heroes folios for savage flower kingdom

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extra rules for Savage Flower Kingdom: more classes, powers, skills and items.

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Page 1: Heroes Folios for Savage Flower Kingdom

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Page 2: Heroes Folios for Savage Flower Kingdom

Character Folio Page 3

Magic Folio

Page 11

Equipment Folio Page 20

Savage flower kingdom by Robertson Sondoh Jr for Experimental Playground, 2013.

Character, Magic & Equipment folio/Heroes Folios by Pierrot 2015.

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The hero is the avatar of the player in the game universe. Each player (except the game master) must build a character before starting the game.

In savage flower kingdom, there are 8 base classes. They are the most represented in the world. Each class is described by its name, its HP and MP scores (if no MP score is indicated, then the class can do no magic), the number of

CP it can spend, its starting skills, and its reserved skills.

As always, this list is not exhaustive. If you want to play someone else, create a new class with the Game Master.

Adventurer An adventurer leaves the life of a traveller and follows his star. He is not much, but can become anything!

HP: D6+10 CP: 7

Skill: Pick 2 common skills.

Special: An adventurer may learn any

skill, even the restricted ones (if he meets someone who can teach them to him).

Fighter A strong warrior, who resolves conflicts with his weapon. He can take a lot of punishment, but has absolutely no understanding of magic. HP: D6+12 CP: 7

Skill: Heavy hitter (1).

Reserved skills: Favoured weapons, Heavy armour training, martial artist.

Rogue A skilful ruffian, the rogue specialises himself in discretion and larceny. Not so strong, and without magic, he will compensate with his dexterity.

HP: D6+8 CP: 7

Skill: Locksmith (1), and pick 1 more

(reserved or not).

Reserved skills: Dual wielding, pickpocket, Sweet kick in the.

Priest A divine warrior, who can ask his gods for help. Prayers are less powerful than spells, but he can compensate with the strength of his arm.

HP: D6+10 CP: 7 MP: 6

Skill: Pick 3 prayers.

Reserved skills: Ardent faith, Avenger, Battle servant, Inquisitor, Miracle, Peacemaker.

Mage Weak and fragile, the mage is the master of spells. He lacks confidence with a weapon, but his magic can solve everything.

HP: D6+8 CP: 7 MP: 8

Skill: Pick 3 spells.

Page 4: Heroes Folios for Savage Flower Kingdom

Reserved skills: Battle mage, Bold caster, Meditation, Specialist, Spell mastery.

Dwarf Small by size, large by bravery and honour, dwarves fight, drink, sing, and hate all Goblin-kind.

HP: D6+14 CP: 7

Skill: Goblin rage (1).

Reserved skills: Axe-man, Hammer-man, Red dwarf, White dwarf.

Elf There are those who fight, and those who cast spells; well, elves are both. Even if their magic is weaker then the mage’s, they are more polyvalent.

HP: D6+10 CP: 7 MP: 6

Skill: Pick 2 spells.

Reserved skills: Ancient, Bowman, Elementalist, cat’s eyes.

Maid People don’t usually associate servitude and happiness, but the maid does. Her only interest is the pleasure

of her master (or mistress), and she would do anything to enforce it.

HP: D6+10 CP: 6

Skill: Pick 1 reserved, then 2 more

(reserved or not).

Special: must choose another party member as her master. She must serve and protect him at all cost, or get -4 to all her rolls.

Reserved skills: Cry, Make a sandwich, Throw!.

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Skills are things the hero can do. He gets some upon creation, representing what he learned before his adventuring days, and learns more as he goes. The following lists are not exhaustive, and if the GM is okay with that, you can create new skills as you go.

Some of the skills below (most of them, really) have a * before their name. This indicate a skill that can be mastered. This means that you can buy it a second time to improve its effects. You note this by writing (2) after the skill’s name on

your character sheet.

Those skills are accessible to any character class. They can be chosen at character creation or learned later with experience.

Common skills list

Appraise *Area knowledge

*Athlete *Aware

*Berserker Rage Blacksmith Blood Magic

*Brawl

*charm Chef

*Connoisseur Drunken master

*Eagle Eye *Escape artist

Faithful *Goblin Rage Hard Bones Heavy Hitter

Linguistics *Locksmith

*Lucky One Minor mage

*Natural Armour *Natural Mage

*Negotiator Professional

*Ride *Sailing

*Strong Wrestling

Appraise: The hero can roll social

(TN9) to buy one item at half price or sell an item at double price. One try per merchant per day.

*Area Knowledge: The hero knows a lot about one specific type of surroundings (City, Forest, Plains, Mountains, Desert, Caves, Sea). +1 to all rolls involving said surroundings. You can choose this skill several times with as many different area types, and master each one (+2 if mastered).

*Athlete: +1 to Physical roll involving jumping, running, swimming and climbing (+2 when mastered).

*Aware: +1 to physical rolls involving

detecting, noticing (+2 when mastered).

*Berserker Rage: +1 to melee attack roll (+2 when mastered).

Blacksmith: The hero may roll physical (TN9) to repair a broken weapon or piece of armor. If he fails, the try added to the damage and the item is lost.

Blood Magic: you may use HP as well as MP to cast a spell.

*Brawl: you deal 1 extra damage and have +1 to your combat roll when you fight with your fists (+2 when mastered).

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*Charm: +1 to all rolls involving seduction and charisma (+2 when mastered).

Chef: you are able to turn monster into a Lunch Box Meal. At the end of combat you may make a mental roll against TN 4 + monster’s Combat stats. If successful you gain a Lunch Box Meal. You may only do this once at end of combat.

*Connoisseur: +1 to all rolls involving appraising, criticising, or copying a

work of art (+2 if mastered).

Drunken master: The hero never suffers any penalty from being drunk.

*Eagle Eye: +1 to ranged attack roll (+2 when mastered).

*Escape artist: +1 to any roll involving getting out of physical restrain (+2 when mastered).

Faithful: the hero now has 1MP, and can cast prayers. He doesn’t automatically learn any spell and must buy them with experience. A hero with MP cannot learn this skill.

*Goblin Rage: Whenever you are facing a creature related to goblins through name or physical

appearance, you automatically get a +1 to your attack (+2 when mastered).

Hard Bones: All fist attacks make +1 damage, falling damage are divided by two.

Heavy Hitter: You deal an extra +1 damage (+2 when mastered).

Linguistics : you can always roll social (TN10) to try to understand any language, written or spoken. The

degree at which you understand is left to the GM’s discretion.

*Locksmith: +1 to a Physical roll involving lock picking and identifying locks (+2 when mastered).

*Lucky One: You may reroll one bad roll per scene (2 if mastered).

Minor mage: the hero now has 1MP, and can cast spells. He doesn’t automatically learn any spell and

must buy them with experience. A hero with MP cannot learn this skill.

*Natural Armour: Reduce 1 damage dealt to you (2 when mastered).

*Natural Mage: You get a +1 to you spell casting roll (+2 when mastered).

*Negotiator: +1 to any roll involving social interaction like negotiation, bargaining, flirting, etc (+2 when mastered).

Professional: The hero has a job, and can work between adventures.

Before starting the game, this hero can roll D6 and add that many Gold to his treasury.

*Ride: +1 to all rolls involving handling a horse (+2 when mastered).

*Sailing: +1 to all rolls involving handling a boat or ship (+2 when mastered).

*Strong: +1 to any roll involving pushing, pulling, carrying (+2 when mastered).

Wrestling: your Fists (and any Brawl weapon) gain the critical effect “Hold”.

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Maybe you noticed most of the classes have skills listed under their description. Those skill are reserved for this class, and no other class can learn them (exception is the adventurer, who has no reserved skills, but can learn any skill, including the reserved ones).

Reserved skills list, by class

Warrior *Favoured

Weapon Heavy armour

training Martial artist

Rogue

*Dual wielding Pickpocket

Sweet kick in the

Wizard *Battle mage

Bold caster Meditation *Specialist

Spell mastery

Priest

*Ardent Faith Avenger

*Battle servant

Inquisitor Miracle

Peacemaker

Dwarf *Axe-man

*Hammer-man Red Dwarf

White Dwarf

Elf Ancient

*Bowman Cat’s eyes

*Elementalist

Maid Cry

Make a Sandwich Throw!

Ancient (Elf) The hero is young for an elf, but old for a human or dwarf. When he meets someone, he can roll Social (TN9 or GM’s choice) to know one of his ancestors (GM’s choice).

*Ardent Faith (Priest) +1 to prayers casting rolls.

Avenger (Priest) The priest gets +1 to all his Arm and Eye prayers, but cannot learn nor cast any Heart

prayers (if he already know some, he must forfeit them). This is not compatible with Inquisitor nor

Peacemaker.

*Axe-man (Dwarf) +1 to hit with Axes (+2 if mastered).

*Battle mage (Wizard) all attack spells of the wizard deal 1 more damage.

*Battle servant (Priest) The priest has +1 to all prayer casting rolls done in combat.

Bold caster (Wizard) The mage can lower the TN of his spell by –2 by paying 2MP instead of 1.

*Bowman (Elf) +1 to hit with bows (+2 if mastered).

Cat’s eyes (Elf) The hero can see in the dark just as in plain day.

Cry (Maid) The made can re-do any one roll by crying to the GM. The new roll stands, no matter what, even if worse. Can be used once a scene

*Dual wielding (Rogue) The Rogue can

fight with two weapons at once. When he does, he can attack twice per turn, but his opponents have +2 DEF (+1 if mastered).

*Elementalist (Elf) +1 to all spell casting rolls to cast elemental spells.

*Favoured Weapon (Warrior) the warrior can choose a weapon type. When he fights with it, he deals 1 more damage and gets +1 on his Combat roll. You can choose this skill several times with as many different weapons, and master each one.

*Hammer-man (Dwarf) +1 to hit with

hammers (+2 if mastered).

Page 8: Heroes Folios for Savage Flower Kingdom

Heavy armour training (Warrior) The warrior can wear any armour without losing initiative ranks.

Inquisitor (Priest) The priest gets +1 to all his Word and Eye prayers, but cannot learn nor cast any Hand prayers (if he already know some, he must forfeit them). This is not compatible with Peacemaker nor avenger.

Martial artist (Warrior) your Fists (and

any Brawl weapon) gain the critical

effect “damage x2”. Reserved to warriors.

Make a Sandwich (Maid) During a non-combat scene you may make a sandwich. Reduce 1 item/1 HP and choose which sandwich you wanted to create and make a Social roll against the sandwich TN. Choripán Sandwich (TN 7, when consume heals 1d6 HP) or Barros Jarpa Sandwich (TN 7, when consume recovers 1d6 MP) or Vegemite Sandwich (TN 9, when consume gives a different result, see table

below).

Roll Effect

1 This sandwich is rotten and bad.

If consume, -1d6 HP

2-3 Similar to Choripán Sandwich

4-5 Similar to Barros Jarpa

Sandwich

6 This sandwich give the user 1 random skill for 1 scene. The

skill is forgotten after that scene.

Meditation (Wizard) The mage can forfeit his turn to have +2 to his casting roll next turn. He cannot do that if he is under attack.

Miracle (Priest) The priest can forfeit his turn to cast a prayer on the next even if he has no MP left (If the prayer has a variant cost, it is considered as a 1MP prayer).

Peacemaker (Priest) The priest gets +1

to all his Heart and Hand prayers, but cannot learn nor cast any Arm

prayers (if he already know some, he must forfeit them). This is not compatible with Avenger nor Inquisitor.

Pickpocket (Rogue) can roll Physical (TN9) to steal something from someone.

Red Dwarf (Dwarf) Before attacking, the dwarf can decide to add up to [his DEF score] points to his attack roll and / or his damage roll (he can split the points between the 2

rolls as he wishes, but must do so before rolling to hit). His DEF score is lowered by the same amount until the beginning of his next round.

Sweet kick in the (Rogue) When an attack is successful, you can chose to inflict no damage; the target has –2 to all its to hit rolls for the rest of the fight.

*Specialist (Wizard) When choosing this skill, the wizard must choose a spell category (This is noted as “Specialist (fire 1)”). He has +1 to cast spells from this category, and if he gets a critical when casting a spell from this category, he doesn’t pay any MP. This skill can be chosen multiple times with as

many categories, and each version can be mastered.

Spell mastery (Wizard) The mage can

augment the TN of his spells by +2 to make them last twice as long, or deal double damage.

Throw! (Maid) During combat maid can throw 1 or more items to a target. Make a combat roll against target DEF. If you're successful, roll 1d6 plus number of item thrown for damage.

White Dwarf +1 to all social rolls involving younger dwarves, in respect for his old age.

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These tables may be used to build a canvas on which to invent a past for your hero. You’ll have to stuff it, and sometime tweak it to make it work. You can roll and take what the dice gave you, or you can choose, or any mixture of those you see fit.

A- How old is he? Human Elf Dwarf Kobold

1 Kid 10-16 20-50 15-20 5-7 2-3 Young 17-30 51-75 21-40 8-15

4-5 Prime 31-55 76-100 41-70 16-25 6 Elder 56-70 101-200 70-100 26-40

Dying of old age 80-90 300-400 120-150 45-50

B- What about his family? Elves never roll for extraction (elves have no social class), and kobolds should add +2 to

the roll (kobolds have no cities).

a1 Extraction? a2 Raised? a3 Parents 1 Unknown family 1 City, slums 1 Both alive

2-3 Lower class (a4) 2 City, Upper town 2-3 One alive 4-5 Middle class (a4) 3-4 Country village 4-5 Both dead (D6 years)

6 Small Nobility (a5) 5 in the Wild 6 Orphan (young) 6 on the road (a6)

a4 Family trade a5 If Noble a6 On the road

1 Unskilled worker 1-2 Knight 1-2 Street performer 2-3 Farmer 2-4 Baron 3 Itinerant craftsman 4 Craftsman 5 Count 4 Outlaw

5 Soldier 6 Marquis 5 In hiding 6 Something strange 6 Vagabond

Elves are never Half breed (elven women can’t conceive with other races), Neither are

kobolds (kobold women are, well, you know).

b1 If human b2 If Dwarf

1-3 Pure human 1-4 Pure Dwarf 4 Half Elf (Elven father) 5 Half Human (Human Father) 5 Half Dwarf (Dwarf father) 6 Half Goblin (Goblin Father) 6 Half breed (genitors unknown)

Elves always have one less sibling (who are never born dead), kobolds and lower class

extraction human always have double.

c1 Siblings c2 Sex c3 Age c4 Living? 1 Only child 1-2 Male 1 Older (very) 1 Born dead

2-3 1 sibling 3-5 Female 2 Older (little) 2-3

Dead (D6 years Ago) 4-5 2 siblings 6 Twin 3-4 1 year older

6 3 siblings 5 Younger (little) 4-6 Alive 6 Younger (very)

C- What did he do? See table a1 to know how many times you must roll on table a2. For each result on a2, roll

on the corresponding table. Some results won’t make sense, reroll or ignore them.

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a1 How Much did he do? a2 What happened? Human Elf Dwarf Kobold 1 Love (b1)

Kid 1 roll 3 rolls 2 rolls no roll 2 Sick (b2) Young 2 rolls 4 rolls 3 rolls 1 roll 3 Adventure (b3)

Prime 3 rolls 5 rolls 4 rolls 2 rolls 4 Work (b4) Elder 4 rolls 6 rolls 5 rolls 3 rolls 5 Crime (b5)

Raised on the road, roll 1 more time. 6 Nothing notable

b1 Love b2 Sick or injured 1 Kobold 1 Ended well

1,2 Bad

(1 roll on c2) 2-3 Human 2 Ended bad (alive) 4-5 Dwarf 3 Ended bad (dead, c3)

3,4 Very bad

(2 rolls on c2) 6 Elf 4 Involved (complicated) If you’re into that: 1-3,

other sex; 4-6, same sex 5 Involved (exclusive)

5,6 Nearly died

(D6 rolls on c2) 6 Family (D3 kids, c1)

b3 adventure b4 Work b5 Crime 1 Fought a wizard 1-2 Farm work 1 Pickpocket (c4) 2 Fought in a war 3-4 Manual labor 2 Heist (c4) 3 Explored a Dungeon 5 Intellectual Labor 3 Small time Crook (c4)

4 In the Underworld 6 Soldier 4 Highwayman (c4+1) 5 In the Dark Lands Anyway, roll d6: if you roll

1 or 2, roll on b2. 5 Big Time Crook (c4+2)

6 In the Abyss 6 Murder (c4+3) On c1, You can roll once for the family or once for each member; On c2, you roll once for the

sequelae, and once for localisation; on c3, roll once for each dead person; on c4, roll d6: odd, you paid your debt, roll on left side; Even, you ran, roll on right side.

c1 Family c2 Sequelae

1 Involved (close) 1 Scars 1 Arm (d6: Odd, left; even, right) 2 Involved (Kind of) 2 Scars from treatment 2 Leg

3 No more contact 3 Stiff limb 3 Head 4 Lost (searching) 4 Recurring Pain 4 Torso

5 Lost (lost hope) 5 Sterile 5 Groin 6 Dead (c3) 6 Amputated 6 Back

c3 Dead c4 Justice

1 murdered 1 Fine (paid) 1 Fine (D6 x 10G) 2 Sickness 2 Fine (paid, indebted) 2 Fine (D6 x 100G) 3 Accident 3 Prison (2d6 years, done) 3 Prison (2d6 years) 4 Natural causes 4 Prison (4d6 years, done) 4 Prison (4d6 years)

5 Justice (hanged) 5 Corporal punishment (c2) 5 Corporal punishment (c2) 6 in a war 6 Exile (pending) 6 Hanging

C- What pulled him to a life of adventure? 1 Necessity He needed a job, someone needed adventurers.

2 Circumstances He was thrown out of his community and left alone. 3 Revenge Someone wronged him badly, and he wants payback. 4 Ambition Riches and fame, bitches! 5 Supporting A loved one was in the business, he joined in.

6 Boredom He wanted some excitement in his life.

You should by now have a pretty good grasp on your hero, his motivation and his history. This should help you define an attitude tou’ll enjoy roleplaying.

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Magic is a splendid tool, and a powerful weapon. Only a few people are capable of unchaining its true potential, its terrible power. There are two kind of magic: the one from the spheres, called Spells; and the one from the gods, called Prayers.

The first kind is the domain of the Wizards and sorcerers, even if Bards and Hourries can use it to a lesser extent. Its study is difficult and exclusive, so the practitioners are usually poorly skilled in any other field. Spells are quick and powerful, the wrath of the spheres being brought down to earth.

The second Kind is reserved for the divine servants, Paladins, witch doctors

and Priests, above all else. It gives far less immediate power than spells, but leaves more time for the caster to train his other skills.

Spells are divided in categories. There are many of them, but we will concentrate on the major groups for now. Those are: Life, Death, Magic, Spirit, and the four elemental groups, Fire, Thunder, Ice, and Void. This doesn’t impact the choice of spells of a wizard, but is used to work out some skills and Monster skills, like magic masteries or immunities.

Spell list, by Category

Life Change life

Cure Heal Life

Mass Heal Mutate

Death Decay

Defoliant False life

Leech Open Grave

Pain

Magic Burn Magic

Detect Magic Identify Magic Negate magic Steal Magic Wild magic

Spirit Dream ESP

Forget Memory laps

Peace of mind Suggestion

Fire Berserk Gang

Fireball Fire Control

Fire Ring Firetrap Flame Fuse Melt

Passion Power Boost

Strength Warm

Thunder Barrier

Electrocute Fly

Glow Levitate

Lightning Bolt Magnet Shock

Slow fall Sort of life

Speed Wind

Ice Air

Blur Calm

Drowning Fog

Freeze Illusion

Invisibility Preserve

Soak Stone blood Stone Skin

Void Elem. Destruction Elem. Negation Elem. Protection

Gravity Hole

Infinite Weight Magic flow Magic Leak

No time Second Chance Thinking Twice

Time Laps

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Alphabetic Spell List

Air (Ice, TN7) The target can breathe

whatever the circumstances.

Barrier (Thunder, TN7) Caster creates an

immobile invisible barrier for number of turns based on how many MP you spend. Enemy cannot attack you when

the barrier is up.

Berserk Gang (Fire, TN8) the target becomes

so enraged that it charges the closer available target, attacking 2 times a

turn, dealing +2 damage and his DEF lowered by 5! This lasts for 5 rounds.

Blur (Ice, TN8) The target gets +2 DEF, +3

Vs ranged Attacks.

Burn Magic (Magic, TN10) The target loses

d6+2 MP, and as much HP.

Calm (Ice, TN8) The target stops

immediately all aggression and becomes calm and rational (at its own level, so don’t expect to discuss anything complex with an orc). The effect is

permanent, but the target can become angered again the normal way.

Change life (Life, TN13) A plant becomes an

animal, or reverse. The spell doesn’t

change the aspect : you can have a yucca tree sniffing a trail, or a dog sleeping all day and slowly growing when you water it.

Cure (Life, TN*) Remove any poison or

illness from the target’s body. TN is the TN of the resistance check for that

particular poison or disease. If there are several, add them up!!.

Decay (Death, TN7) A none living target ages

of d6 x 10 years for each MP us ed.

Defoliant (Death, TN9) Target plant dies and

withers. If target was a savage flower, it takes 2d6 damage.

Detect Magic (Magic, TN7) Caster detects

magic around him/her.

Dream (Spirit, TN12) The caster can send a

dream to a distant target he knows (at

least the name and face). The dream can tell anything, but it cannot be more logical or self-explanatory than any normal dream.

Drowning (Ice, TN9) The target begins to

drown as its lungs fill with air. It must roll Physical (TN7) or loose d6 life; on

the second round, TN9, then 11 on the third, etc. until it dies, the spell stops or is dispelled, or it falls unconscious. This spell cost 1MP for each round it will

last.

Electrocute (Thunder, TN8) The caster

touches the target, who takes d6

damage, but has +1 Combat until the end of the fight.

Elemental Destruction (Void, TN9) Up to 50

pounds of simple matter (earth, water,

air, fire, mud, paint, etc.) vanishes to nothingness.

Elemental Negation (Void, TN10) Defines a

circular zone three metres in diameter.

None of the selected element can get inside the circle. Lasts 5 rounds.

Elemental Protection (Void, TN11) The

target is immune to all spells from the selected element. Lasts 5 rounds.

ESP (Spirit, TN7) Caster is able to read

another’s mind. The target must be

present near the caster.

False life (Death, TN13) The target dead

body becomes a Zombie or Skeleton (according to its shape) under the

caster’s control. The created undead stays until killed or dispelled.

Fireball (Fire, TN9) The caster creates fire

from his/her hand and releases it at 1 target. If successful, it deals 1d6 damage. It can also be used to scares weaker monster.

Fire Control (Fire, TN10) The caster can give

a simple order to a fire (Move/ Stop/ more/ less).

Fire Ring (Fire, TN9) Everybody in the row of

the caster, or any adjacent row suffers 2d6 damage.

Firetrap (Fire, TN9) Fire burst from the floor

under the target’s feet. Target must test physical (TN9) or take d6 damage. The fire keeps burning for three turns.

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Flame (Fire, TN10) The caster touches a

weapon, and it begins flaming. It does +d6 damage and is considered dealing fire damage. Cannot be cast on wooden weapons (club, rod, staff).

Fly (Thunder, TN9) The caster can fly,

carrying up to 1 comrade with him. He can cover long distances very quickly.

Fog (Ice, TN10) The place fills up with a very

dense fog (you cannot see your fingers when reaching out).

Forget (Spirit, TN10) The target mage forgets

one of his spell until he can take one hour to study it again in his grimoire.Fuse (Fire, TN9) Two items

come attached together. This is

irreversible. This doesn’t work on living flesh.

Freeze (Ice, TN9) the target gets frozen for

d6 rounds, loses as many HP, and can

do nothing until defrost.

Glow (Thunder, TN7) Caster touches an item

or person and makes it glow for 1d6

turns.

Gravity (Void, TN8) The weight of the target

is multiplied by 5; it must roll physical (TN10) to move or act.

Heal (Life, TN9) 1 target recovers d6HP.

Hole (Void, TN9) a hole opens in reality and

creates a vacuum which attracts

everything in a 25 metres radius and crushes everything that touches it. It will take D6 rounds for it to be closed.

Identify Magic (Magic, TN7) Caster identifies

magical item or target. Caster can also identify the type of magic being used by someone else (like attack & defensive spells, magical traps, etc.)

Illusion (Ice, TN*) This spell creates an

illusion roughly the size of a man. It can be anything, is not tangible, and doesn’t move, smell, nor make any noise. At

TN9, it lasts for 1 minute per invested MP. On a TN11, it lasts one hour per invested MP; at TN 13, it lasts a day per

invested MP.

Infinite Weight (Void, TN12) A vertical force

of twenty four hundred million tons

expresses itself on a zone 3 centimetres across for one twenty-fourth of a

second. This is sufficient to break (or at least make a hole) in anything.

Invisibility (Ice, TN 9) Caster touches a

target and makes target invisible for 1d6 turns.

Leech (Death, TN9) 1 target loses d6HP and

caster recovers as much HP.

Levitate (Thunder, TN10) Caster may move

target up and down but not horizontally at will for 1 turns.

Life (Life, TN15) 1 target is revived (if freshly

dead) or gets all her HP back (if alive).

Lightning Bolt (Thunder, TN11) Caster

releases a bolt of lightning from his/her

hand. If successful, it deals 2d6 damage.

Magic flow (Void, TN7) The caster loses X

MP and the target gets X MP.

Magic Leak (Void, TN7) the duration of a

currently active spell is reduced by one round per invested MP.

Magnet (Thunder , TN9) The target (which

can be alive) is now a magnet and draws all metal from 20 metres around.

Mass Heal (Life, TN10) As many targets as

MP used recover d6HP each.

Melt (Fire, TN13) 1 square metre of rock per

PM used melts in lava, dealing 2d6 dam

to whoever stands in it.

Memory laps (Spirit, TN9) The target forgets

a memory for d6 hours, after which it could come back if jumped.

Mutate (Life, TN13) A plant becomes a

Savage Flower; the cost depends on the size of the plant (1: small, knee-high; 2: medium, belt-high; 3: Big, human-like;

4: very big, tree-size).

Negate magic (Magic, TN*) An ongoing spell

stops working. The cost and TN are

those of the spell the caster wants interrupted.

No time (Void, TN11) The caster and

everyone he touches, plus everything

they have on them, is transported 21

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hours forward in time. For them it felt

21 seconds.

Open Grave (Death, TN13) All remains in

the area rise as dead things and attack everything alive in sight, including the

caster. This spell costs 1MP per risen dead thing, so it depends ion the GM’s will (or 2d6).

Pain (Death, TN8) The target feels an

intense and localised pain for [MP invested] rounds.

Passion (Fire, TN9) The target suddenly feels

love and lust altogether towards a random person or creature of the opposite sex. Lasts until broken, or until the morning after consummation.

Peace of mind (Spirit, TN12) This spell eases

a target’s bad memory of a particular event. The target remembers the event, but is now comfortable with it. This can

even cure phobia or madness in some cases.

Power Boost (Fire, TN 9) Give a +2 to one

ability of your choice for 1 turn.

Preserve (Ice, TN10) Up to 50 pounds of

organic matter per invested PM is preserved from decay until the spell is

broken.

Second Chance (Void, TN15) The caster is

send back in time 21 seconds ago.

Shock (Thunder, TN9) Each enemy in

contact loses d6 HP.

Slow fall (Thunder, TN7) The target suffers

no damage from a fall.

Soak (Ice, TN7) The target item gets wet.

Sort of life (Thunder, TN13) The target

statue becomes a Golem under the caster’s control. The created Golem

stays until killed or dispelled.

Speed (Thunder, TN7) The target gains one

place in the initiative scale.

Steal Magic (Magic, TN9) 1 target loses d6

MP, caster recovers as much MP.

Stone blood (Ice, TN9) The target’s blood

freezes, making small ice chunk running through its veins. The target suffers d6 damage each round for d6 rounds.

Stone Skin (Ice, TN 8) Caster touches 1

target. Target temporarily a +2 to their Defence score for 1 scene.

Strength (Fire, TN7) The target gains +1

Physical and deals +1 damage for 1 scene.

Suggestion (Spirit, TN10) The caster

suggests a course of action, and the target thinks of it as a good idea. This doesn’t guarantees that he will do as told.

Thinking Twice (Void, TN9) The X next

seconds will feel like X minutes to the caster, where X is invested MP. Only his

mind is accelerated, but it gives him time to observe and think more about the situation.

Time Laps (Void,TN10) Target misses its

turn.

Warm (Fire, TN7) The target item becomes

hot and hotter for each PM used (1, warm; 2, hot; 3, blazing; 4, burning).

Wild magic (Magic, TN10) Whenever the

target casts a spell, it must roll d6; on 4-6, the spell works as usual. On 1-3 it

produces a random effect (see the wild magic rule).

Wind (Thunder, TN8) Everybody present

(including the caster) must roll Physical

(TN 10) or fall to the ground and stay there for 3 rounds.

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Prayers, like spells are divided in categories. There are many of them, but we will concentrate on the major

groups for now. Those are: Arm, Heart, Eye, Word and Hand. This can impact the choice of prayers for a Priest if he serves a particular god.

Prayer list by categories

Arm Exorcism Holly fire

Make Way Prot. from evil Prot. from undead Rightful Fury Smite Beast

Smite Undead Threat

Ye who enter

Heart Appease

Animal friend. Bless

Bless All Dead fusion

Healing Life

Mass Heal

Mercy One mind

Eye Blind

Detect lies Detect Magic

Detect Undead Glow Hide

Locate See Aura

True vision Unseen

Word Alarm

Another Solution Holly word

Idea Memory lapse

Messenger Rosette stone

Speak with dead Taboo

Writing on the wall

Hand Create Flesh Create Food

Create Holy Water Enchant food

Ench. Weapon Endure

Purify Food Sleep fast Travel fast Travel safe

Alarm (Word, TN8) Cast on a chest or a

door, the caster will be aware if someone opens it. Lasts until triggered.

Animal friendship (Heart, TN7) The target

animal considers the caster as someone

he knows and doesn’t have a beef with.

Another Solution (Word, TN10) Must target

a hero or creature who has to take an

ability test. The target can use another ability instead.

Appease (Heart, TN8) The target is “cured”

of all fear or doubt or any negative

feeling it may have at the moment. This doesn’t prevent them from coming back though.

Bless (Heart, TN 9) The target has +1 to any

abilities of your choice for 1 turn.

Bless All (Heart, TN 11) all ally +1 to any

abilities of your choice for 1 turn.

Requirement: Must pick Bless prayer first before acquiring this prayer.

Blind (Eye, TN 13) 1d6 target is blind for

1d6 turn. Targets cannot move or attack

during those turn.

Create Flesh (Hand, TN12) attaches back a

severed limb, on a dead target or a live one. The caster must be in possession of the limb.

Create Food (Hand, TN7) create a meal. If

consume it will heal 1d6 HP.

Create Holy Water (Hand, TN7) create holy

water. Holy water when sprinkle (melee)

to an undead target, it will suffer 1d6 damage.

Dead fusion (Heart, TN10) The caster can

summon the spirit of the dead and let

them possess him in order to use a skill he doesn’t own for as long as he wants. As long as the spell is maintained, the caster loses 1HP per round.

Detect lies (Eye, TN8) The caster knows if

the answer to his next question is a lie.

Detect Magic (Eye, TN7) Caster detects

magic around him/her.

Detect Undead (Eye, TN7) Caster detects

undead around him/her

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Enchant food (Hand, TN9) This prayer must

target one meal worth of food. The enchanted food produces enough nourishment for five people. It will conserve normally.

Enchant Weapon (Hand, TN10) The target

weapon gets +1 damage and gets Critical results on 12 or 11, against evil adversaries. Lasts until sunset.

Endure (Hand, TN9) The target can endure

extreme climatic conditions, without any discomfort. Lasts a day.

Exorcism (Arm, TN12) A creature from

another sphere gets send back home.

Glow (Eye, TN 7) Caster touches an item or

person and makes it glow for 1d6 turns.

Healing (Heart, TN7) the target heals 1d6

HP.

Hide (Eye, TN9) Must be cast on an item,

which becomes invisible, smells nothing, does no noise, etc. The item cannot be found, not even by the caster (unless he casts the spell again) nor by

someone using the locate prayer.

Holly fire (Arm, TN9) If the target is evil, it

takes 2d6 damage. If it is good, the caster takes d6 damage.

Holly word (Word, TN12) The caster can give

one target one order. The order must be one word only, and the target must be able to do it (so sorry, but DIE won’t

work). The exact effect of each order will be left to the discretion of the game master.

Idea (Word, TN8) The caster has an idea (the

Game Master reminds him of a detail he forgot, or judged not important, but is).

Life (Heart, TN13) The target is revived (if

freshly dead) or gets all her HP back (if alive).

Locate (Eye, TN*) This prayer will give the

caster the direction in which to find

what he seeks, as well as an estimate of the distance. It can be used to track items, people or places. The TN depends

on the difficulty (Game master’s appreciation, between 7 and 12).

Make Way (Arm, TN9) All adversaries will

move out of the target’s way for 3 rounds.

Mass Heal (Heart, TN9) As many targets as

MP used recover d6HP each.

Memory lapse (Word, TN10) This prayer

removes one memory from the target’s brain.

Mercy (Heart, TN9) The target cannot die

this round. If it should it has 1 HP instead.

Messenger (Word, TN10) Summons a bird

(parrot, crow, or mynah) which will remember a message of 20 words or less, and bring it to anyone the caster wants to. The bird will travel as fast as

he can, but long distance might take time. For 1 more MP, the bird will ask for an answer, and bring it back to the caster.

One mind (Heart, TN11) As long as the

priest doesn’t do anything but pray, the whole hero group is immune to all

forms of control.

Protection from evil (Arm, TN7) All evil

creatures (or people) attacking the target will have –1 combat and deal 1

less damage. Lasts 3 rounds.

Protection from undead (Arm, TN7) all

Undead attacking the target will have –1 combat and deal 1 less damage. Lasts 3

rounds.

Purify Food or Water (Hand, TN7) purify

food from poison or strange anomaly.

Rightful Fury (Arm, TN9) The caster has + X

combat and + X damage against one specific evil adversary, where X is invested MP.

Rosette stone (Word, TN9) The caster can

read all written languages for 10 minutes.

See Aura (Eye, TN9) The caster sees

people’s auras, and so knows if they are evil, good, or neutral towards him.

Sleep fast (Hand, TN9) The target falls

asleep for one hour, but will feel as having slept 8 hours.

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Smite Beast (Arm, TN11) when this spell is

cast, target beastly creature suffers 2d6 damage.

Smite Undead (Arm, TN11) when this spell

is cast, target undead creature suffers

2d6 damage.

Speak with the dead (Word, TN8) For 1MP,

the caster can speak with a fresh corpse for one minute. For 2MP, he can speak

with a decayed corpse and for 3MP with a mummified corpse.

Taboo (Word, TN12) The caster can forbid

someone to do something (such as “don’t go there”, “don’t attack him”, etc.), and the target must comply. Lasts 1 day per MP spent.

Threat (Arm, TN9) The target will move to

engage the caster in combat as soon and fast as possible.

Travel fast (Hand, TN8) For each invested

MP, a travel is shorten by 10% (in travelling hours). This travel cannot be interrupted, and must be done in one

go. This is not a time manipulation; this represents the caster’s faith guiding him through the shortest way.

Travel safe (Hand, TN10) There will be no

encounter roll for the next 12 hours.

True vision (Eye, TN9) The caster can see in

the dark as he could in plain light. He can also see invisible or hidden things.

Lasts 3 rounds.

Unseen (Eye, TN10) Everything in a zone of

10m² goes unseen from the outside. The

setting is still visible though.

Writing on the wall (Word, TN15) The caster

must imagine a simple fact about the target, and the prayer makes it real (like

“this monster fears fire” or “this guy has no moustache”). The effect lasts 3 rounds per MP invested.

Ye who enter here (Arm, TN12) A target per

MP invested looses all courage and must roll Mental (TN12) or have to flee on it’s next turn.

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This chapter covers new skills, reserved for the Priest and Wizard. Other casting class don’t have access to them, for they don’t give their entire life to the magical side of their training, and thus cannot pretend to such a level of mastery.

Skills reserved for the Wizard *Specialist: When choosing this skill, the wizard must choose a spell category

(This is noted as “Specialist (fire 1)”). He has +1 to cast spells from this category, and if he gets a critical when casting a spell from this category, he doesn’t pay any MP. This skill can be chosen multiple times with as many categories, and each version can be mastered.

*Battle mage: all attack spells of the wizard deal 1 more damage. Meditation: The mage can forfeit his turn to have +2 to his casting roll next turn.

He cannot do that if he is under attack. Spell mastery: The mage can augment the TN of his spells by +2 to make them

last twice as long, or deal double damage. Bold caster: The mage can lower the TN of his spell by –2 by paying 2MP instead

of 1.

Skills reserved for the priest *Ardent Faith +1 to prayers casting rolls. Peacemaker: The priest gets +1 to all his Heart and Hand prayers, but cannot

learn nor cast any Arm prayers (if he already know some, he must forfeit them). This is not compatible with Avenger nor Inquisitor.

Avenger: The priest gets +1 to all his Arm and Eye prayers, but cannot learn nor cast any Heart prayers (if he already know some, he must forfeit them). This is not compatible with Inquisitor nor Peacemaker.

Inquisitor: The priest gets +1 to all his Word and Eye prayers, but cannot learn nor cast any Hand prayers (if he already know some, he must forfeit them). This is not compatible with Peacemaker nor avenger.

Miracle: The priest can forfeit his turn to cast a prayer on the next even if he has no MP left (If the prayer has a variant cost, it is considered as a 1MP prayer).

*Battle servant: The priest has +1 to all prayer casting rolls done in combat.

Rituals As we all know, spells and prayers are short version of long ceremonies and

rituals. That’s the reason they sometime fail. If a Wizard or Priest wants to be really sure to achieve a magic result, he can always come back to the long, fastidious complete version.

To perform a ritual, the hero needs a quiet room and a bunch of components (that will get destroyed). He then performs the appropriate chants and rune writing, and after that, the spell automatically works to full effect. The ritual form of a spell or prayer takes [TN x ¼ of an hour], so one hour and 45 minutes for a mere TN7 spell, and up to three hours and a half for a powerful TN15.

Being a crowd accelerate things; for each participant on top of the caster, the ritual time is reduced by ¼ of an hour. The assistants don’t need to be Wizards / Priests, but if they are not, they must roll mental (TN7) or don’t give any benefit at all. For this purpose, paladins and witch-doctors are priests, and bards and hourries are wizards.

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His rule can apply to all and every spells and prayers, even if it has no sense to do it for an attack spell.

Here are new Items, usually associated with magic. They are easy enough to

find in all big cities of the world, but the prices can vary wildly.

Pr Type Description

10 Holy symbol A priest holding a Holy symbol can reroll one of the dice of all his prayer casting rolls.

10 Magic focus A wizard holding a Magic Focus can reroll one of the dice of all

his spell casting rolls.

10 Components Everything you need to do a ritual: candles, chalk, incense and even a rat or frog, to sacrifice.

A Holy symbol is usually the emblem of the God the priest worships. In the case of a syncretist priest, a sun or moon of gold or stone will do the trick.

A Magic focus can be pretty much anything, from a little staff with feathers and chains hanging, to a ring with a beautiful stone, or a skull with paintings on the forehead.

Components are sold as a package. You need one pack per ritual.

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The equipment is an important part of the life of an adventurer. A well prepared group can be the difference between victory and a thousand years of

darkness and a well-stocked shop can be the source of this ultimate victory. The present folio gives an idea of what can be found in general on the shelves of the shops and the stalls of every market in the known world.

In the following pages, you’ll find lists and description of common items, goods and services with their prices indicated. As you can imagine, some things are

more frequent in a part of the world or another, so you, as a Game Master, shouldn’t be afraid to change prices or availability as you see fit.

You’ll eventually come to the time a hero wants to buy something that is not on the lists. Use them to imagine, use common sense and all will be fine.

There are many currencies in the world, each nation as its own, but the world being a smaller place than it used to be, some kind of normalisation happened. May you use “Petals” from the Peninsula or “Crowns” from the Baronies, they are all worth more or less one Gold; so the prices are all given in Gold for

simplification purpose. There are two major exceptions to this rule. The Underworld, where Orcs use a

two-level currency system: They got “Teeth” (worth 1G) and “Claws” (worth half-a-G). Those are not really coins, but chunks of precious metal, named after their weight; And the Labyrinth, where people use a variety of coins and bills in various denominations, the closest equivalent being the “sovereign”, which is roughly worth seven eighth of 1G.

On the following page, you will find a table that describes 37 weapons. The columns are Pr (the price you pay when you buy the weapon), Hands (number of

hands needed to use the weapon), Ran (the range of the weapon; 0 is melee, everything else is ranged), Dam (the dice to roll to deal damage in combat), Skill (the skill that works with such weapon) and critical (the effect of a critical hit).

It is impossible to cover each and every cool weapon that ever existed, also,

use common sense. A tulwaar, for example, would be a sabre; this table, without being exhaustive, presents enough examples for you to improvise.

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Pr Weapon Hands Ran. Dam. skill Critical 0 Fist 2 0 2 Brawl 3 Fighting gloves 2 0 D6 Brawl Stun 5 Iron fist 2 0 D6+1 Brawl Stun 8 Spiked fist 2 0 D6+2 Brawl Stun 3 Knife 1 0 D6-2 FW: Sword Damage x2 5 Short sword 1 0 D6 FW: Sword Damage x2 8 Broadsword 1 0 D6+1 FW: Sword Damage x2

10 Great sword 2 0 D6+2 FW: Sword Damage x2 5 Rapier 1 0 D6 FW: Sword bleed 8 Sabre 1 0 D6+1 FW: Sword bleed

10 Long sabre 2 0 D6+2 FW: Sword bleed 3 hatchet 1 0 D6-2 FW: Axe Damage x2 5 axe 1 0 D6 FW: Axe Damage x2 8 battle axe 1 0 D6+1 FW: Axe Damage x2

10 Great axe 2 0 D6+2 FW: Axe Damage x2 12 Double edged axe 2 0 D6+2 FW: Axe Damage x2 2 Club 1 0 D6-2 FW : Mace Stun

10 Flail 1 0 D6+3 FW : Mace Stun 5 Mace 1 0 D6 FW: Mace / Stun 8 Spiked mace 1 0 D6+1 FW: Mace Stun 5 hammer 1 0 D6 FW: Hammer Stun 8 War Hammer 1 0 D6+1 FW: Hammer Stun

10 Maul 2 0 D6+2 FW: Hammer Stun 5 Staff 2 0-1 D6 FW: Staff Stun 8 Nailed staff 2 0-1 D6+1 FW: Staff Stun 5 Spear 1 0-3 D6 FW: Staff Damage x2

12 Bladed staff 2 0-1 D6+2 FW: Staff Stun or bleed 10 Pole arm 2 0-1 D6+3 FW: Staff Damage x2 5 Short bow 2 0-4 D6 FW: Bow Damage x2 8 Long Bow 2 1-5 D6+1 FW: Bow Damage x2

10 Cross bow 2 0-6 D6+3 FW: Bow Damage x2 5 Whip 1 0-1 D6-1 FW: Whip Strangle or disarm 8 Barbed whip 1 0-1 D6 FW: Whip Strangle or disarm

10 Sword whip 1 0-1 D6+1 FW: Whip Strangle or Bleed 3 Throwing dagger 1 0-3 D6-2 FW: Thrown Damage x2 5 Boomerang 1 1-4 D6 FW: Thrown Stun 3 Ninja stars 1 1-3 2 FW: Thrown bleed

A roll of 12 is always a hit and generate a bonus result. The profile of each weapon describes the effect of a critical hit when using this particular weapon. If two possibilities are indicated, you can choose. Damage x2: roll for damage as usual, but double the result before applying it to

your opponent’s HP.

Stun: You deal your damage as usual, and the opponent is stunned.

Hold: you can catch your opponent and hold him, which gives your allies the opportunity to strike him easily. They still roll combat, but, if they don’t get a

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fumble, they hit (if they get a fumble, they hit you!). You cannot attack again as long as you maintain the hold. The target can roll Physical against (TN is your DEF) to set himself free.

Bleed: this weapon does slashing damage, and your opponent loses one HP on top of your normal damage now, and one more HP on each subsequent round.

Disarm: Your opponent loses his weapon (if applicable; a tiger cannot lose his claws…)

Strangle: You deal your damage as usual and you strangle your opponent (use the suffocate rule). You cannot attack again as long as you maintain the

strangling. The target can roll Physical against (TN is your DEF) to set himself free.

Brawl Weapons: Those weapons are

the hero’s fist, really. They use the Brawl skill (instead of Favored Weapon).

Swords: The most frequent weapons in the realms. There are many type of swords, and some of them have special rules. - Great sword: This massive piece of

metal is really heavy. The damages are important, but you lose one rank in initiative when using it

- Rapier: This sword is very special in this it has no edge, and only delivers piercing hits. It is very

light and give one rank in initiative.

- Sabres: the sabre and Great sabre

are swords with only one edge, and their blade is slightly curved. They slash more than cut, and are quicker than your standard sword. They add one rank in initiative.

Axes: Favored by dwarves, those weapons are the second choice of most fighters in the realms. Some axes have special rules. - Great axe: This thing is heavy,

and as such you lose one rank in initiative when using it.

- Double edged axe: this axe has two heads, back to back on both

side of its handle. It gives you

the opportunity to attack immediately if your opponent misses his own attack. This is on top of your normal attack.

Maces: Favoured by priests for its less lethal and bloodsheding nature, the mace is nevertheless a terrible weapon when handled right. Some maces have special rules. - Club: This is a piece of wood, no

more, no less. You can find one in the woods for free, but if you want a good one, correctly shaped and more sturdy, you can buy it for the indicated price

(it is more a bat than a club then).

- Flail: It is a mace with a chain

between the handle and the head. More difficult to use than a regular mace, it deals a lot more damage. The question is: to whom? When using a flail, you have a –1 malus to your combat roll to hit; if you ever get a fumble while using this, you hit yourself!

Hammers: in the category “I love to fight with tools”, i give you the hammer. Dwarves love hammers almost as much as they love axes. But nobody else does.

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- Maul: a fancy name for a very big-Ass two-handed hammer. It is pretty heavy and you lose one rank in initiative when using it.

Staves: Staffs is but a piece of wood,

roughly the size of a man. It is said monks in the west master it to a very remarkable level. All staves have a range of 0-1 (except the spear, see below), representing the advantage of the length of the weapon; they are still melee weapon

though. - Nailed staff: A staff with big nails

in it, to augment the impact. When using this weapon, you get a Critical on 12 and 11.

- Spear: A staff with a blade (single or double edged) fixed at one hand. The spear can be used in melee (in which case its range is 0-1), but can also be thrown (in which case its range is 2-3). If you throw it, you lose it, but can recover it at the end of the fight.

- Bladed staff: It’s a spear, with a blade on each end. It is difficult to use but the damage are important. When using this weapon, you get a Critical on 12 and 11. If you ever get a fumble while using this, you hit

yourself! - Pole arm: A spear with a complex

head and a longer pole. The damage are impressive, but it is a very cumbersome weapon. When using it you lose 1 rank in initiative, and if fighting at range 0, you get –1 damage and –1 to your combat roll.

Bows: Bows are the only reliable and effective ranged weapons in the

realms. - Short bow: this small bow does

little damage but can be fired at range 0 (melee). You need an arrow to fire.

- Long bow: Bigger, better damage and longer range, but to big to

be used at close quarters. If you are attacked in melee while wielding this weapon, you fight with your fists and DEF is at –2. You need an arrow to fire.

- Crossbow: technologically far more advanced, the crossbow

does more damage but is slower: when you fired on a round, you must spend one action to reload the thing (It fires one time out of two rounds). You need a bolt to

fire.

Whips: Originally meant to goad horses and donkeys, whips can be used as weapons by well-trained fighters. The range for all whips is 0-1 to represent the reach of the weapon; they are melee weapons though. - Whip: Kind of a rope really, except

it is smaller as it goes. It is difficult to handle, so you have –1 to your combat roll when using this.

- Barbed whip: the same, but with chunks of metal stuck in the weaving. It is difficult to handle, so you have –1 to your combat roll when using this.

- Sword whip: strange hybrid between a sword and a whip,

this thing is really best kept in a drawer. The damage is terrible for it slashes and cause bleeding as soon as it hits (see Critical hit effects), but you have –2 to your combat roll, and if you ever fumble, you hit yourself.

Throwing weapons: This category regroups all things that are supposed to be thrown. When you throw them, you lose them until the

end of the fight when you can recover them. - Dagger: this thin knife is the base

throwing weapon. It can also be used as a melee weapon (a lousy one but still). When you land a critical, if you do the maximum

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damage (so 8, 4x2), you got your target in the eye and it dies (of course, it take more than a gouged eye to kill say, a dragon, but that will work on all humanoid sized creatures).

- Boomerang: this curiously shaped piece of wood comes back when you throw it! When you use this weapon, you have –1 to your combat roll; you throw it one

round, it comes back in your hand on the next, and you can

attack again on the third. If you are attacked in melee while wielding this weapon, you fight with your fists and DEF is at –2.

- Ninja stars: small metal pieces shaped like snowflakes or stars, those can be thrown really fast. You can attack twice when you use this. If you are attacked in melee while wielding this weapon, you fight with your fists

and DEF is at –2.

The following table describes protections; the columns are Pr (the price you pay when you buy it) and Description (the effect of the protection).

Pr Type Description 3 Shield Reduce damage by 1 8 Spiked shield Reduce damage by 1, opponent that miss takes 1 damage. 3 Leather armour DEF +1 5 Scale armour DEF +2 8 Mail armour DEF +3, -1 initiative 10 Plate armour DEF +4, -2 Initiative 12 Spiked armour DEF +2, -1 initiative, opponent that miss takes 1 damage.

The word armour is here used as a contraction of “suit of armour”; it includes the cuirass, the helmet, the greaves and the gauntlets. It is sold as a whole.

Shields: shields use one hand, so you can’t use a shield if you wield a

double handed weapon. Spikes Shield: reduce damage by

one. If your adversary misses his attack, he hurts himself on the spikes and loses 1HP.

Armours: Armours are the main protection for a warrior. They augment the DEF score of the wearer by the amount indicated.

- Mail armour: A suit of chainmail is pretty heavy and while it gives

good protection, it slows its wearer by one initiative rank.

- Plate armour: a hundred pounds of metal on your back. It’s so cumbersome you lose 2 initiative rank while wearing it.

- Spiked armour: A scale armour with spikes everywhere on its surface. If an opponent misses its attack, he hurts himself on the spikes and loses 1HP.

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The following table describes Random equipment; the Pr column indicates the price you pay when you buy it.

Pr type Pr type Pr type 5 Arrow / Bolt (x20) 18 Pony or Mule (equip.) 3 Clothes 3 Rope (15 metres) 20 Horse (equipped) 8 Clothes (warm) 5 Torch 50 War horse (equipped) 15 Clothes (luxurious) 10 Lantern (full) 15 Cart 5 Coat (warm) 2 Oil (a phial) 35 Small Boat 3 Hat

7 Tent (for one) 10 Jewellery (silver or bronze)

2 Backpack 10 Tool kit 25 Jewellery (gold, with stones)

3 Lighter (silex) 10 Writing kit

2 Gourd (empty) 10 Painting kit 1 Wine (1 gourdfull) 1 Pouch (small) 10 Disguise kit 5 Lunch box

2 Sheath (leather) * Music instrument 2 Quiver (leather) 5 Blank book

* Map

Torch: A torch will burn for 6 hours, less if the wind is strong.

Lantern and Oil: a full lantern will burn for 12 hours. One phial of oil fills an empty lantern.

Gourd: A gourd holds roughly 2 pints of liquid . It can be filled with any fluid, or water in any well or spring (water is not polluted in Savage Flower Kingdom).

Mounts: Pony and horse come with a saddle; mule comes with two

saddlebags and a carrying saddle; Warhorse comes with saddle and armor.

Cart: A cart should be pulled by a horse or two mules (that you must also buy). It can carry as much as

four people with equipment. Boat: a small boat can carry up to 10

people above calm waters, like a river or a lake. It is not made to take sea.

Clothes: Those are complete clothing, shirt, pants, and shoes. The current ones are made of linen, luxurious ones are of silk, warm

ones are furs, and made to travel in the higher mountains.

Coat: Can be worn on top of a suit of armor, to keep yourself warm.

Jewellery: The price depends on the metal and the finish. This can go even higher than indicated.

Tool Kit: Tools can be used to pick locks, build stuff, repair stuff, etc.

Writing kit: Feather, ink powder, bowl, and sheets of paper. All you need to write (if you know how…).

Painting kit: Brushes, palette, watercolors. Now you just need a museum…

Disguise kit: include make up, false beard, false eyebrows, color lenses, and fake scars.

Music instrument: You can buy a flute (3G), a Lyre (5G), a mandolin (10G), or a little drum (7G).

Map: The price depends on quality; an old outdated map will cost 8G, whether a recent updated map will cost as much as 20G.

Lunch box: A meal for one person that doesn’t go bad. Eating it gives d6HP.

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The following table describes Random equipment; the Pr column indicates the price you pay when you buy it.

Pr type Pr type 2 Inn, full board, 1 person for a week 2 Repairing armour 2 Inn, full board, 4 persons, a night 1 Repairing weapon 5 A guide, a week 2 Mercenary, a day 1 Girl, 1 hour 10 Mercenary, a week 5 Girl, full night 2 Doctor (stitching)

10 Bank, vault, per year 5 Doctor (surgery)

Inn: you can rent a room for one night, or for one week. As for many things, the more the merrier and the lesser the price. The indicated prices include two meals a day.

Guide: a guide will help the heroes

find their way in the wild, or in a big city. As travels are long, you cannot rent him for less than a week.

Girl: Well, I’m sure you get my drift… Bank: Sometimes a hero needs to leave

thing behind, and sometimes, he needs those back. Renting a safe in a bank authorises the heroes to stock their unwanted things and,

as bankers are all part of the same guild, you can ask for your things

to be brought to you (it takes time, of course).

Repairs: Blacksmiths can repair broken pieces of armor and even weapons sometimes. When you bring a broken item to the

blacksmith, roll d6: on 1or 2, the item is beyond repairs.

Mercenary: Cities are full of retired soldiers, repentant ruffians, and other blades for sale that would be happy to find work. Whether you need a bodyguard, an enforcer, or want to raise an army, this is the place to start.

Doctor: The regeneration rules being

what they are, it seems pointless to signify the doctor’s prices. But who knows?

*Favoured Weapon: the warrior can choose a weapon type. When he fights with it, he deals 1 more damage and gets +1 on his Combat roll. You can choose this skill several times with as many different weapon, and master each one. Reserved to warriors.

*Brawl: you deal 1 extra damage and have +1 to your combat roll when you fight with your fists (+2 when mastered).

Martial artist: your Fists (and any Brawl weapon) gain the critical effect “damage x2”. Reserved to warriors.

Wrestling: your Fists (and any Brawl weapon) gain the critical effect “Hold”. Blacksmith: The hero may roll physical (TN9) to repair a broken weapon or piece

of armor. If he fails, the try added to the damage and the item is lost.