 16-17 14-15 + 3 D8

+ 4 16-17 81-90 18-19 16-17 + 4 D10

+ 5 18 91-100 20 18 + 5 D12

This conversion table is provided so gamers who wish to use sourcebooks from other game

systems, can be able to convert figures relatively easy.

*Note – 2 ± D6 are two D6 dice. One is a positive die and the other is a negative die.

1D18 as a % Die

1 0-10 % 11 56-60 %

2 11-15 % 12 61-65 %

3 16-20 % 13 66-70 %

4 21-25 % 14 71-75 %

5 26-30 % 15 76-80 %

6 31-35 % 16 81-85 %

7 36-40 % 17 86-90 %

8 41-45 % 18 91-100 %

9 46-50 %

10 51-55 %

Page 63: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

63

*Dice Patterns (Paper)*

D6

6 – Sided Die

Pattern to create a paper die. This pattern can be used to create a paper die, a mold

for a solid die, or a model to create a solid die.

Trace this pattern and transfer it to a

piece of poster board. Then cut out

pattern along the edges, bend all

adjoining lines, and glue all edges

together

# Measurements

1 50⁰

2 65⁰

3 38.5⁰

4 103⁰

5 5/8 inch

6 5/8 inch

7 ¼ inch

8 16 mm

9 16 mm

10 6 mm

Page 64: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

64

D12

12 – Sided Die

Pattern to create a paper die. This pattern can be used to create a paper die, a

mold for a solid die, or a model to create a solid

die.

Trace this pattern and transfer it to a piece of

poster board. Then cut out pattern along the

edges, bend all adjoining lines, and glue all

edges together

# Measurements

1 100⁰

2 90⁰

3 129⁰

4 5/8 inch

5 5/8 inch

6 1/8 inch

7 3/32 inch

8 16 mm

9 16 mm

10 3 mm

11 2 mm

Page 65: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

65

D18

18 – Sided Die

Pattern to create a paper die. This pattern can be used to create a paper die, a

mold for a solid die, or a model to create a solid

die.

Trace this pattern and transfer it to a piece of

poster board. Then cut out pattern along the

edges, bend all adjoining lines and glue all

edges together

# Measurements

1 125⁰

2 110⁰

3 90⁰

4 3/8 inch

5 3/8 inch

6 5/8 inch

7 3/32 inch

8 10 mm

9 10 mm

10 16 mm

11 2 mm

Page 66: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

66

*Die Pattern Notes*

If by chance a D18 cannot be found or bought, a pattern to make a paper version (perhaps poster

board) has been provided in the previous section. If you have trouble making things, don’t worry

about it. Just use 3D6 in place of a D18 and consult the “Die Conversion Table” also provided.

Or if you wish you could use 2 ± D6 in place of a 1D18. Instead of rolling scores to be

transformed into modifiers, you would be rolling the modifiers themselves. Consult the “Die

Conversion Table” for the note concerning this.

*Condensed Bestiary Examples*

# Type L

V

SZ P

h

Me S

p

Hp Mr

p

AT Dmg WB AR AB Spl

Ft

S $

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

Brownie

Mold

Slime

Goblin

Hobgoblin

Skeleton

Zombie

Dragon

Chimera

Ogre

Cyclops

Troll

Demon

Imp

Centaur

Satyr

Boar

Dog

Wolf

Rat

Bat

Goat

Mule

Donkey

Horse

Bull

Bear

Leopard

Tiger

Wolfhound

3

1

2

3

5

1

2

8

6

4

3

5

1

1

6

8

2

1

1

1

1

2

3

2

2

1

2

1

1

3

B

A

0

A

0

0

0

L4

0

L2

L2

L1

0

C

0

0

0

A

A

D

D

A

L1

0

L1

L1

L1

0

0

A

0

0

1

1

2

1

1

3

1

2

3

2

2

0

2

2

2

1

2

0

0

2

4

2

3

3

3

3

3

2

3

0

0

1

4

0

0

4

1

2

1

2

1

1

2

1

1

1

1

2

1

0

1

1

1

1

2

1

2

1

0

1

1

0

1

0

0

2

0

0

1

1

0

0

2

2

1

3

3

0

0

1

2

1

2

1

1

1

1

2

3

5

5

5

10

5

5

100

15

30

15

20

5

3

15

20

5

5

5

1

1

10

10

5

10

10

10

5

5

5

5

5

5

5

10

5

5

15

10

10

5

10

5

5

10

15

-

-

-

-

-

-

-

-

-

-

-

-

-

-

L

L

D

E

E

E

E

C

F

E

E

E

E

G

H

E

A

A

A

A

A

I

H

H

H

I

C

A

A

A

1D6

1D6

1D6

1D6

1D6

1D6

1D6

3D6

1D6

2D6

2D6

2D6

1D6

1D6

1D6

1D6

1D6

1D6

1D6

1D6

1D6

1D6

2D6

1D6

2D6

2D6

2D6

1D6

1D6

1D6

+0

+1

+2

+1

+2

+1

+1

+5

+3

+3

+3

+3

+1

+0

+2

+1

+2

+2

+2

+0

+0

+2

+4

+2

+3

+4

+4

+3

+3

+2

A

K

J

A

A

K

A

G

D

D

A

E

F

F

D

A

D

D

D

A

A

D

D

D

D

D

D

D

D

D

+0

+0

+1

+0

+0

+0

+0

+5

+2

+2

+0

+3

+2

+0

+2

+0

+2

+1

+1

+0

+0

+1

+2

+2

+2

+2

+2

+2

+2

+1

10

10

10

10

15

10

10

15

15

10

10

15

10

10

15

15

10

10

10

10

10

10

10

10

10

10

10

10

10

10

G

B

B

D

C

B

B

H

E

J

B

E

A

G

C

C

J

J

J

G B/H

J J J J J J J J J

A

-

-

A

B

-

-

H

C

D

E

D

E

-

C

C

-

-

-

-

-

-

-

-

-

-

-

-

-

-

Page 67: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

67

*Condensed Bestiary Examples (Cont.)*

# Type L

V

SZ Ph Me Sp Hp Mrp AT Dmg WB AR AB Spl

Ft

S $

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

Skunk

Wolverine

Scorpion

Spider

Centipede

Roach

Beetle

Wasp

Ant

Leech

Maggot

Sand Worm

Ghoul

Rhino

Griffin

Monkey

Ape

Snake

Lizard

Hyena

Serpent

Unicorn

Fairy

Gargoyle

Giant

Wraith

Specter

Ghost

1

1

2

2

3

5

3

4

2

2

4

3

3

1

9

1

3

1

2

1

3

1

1

4

3

2

3

1

C

D

L3

L2

L3

L2

L2

L2

L1

L1

0

L3

0

L1

L3

C

L1

D

C

A

L1

L1

C

0

L3

0

0

0

0

1

3

1

4

1

2

1

2

2

0

2

2

3

3

2

3

0

0

1

2

2

0

1

3

1

0

0

1

0

4

2

0

0

3

0

0

0

2

1

1

2

4

1

2

0

0

0

1

2

1

2

3

2

1

1

0

1

0

0

0

1

0

0

3

0

0

1

0

0

2

2

1

0

1

1

0

2

0

0

1

0

0

0

3

1

20

15

20

30

15

30

10

10

10

20

5

10

80

3

10

1

3

5

10

10

3

10

20

5

5

5

-

-

-

-

-

-

-

-

-

-

-

-

5

-

15

-

-

-

-

-

-

5

5

10

5

5

5

5

L

A

G

A

A

A

A

G

A

A

A

A

E

I

J

A

E

A

A

A

A

I

L

C

E

L

L

L

1D6

1D6

3D6

2D6

3D6

2D6

2D6

2D6

2D6

2D6

1D6

3D6

1D6

2D6

3D6

1D6

2D6

1D6

1D6

1D6

2D6

2D6

1D6

1D6

3D6

1D6

1D6

1D6

+0

+0

+3

+2

+5

+2

+3

+2

+3

+3

+1

+4

+1

+3

+4

+1

+2

+0

+0

+1

+3

+3

+0

+1

+3

+0

+0

+0

C

C

H

H

H

H

H

H

H

F

B

H

A

E

D

D

D

F

F

D

F

D

A

I

A

K

K

K

+0

+0

+6

+5

+6

+5

+5

+5

+5

+3

+1

+6

+0

+3

+3

+0

+2

+0

+0

+1

+3

+2

+0

+4

+1

+0

+0

+0

10

10

10

10

10

15

10

10

10

10

10

10

10

10

20

10

10

10

10

10

10

10

10

10

10

10

10

10

G J F F I D C G G A F I D J H J J F J L F C E E J H H H

-

-

-

-

-

-

-

-

-

-

-

-

-

-

H

-

-

-

-

-

-

-

E

-

H

-

-

-

*Note*

All creature attribute scores are rolled not adjusted. For adjusted scores refer to the “Adjustment

Table.”

Page 68: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

68

*Condensed Bestiary Legend*

Abbreviation Meaning Description

LV

Sz

Ph

Me

Sp

Hp

Mrp

AT

Dmg

WB

AR

AB

Spd

S

$

Level

Size

Physical

Mental

Spiritual

Hit Points

Mana Reserve

Attack Type

Damage

Weapon Bonus

Armor Type

Armor Bonus

Speed

Special

Treasure

Creature’s level

Size of creature

Physical attribute of creature

Mental attribute of creature

Spiritual attribute of creature

Amount of Hit Points a creature has

Amount of Mana Reserve a creature has

Type of attack a creature uses – (only one given)

A) Bite D) Pseudopod G) Sting J) Talons

B) Tail E) Fist H) Hooves K) Barb

C) Claw(s) F) Breath I) Horns L) Other

Base damage a creature inflicts according to Adjustment

Table. (base = 1D6 character)

A creature’s weapon bonus according to Natural Weapon

Table.

A creature’s Natural Armor-

A) Bare skin E) Loose folds of hide I) Plates, bone

B) Loose folds of skin F) Scales, soft J) Plates, pseudo

C) Thick hair G) Scales, hard K) Other

D) Hide H) Plates, chitin

A creature’s armor bonus according to the Natural Armor

Table

A creature’s movement rate per turn. Base speed is 5 ft. per

round

Special abilities or attacks a creature may possess-

A) Double attack F) Vibration Sense

B) Blind attack G) Double movement

C) Tracking H) Fly (base + 5 ft. per sec.)

D) Dark sight (15 ft.) I) Burrow (base + 5 ft. per rnd.)

E) Regen (+1 per rnd.) J) None

The amount of treasure a creature might possess-

A) Up to 10 gp E) Up to 400 gp

B) Up to 50 gp F) Up to 600 gp

C) Up to 100 gp G) Up to 800 gp

D) Up to 200 gp H) 1,000 gp or more

*Note*(Spirit Rules)

1) The attack type for a spirit is “disrupting touch” and it causes 1D6 points of damage.

2) The armor type for a spirit is “ethereal” and to confirm a hit roll a 1D18, #1 - #9 confirms and

#10 - #18 denies a hit.

Page 69: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

69

*Treasure Types*

1) Gold

2) Gems such as:

Amber

Garnet

Aquamarine

Carnelian

Quartz

Topaz

Jasper

10 gp

20 gp

30 gp

40 gp

50 gp

60 gp

70 gp

Agate

Emerald

Ruby

Sapphire

Moonstone

Rock Crystal

80 gp

90 gp

100 gp

110 gp

120 gp

1 gp

3) Weapons, Armor, Shields

4) Items

5) Mundane equipment, artwork, etc.

* Use shop prices to determine the value of treasure other than gemstones.

* To be given out as Gamemaster dictates.

*Condensed Bestiary Descriptions*

1) Brownie – A benevolent woodland fairy

2) Mold – A furry fungi that grows in darkened, warm, moist areas.

3) Slime – A thick, slippery, or sticky brainless organism.

4) Goblin – A troublesome, ugly, short creature.

5) Hobgoblin – Similar to the goblin, but is larger and more intelligent

6) Skeleton – Dry bones of a human that have been animated with a whisper.

7) Zombie – A human corpse that has been animated with a whisper.

8) Dragon – A fire breathing, winged reptile with legs.

9) Chimera – Fire breathing creature with goat’s body, a lion’s head, and a dragon’s tail.

10) Ogre – A terrifying human eating giant.

Page 70: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

70

11) Cyclops – A one-eyed ogre.

12) Troll – A dwarfed giant who eats children and lives in caves.

13) Demon – An evil and malevolent supernatural being.

14) Imp – A small devilish sprite (Fairy).

15) Centaur – Has the upper torso of a human along with the body and legs of a horse.

16) Satyr – Has the upper torso of a human along with the lower body and legs of a goat.

17) Boar – A wild pig with sharp tusks protruding from its mouth.

18) Dog – Four-legged, flesh eating, wild. Sometimes kept as pets or trained for work.

19) Wolf – Wild mammal related to dogs. They hunt in packs. Can be kept as a pet or trained.

20) Rat – A large rodent similar to a mouse that may at times carry diseases.

21) Bat – A mouse-like creature that flies about at night.

22) Goat – A quick short haired mammal with two horns. Most commonly kept as a source of

meat and milk.

23) Mule – The offspring/combination of a male donkey and a female horse.

24) Donkey – A long-eared creature related to the horse.

25) Horse - A large plant eating four-legged mammal. Can be ridden and used to carry or pull

loads.

26) Bull – A male domesticated and horned bovine animal bred for meat.

27) Bear – A large and heavy mammal with thick hair and it can walk on its soles when

threatened.

28) Leopard – Large yellowish brown feline with black spots.

29) Tiger – Large yellowish feline with black stripes.

30) Wolfhound – A dog bred to hunt wolves. Can be kept as a pet or trained to hunt.

31) Skunk – A cat sized creature with white stripes on a coat of black. It defends itself with a

spray that really stinks.

Page 71: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

71

32) Wolverine – A voracious flesh eating creature related to weasels.

33) Scorpion – A arachnid with pincers and a stinging tail.

34) Spider – Arachnids that spin webs to capture other creatures as food.

35) Centipede – A wormlike, segmented, armor plated creature with many legs and sharp

mandibles.

36) Roach – A brown flat vermin-insect that inhabits dark areas and collects things.

37) Beetle – An armor plated insect that feeds upon carrion.

38) Wasp – A black and yellow striped flying insect with a stinger extending from its lower

abdomen.

39) Ant – A small colonial, wingless, six-legged insect with sharp mandibles.

40) Leech – A blood sucking, water dwelling invertebrate/worm.

41) Maggot – A soft bodied carrion feeding larva.

42) Sand Worm – A armor plated, bloodsucking, water dwelling creature similar to a centipede.

43) Ghoul – A spirit being that eats corpses in graveyards.

44) Rhino – A large greyish thick-hide creature with two horns on its nose.

45) Griffin – A creature with an eagle’s head, talons, and wings in the front along with the lower

body and legs of a lion.

46) Monkey – A hairy primate which usually eats fruit, but is capable of eating flesh.

47) Ape – A large monkey like creature that doesn’t have a tail.

48) Snake – A long reptile that has no legs, but has a poisonous bite.

49) Lizard – A four legged, slender reptile which has a tail and a rough scaly hide.

50) Hyena – A flesh eating doglike creature. Its rear legs are shorter than its front legs.

51) Serpent – A large snake.

52) Unicorn – A horse-like creature with a single, spiraling horn on its head.

53) Fairy – A small being with magical powers.

Page 72: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

72

54) Gargoyle – A grotesque animated, carved stone human looking creature.

55) Giant – A very large human like being.

56) Wraith – A ghost that has been magically brought back from the afterlife.

57) Specter – A ghostlike phantom who haunts certain areas.

58) Ghost – A shadow or shade of a person or animal who is unable to crossover.

*Condensed Bestiary Attributes*

Attributes Descriptions

Physical

Mental

Spiritual

Characteristic qualities ascribed to the body/flesh of a creature. This

Attribute’s modifier may be added to a 1D18 roll to meet or beat a specified

SN to use skills or to accomplish certain tasks. Half of this attribute’s

modifier may be applied to a creature’s melee damage, ranged damage, or

armor bonus.

Characteristic qualities ascribed to the mind/mental state of a creature. This

Attribute’s modifier may be added to a 1D18 roll to meet or beat a specified

SN to use skills or to accomplish certain tasks.

Characteristic qualities ascribed to the spirit/soul as opposed to the

body/flesh of a creature. This Attribute’s modifier may be added to a 1D18

roll to meet or beat a specified SN to use skills or to accomplish certain tasks.

Half of this attribute’s modifier may be applied to a creature’s dodge or parry

attempt.

*Rolling Condensed Bestiary Attribute Scores*

For bestiary use, method #1 (for rolling scores) in the “Rolling Ability Scores” section will work

just fine.

Roll a 1D18 to randomly generate a number of 1 to 18. The result of the first roll will be the

score for the first attribute. The result of the second roll will be the score for the second

attribute. The result of the third roll will be the score for the third attribute. Be sure to record the

creature’s attribute scores for later reference.

Page 73: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

73

Once a creature’s attribute scores have been determined, we use the table below to determine

attribute score modifiers.

1D18 Score Modifier

1

2 - 3

4 - 5

6

7 - 8

9 - 10

11 - 12

13

14 - 15

16 - 17

18

- 5

- 4

- 3

- 2

- 1

0

+ 1

+ 2

+ 3

+ 4

+ 5

*Condensed Bestiary Whisper List*

# 5 MRP 10 MRP 15 MRP

1

2

3

4

5

6

Battle Spirit

Healing Light

Dust Demon

Regen

Fire Bolt

Mend

Fearful Spirit

Sanctum

Summon Horde

Curse

Ice Bolt

Remove

Harmful Spirit

Slumber

Wraithmare

Plague

Acid Bolt

Restore

Monsters with a mental Attribute modifier score of + 2 or higher have the ability to cast

whispers. Use whisper descriptions in whisper list section.

*Condensed Bestiary Whisper Rules (Burial Mounds)*

For monsters, whispers are learned in whispering burial mounds. To train in a burial mound to

learn a whisper the following conditions must be met:

*) A monster must be able to pay for training. The necessary fee(s) may be favors, trinkets, a

certain amount of gold, a certain amount of captured slaves to practice their unnatural whispers

on etc.

*) Monsters are not limited to certain whispers by class, but by the amount of available MRP.

*) The time necessary to learn a new whisper may vary.

Page 74: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

74

*) The monster must learn from a level 10 or higher monster chieftain in a whispering burial

mound.

*) A monster chieftain of level 10 or higher may teach only the whispers that it can cast to lower

leveled monsters of its own kind, but only in a whispering burial mound.

*Condensed Bestiary Whisper Rules (use and understanding)*

Refer to the “Whisper Rules (use and understanding)” in the player’s section.

*Condensed Bestiary Skill List*

# Skill Success # # Skill Success #

1

2

3

4

5

6

7

8

9

10

11

Climb

Jump

Swim

Run

Ambush

Camp

Barter

Camouflage

Survive

Mount

Use item

6

4

5

4

8

5

9

10

10

12

3

12

13

14

15

16

17

18

19

20

21

22

Forage

Hunt

Trap

Hide

Perception

Pickpocket

Direction Sense

General Knowledge

Medicine

Surgery

Recovery

6

8

9

8

14

16

8

10

13

20

8

# Skill Attribute # Skill Attribute

1

2

3

4

5

6

7

8

9

10

11

Climb

Jump

Swim

Run

Ambush

Camp

Barter

Camouflage

Survive

Mount

Use item

Physical

Physical

Physical

Physical

Mental

Mental

Mental

Mental

Spiritual

Mental

Spiritual

12

13

14

15

16

17

18

19

20

21

22

Forage

Hunt

Trap

Hide

Perception

Pickpocket

Direction Sense

General Knowledge

Medicine

Surgery

Recovery

Mental

Mental

Mental

Physical

Mental

Mental

Spiritual

Mental

Mental

Mental

Mental

*Condensed Bestiary Skill Rule*

Each time a creature wishes to use a skill it must make a “Success Number” roll. Roll a 1D18

and add the skills Attribute modifier. If the roll meets or beats the success number for the skill,

the skill can be used. If not, it can’t be used.

Page 75: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

75

*Skill Descriptions*

1) Climb – The ability to climb steep inclines or vertical surfaces, whether rough or smooth

2) Jump – Ability to jump obstacles.

3) Swim – Ability to swim above or below the water’s surface.

4) Run – Ability to move at twice normal land speed.

5) Ambush – Know-how necessary to set-up a surprise attack.

6) Camp – Know-how to properly create temporary accommodations.

7) Barter – Ability to trade goods or services without the use of money.

8) Camouflage – Ability to disguise oneself to blend in with the surroundings.

9) Survive – Allows a creature to survive in these environments: Rural, Urban, and the Wild.

10) Mount – Gives a creature the ability to ride a living or non-living, mountable vehicle

whether it runs, walks, rolls, flies, swims, dives, or crawls.

11) Use item – Enables a creature to use an item without causing harm to itself or its allies

around it. Applies to crystal items with whisper-like effects.

12) Forage – Act of searching, rummaging, etc. for food or necessary supplies.

13) Hunt – Act of pursuing and/or killing targets for food, pleasure, or necessary supplies.

14) Trap – Ability to create and bait simple devices to capture various targets.

15) Hide – Helps a creature to hide and move quietly.

16) Perception – Helps a creature to notice things that would otherwise be missed.

17) Pickpocket – Know-how to steal things from purses, pouches, and pockets.

18) Direction Sense – Allows a creature to discern which direction it is heading in.

19) General Knowledge – General knowledge of the local area, laws, customs, traditions,

meeting places, etc.

20) Medicine – Know-how to make, which one to use, and how to dispense various medicines.

21) Surgery – Know-how to perform emergency and/or field surgery.

Page 76: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

76

22) Recovery – How to aid the recovery process of the injured.

*Bestiary Advancement Table*

Level XP HP CD MRP Health Whispers Skills Spd

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

-

3000

5000

7000

9000

11000

13000

15000

17000

19000

21000

23000

25000

27000

29000

31000

33000

35000

37000

39000

5

5

5

10

10

15

15

20

20

25

25

25

30

30

35

35

40

40

45

45

-

+ 1

-

-

-

-

-

+ 1

-

-

-

-

-

+ 1

-

-

-

-

-

+ 1

5

5

5

10

10

10

15

15

15

20

20

20

25

25

25

30

30

30

35

35

-

-

+ 1

-

-

-

-

-

+ 1

-

-

-

-

-

+ 1

-

-

-

-

-

-

+ 1

-

-

-

-

-

+ 1

-

-

-

-

-

+ 1

-

-

-

-

-

+ 1

+ 1

-

-

-

-

+ 1

-

-

-

-

+ 1

-

-

-

-

+ 1

-

-

-

-

+ 1

-

-

-

+ 1

-

-

-

+ 1

-

-

-

-

+ 1

-

-

-

-

+ 1

-

*Bestiary Adjustment Table*

Categories L4 L3 L2 L1 0 A B C D

Physical Attribute

Mental Attribute

Spiritual Attribute

Hit Points (multiple

Experience Points (multiple)

Damage (base multiple)

Treasure (multiple)

Speed (multiple)

Defense (multiple)

Height (max. ft.)

Length (max. ft.)

Weight (max. lbs.)

Reach (max. ft.)

+3

+3

+3

5

5

3

3

1

3

80 ft.

60 ft.

1,500 lb.

30 ft.

+3

+2

+3

4

4

3

3

1

3

40 ft.

30 ft.

1,000 lb.

20 ft.

+2

+2

+2

3

3

2

2

1

2

20 ft.

15 ft.

600 lb.

10 ft.

+2

+2

+2

2

2

2

2

1

2

10 ft.

5 ft.

350 lb.

5 ft.

+1

+1

+2

1

1

1

1

1

1

6 ft.

5 ft.

200 lb.

5 ft.

+1

+1

+1

1

½

1

½

2

2

4 ft.

5 ft.

75 lb.

5 ft.

0

+1

0

½

½

1

½

2

2

1 ft.

1 ft.

25 lb.

2 ½ ft.

-1

0

-1

½

¼

1

¼

3

3

½ ft.

½ ft.

1 lb.

1 ft.

-1

0

-2

¼

¼

1

0

4

3

¼ ft.

¼ ft.

½ lb.

½ ft.

*This table is used for characters also.

Page 77: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

77

*Bestiary Experience Points (XP Values)*

Animals and characters-

200 multiplied by the level of the animal/character plus the size modifier of the

animal/character.*

Other monsters-

20 multiplied by the level of the monster plus the size modifier of the monster.*

*This figure is compiled after the defeat of the creature in question.

*Bestiary Natural Armor Table*

Categories L4 L3 L2 L1 0 A B C D

Bare skin

Loose folds of skin

Thick hair

Hide

Loose folds of hide

Scales, soft

Scales, hard

Plates, chitin

Plates, bone

Plates, pseudo

+1

+2

+2

+3

+4

+4

+5

+6

+7

+2

+1

+2

+2

+3

+3

+4

+5

+6

+6

+2

-

+1

+2

+2

+3

+3

+

+5

+5

+2

-

+1

+1

+2

+3

+3

+4

+5

+4

+1

-

+1

+1

+2

+3

+2

+3

+4

+4

+1

-

+1

+1

+1

+2

+2

+3

+3

+3

+1

-

+1

-

+1

+1

+1

+2

+2

+2

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

*Bestiary Natural Weapon Table*

Categories L4 L3 L2 L1 0 A B C D

Bite, sharp

Bite, blunt

Tail, spikes

Tail, no spikes

Fist

Pseudopod

Hooves

Claw(s)

Talon(s)

Sting

Barb(s)

Horn(s)

Breath

+3

+2

+3

+2

+2

+2

+2

+2

+3

+3

+4

+4

+5

+3

+2

+3

+2

+2

+2

+2

+2

+3

+2

+3

+3

+4

+2

+1

+2

+1

+1

+1

+2

+2

+2

+2

+3

+3

+3

+2

+1

+2

+1

+1

+1

+1

+1

+2

+1

+2

+2

+3

+1

+1

+1

+1

-

-

+1

+1

+1

+1

+1

+1

+2

+1

+1

+1

-

-

-

+1

+1

+1

+1

+1

+1

+2

+1

-

+1

-

-

-

-

-

+1

-

+1

+1

+1

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

Page 78: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

78

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 79: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

79

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 80: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

80

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 81: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

81

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 82: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

82

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 83: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

83

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 84: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

84

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 85: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

85

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 86: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

86

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 87: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

87

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 88: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

88

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 89: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

89

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 90: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

90

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 91: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

91

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 92: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

92

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 93: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

93

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 94: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

94

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 95: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

95

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 96: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

96

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 97: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

97

*Game Session Log*

*Session Number- *Session Date-

*Group One Members-

1) 3) 5)

2) 4) 6)

*Group Two Members-

1) 3) 5)

2) 4) 6)

*Last Town Visited-

Group One) Group Two)

*Current Location-

Group One) Group Two)

*Current Assignment-

Group One) Group Two)

*Current Quest-

Group One) Group Two)

*Current Wealth-

Group One) Group Two)

*Current Experience Points-

Group One) Group Two)

*Existing Conditions-

Group One)

Group Two)

Current Battle Grid Location(s)-

¼ inch Grid = 5 ft² Grid

A – Animal

B – Bush

C – Character/Class

M – Monster

O – Obstacle

R – Rock

T – Tree

Page 98: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

98

*Gamemaster Notes*

Page 99: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

99

*Gamemaster Notes*

Page 100: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

100

*Gamemaster Notes*

Page 101: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

101

*Gamemaster Notes*

Page 102: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

102

*Gamemaster Notes*

Page 103: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

103

*Character Sheet*

Player-

Character-

Race-

Gender-

Age-

Class-

Level-

Hit Points

Mana Reserve Points-

Experience Points- Attributes Score Mod. Abilities Score Mod. Encumbrance L M H P/P

Brawn Wealth

Reflexes

Intelligence

Reasoning Equipment Wt.

Presence

Psyche

Weapon Dmg. Rng. Wt.

Weapon Dmg. Rng. Wt.

Weapon Dmg. Rng. Wt.

Weapon Dmg. Rng. Wt.

Armor Def. Wt.

Armor Def. Wt.

Armor Def. Wt.

Shield Def. Wt.

Defense Score Temperament Skills Whispers

Combat

Surprised Health

Armor less

Physical = ½ (Brawn + Reflexes)

Mental = ½ (Intelligence Reasoning)

Spiritual = ½ (Presence + Psyche)

Combat Defense = Arm. + Shi. + Ref. + SZ.

Surprised Defense = Arm. + Shi. + SZ.

Armor less Defense = Ref. + SZ.

Page 104: James L. Griffin Jr. - prisonsfoundationprisonsfoundation.org/uploads/6fict-rpggame.pdf · James L. Griffin Jr. 4 Table of Contents Topic Page Cover Art Title Page Dedication Table

James L. Griffin Jr.

104

My name is James L. Griffin Jr.. I’m 47 years old and currently living in Elmore, Alabama. As

for hobbies, I enjoy leather-crafting, writing, and roleplay gaming. It is my hope that this game

will be as enjoyable for you to play as it was for me to write.