steel & flame

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    TEEL& FLAMEINTRODUCTIONWelcome, brave adventurer! This is a fantasy role-playing game set in a sword-and-sorcery world of mighty heroes and evil villains. It is meant to capture the best of thesestories and discard the worst. Meaning that, yes, you can be a cool female hero withouthaving to wear a chainmail bikini.

    This game was made byrent . "ewhall, using some of the mechanics ofFate, whilebasing the game#s statistics and world onBarbarians of Lemuria.

    CREATINGYOU RHERO$our character is made up of a few things%

    &our personal attributes '(trength, )e*terity, Intelligence, +harisma

    &our combat attributes 'rawling, Melee, anged, )efense

    it oints '/0 plus (trength

    +areers '1lchemist, 1ssassin, arbarian, arkeep, lacksmith, +aptain,+ourtesan, 2ntertainer, 3ladiator, unter, Merchant, Mercenary, "oble,4utcast, hysician, irate, riest, (ailor, (cribe, (oldier, (orcerer, Thief

    $ou begin with 5 points to distribute among your personal attributes, 5 points todistribute among your combat attributes, and 5 points to distribute among careers of

    your choice. "o attribute may be below 0.

    If you have points in the (orcerer career, you have (orcery oints e6ual to /0 plus yourpoints in (orcerer. If you have points in the 1lchemy career, you have 1lchemy ointse6ual to /0 plus your points in 1lchemy.

    $ou also begin with 7 ero oints.

    CAREER1n alchemistcan brew potions and understand science.

    1n assassinis a covert killer that navigates cities well.

    1 barbarianis both physically hardy and comfortable in the wild.

    1 barkeephas spent time serving in a tavern, either behind the bar or serving drinks,and is e*cellent at learning secrets and charming others.

    1 blacksmithcan forge weapons, barter, and assess the value of goods.

    1 captainleads people in some organi8ed or semi-organi8ed group, proving ability inleadership and organi8ation.

    1 courtesanis a famous, well-trained, well-paid entertainer and dancer who moves inthe upper circles of society.

    1n entertaineris a common street performer, e6ually adept at fast talking and eagerlistening.

    1 gladiatorfights for money, whether in a professional ring or in a back-street fightfor a few coins, combining street smarts with barbarian muscles.

    1 huntere*cels at understanding nature9 while the barbarian makes the wilderness hisor her home, the hunter studies it and masters it.

    1 merchanttravels the world in search of e*otic goods.

    1 mercenaryguards for money 'as opposed to the gladiator, who fights for it, andoften picks up a surprising variety of skills from odd :obs across the world.

    1 nobleis skilled at politics and eti6uette, and usually knows more than :ust aboutanyone else in an adventuring party about world history and politics.

    1n outcasthas lived at the periphery of civili8ation, learning many skills. 4nce persession, an outcast can use his or her points in the 4utcast career as points in any othercareer in which the character has 0 points.

    1 physiciancan, once a day, heal an ally#s it oints e6ual to the physician#s hysicianpoints by making a 3ood ';

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    TEEL& FLAMETAKINGACTIONWhen attempting a difficult action, roll four &ate dice '=-sided dice where two sides are;/, two are -/, and two are 0 and add the appropriate personal attribute.

    When acting in combat, also add the appropriate combat attribute.

    When acting outside of combat, also add points from the appropriate +areer 'ifany.

    The result is compared to the ladder%

    If acting in combat, you must roll higher than the opponent#s )efense.$ou then deal damage depending on your weapon. unching andkicking deals /d< damage, small weapons like daggers deal /d5damage, standard weapons like swords and a*es deal /d=, and largeweapons deal /d>.

    1rmor absorbs damage before it is dealt. $ou get / point of armor forsmall items like gauntlets and small shields, ? points for leatherarmor or a large shield, < points for chainmail, and 5 points for platemail. +hain and plate are res trictive and e*hausting, though. These donot stack. 1ssume you begin with no armor.

    alf of any it oints lost in a fight are regained after a /7-minuterest. $ou may only do this once after each fight. 4therwise, characters recover / itoint per day that they do not fight.

    $ou may spend one ero oint to deal an e*tra point of damage, or to gain an e*tra ;?on any roll. $ou may do this before or after the roll.

    EXAMPLECHARACTERTHRONGARTHEBARBARIANStrength 2 Dexterity 2 Intelligence 0 Charisma 0

    Brawling 2 Melee 1 Ranged 0 Defense 1

    HP 12 Barbarian 2 Sldier 1 Pirate 1

    THIZBITTHEBRAVEStrength 0 Dexterity 2 Intelligence 1 Charisma 1

    Brawling 1 Melee 1 Ranged 1 Defense 1

    HP 10 Mercenary 2 !hief 2

    VRANATHE ORCERERStrength 0 Dexterity 1 Intelligence 2 Charisma 1

    Brawling 0 Melee 1 Ranged 0 Defense "

    HP 10 #ble 1 Srcerer "

    The Ladder

    ;> @egendary;A 2pic;= &antas tic;7 (uperb;5 3reat

    ;< 3ood;? &air;/ 1verage 0 Mediocre-/ oor-? Terrible

    Pablo Parzanini (order #5744205)

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    TEEL& FLAMEM AGICORCERYThree levels of magic are available to sorcerers. To cast a spell, roll and add Intelligenceand (orcerer.

    (pells of the First Levelare magical e6uivalents of party tricks% flares of light, ghostlysounds, vanishing small ob:ects, and such. Bseful, but instantaneous. These cost1Sorcery Pointand a roll of 3ood ';

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    TEEL& FLAMEGAMEMA TERINGADVICEIt#s worth establishing a few basic world and setting limitations with your playersahead of time. &or e*ample, some people are very uncomfortable touching on slavery,especially involving children. 1lso, how far do you want to go with seductionD

    Throw the players into an action-filled story. opulate the world with clichE. &atvillains should be gluttonous, greedy, and stupid. Thin, tall villains should becalculating and shrewd.

    The system is designed for adventurers who are less interested in saving the world thanin making a big score. That said, they are heroes9 they rescue the weak and are neverevil. Their big score is usually lost in a week#s gambling and drinking.

    "ote that magic beyond the third level e*ists, but not in the hands of heroes.

    HEROPOINT ANDADVANCEMENT2very player should have at most 7 ero oints at any given time.

    1t the end of an adventure, give out more ero oints, depending on how heroicallythe characters acted. 1lso give heroes / or ? points to distribute among their attributesor careers, depending on how much they acted during the adventure.

    ONMAGICMagic should be weird and unpredictable. Magic spells often have une*pected sideeffects.

    When a priest prays for a magic spell, interpret the roll and the spell#s effects

    creatively. @et those spells act on the priest9 he or she is channeling a god#s power andwill, after all.

    ENEMIE1n average person off the street with no combat training will have 7 and all otherscores at 0, dealing /d5 damage.

    Mooks will have ? and all other stats at /, dealing /d= damage.

    1n average monster or brigand will have /0 , rawl /, Melee oranged /, and)efense ?, dealing /d= damage. ersonal attributes will all be at /.

    1 boss will have /< and a )efense of damage. emaining scores willaverage ?. osses often have multiple attacks.

    Pablo Parzanini (order #5744205)

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    TEEL& FLAMEFURTHER UGGE TIONlayers will need to hit some pretty high spots on the ladder, because they start with afew points. (caling a sheer temple wall without being noticed by the guards is a truly(uperb :ob.

    1 classic F(ave vs. spellG roll is a regular roll, adding points in Intelligence plus riest or(orcerer. F(ave vs. poisonG is a roll adding points in (trength plus 1lchemist, 1ssassin,or hysician. 2ven basic spells or poison will re6uire at least a 3ood ';