Você está na página 1de 4

INTRODUCTION CREDITS

Fate Of Heroes is an hack of Fate Accelerated, This work is based on Fate Core System and
suited to play the role of adventurers forced to Fate Accelerated Edition (found at
become heroes to fight some dark evil threat. http://www.faterpg.com/), products of
The game is built on the foundation of Fate Evil Hat Productions, LLC, developed,
Accelerated (an Evil Hat product), with several authored, and edited by Leonard Balsera,
influences also from Apocalypse World (by Brian Engard, Jeremy Keller, Ryan Macklin,
Vincent Baker). Mike Olson, Clark Valentine, Amanda
You play to: Valentine, Fred Hicks, and Rob Donoghue,
* Do amazing things, live incredible and licensed for our use under the Creative
adventures Commons Attribution 3.0 Unported license
* See the characters struggle, together, for a (http://creativecommons.org/licenses/by/3.0/).
greater good
* Explore and discover within the Eternal City Additional credits is due to:
and the wild outer regions * AW (Apocalypse World) by Vincent Baker
* Dungeon World by LaTorra and Koebel
* Adventure World by Colter Hanna
CONTENT * Heartbreaker AW (AW hack)
Fate Of Heroes contains: * Stonetop (DW hack)
1- A brief introduction to the setting
2- A set of short rules for players and GM Additional credit, for their interesting
3- Additional instructions for the GM to run conversations about design, goes to:
the game * Raminghi (an Italian RPG community)
4- A series of playbooks for the players - * The Story-Games forum
basically predefined characters templates
ARTWORK
SETUP The Artwork is by Dwayne Scott, who was so
To play, you will need a group of 3 or 4 kind to let me use his sketches here. You can
players taking characters and one additional see more of his work on DeviantArt here:
player acting as the GM for the game. http://ruecalintz.deviantart.com/
As game-prep you should print:
* Reasonably, this introduction as reference
for the setting VERSION
* A copy of every playbook, including the This is version 0.1.
rules summary
AUTHOR: DAIMON GAMES
* Print or have available all the GMing Guide,
and print the Session Sheet
* A pair of D6 of different colors (i.e. one website: www.daimongames.com
black and one white) for every player and for email: davide.pignedoli@gmail.com
the GM
* Enough tokens to track fate points

Art: an Inquisitor of the Church of the Circle


HOW TO USE THESE DOCUMENTS: both the This game is about FIGHTING SOME EVIL THE ROGUE definitely had other plans, rather
GM and the players should read the first that threatens the characters, or who they love, than embark on this adventure, but here they
document (this one). or the place they live in, or the Eternal City or are nevertheless. Pushed by necessity, by bad
It provides the basic information with regard the Seven Nations and so on. This game is the luck or by an unwise curiosity and perhaps a
to the setting and it helps to set the tone for story of some dark, obscure threat, and of the well hidden sense of friendship, the rogue is
the game, which is somehow a dark fantasy, heroes that have set on a journey, on a mission part of the group as anyone else. Although
with a touch of epic in it. to defeat it. they seem to care more of their own well being
than the salvation of the world.
Besides this introductory document, the game This will be the focus of the first adventures,
contains: which can last only a few sessions, or an entire THE RANGER is the guide of the group in the
* RULES: a rather complete set of light rules, campaign if you feel like it. Once the dark Wild and in any unknown territory; they are a
necessary to resolve actions and conflicts. threat will be defeated, or somehow seasoned veteran of traveling and exploring,
These are based on Fate Accelerated and both neutralized - for good or maybe just for a and can provide useful connections and advice
GM and players should read these pages while - you can spin the game in other in any territory outside the Eternal City.
* GMING GUIDE: a series of advice, rules and directions.
mechanics for the GM to run the game at its But start with this, with a dark threat.
full potential. Some of it is just (hopefully)
LICENSE
good advice, some of it is prescriptive rules, so THE HERO is the core playbook. It is not the Released under the Creative Commons license:
this is not optional for the GM to read (no “I main character, all characters are somehow Attribution-NonCommercial-ShareAlike 3.0
know how to GM already” is allowed) equal, but this is the one that contains the Unported (CC BY-NC-SA 3.0)
* A SERIES OF PLAYBOOKS: these are sparkle of the adventures of your first sessions.
basically the characters sheets, but more The hero, in fact, is called to a great destiny - PRINT
importantly, each one represents an archetype. or a terrible death - as they will face the dark
threat that has put your story in motion. TO PRINT THIS MANUAL, you will need paper
You should have only one in play for each type. in A4 size, and as you will notice, every single
Each playbook contains a page (front and rear) chapter is laid out to be printed front and rear,
with the character creation instructions THE WISE is the first, natural companion for
the hero. They are about reaching and finding on a single sheet of paper.
(they’re slightly different for each playbook), You can then fold along the lines, and every
and then the character sheet itself to be filled the hero, and drawing them out of their
natural place, to aim them to a greater good. chapter will present as a handy booklet.
by the player at the start and maintained
during the game The wise knows more than others about the
dark threat, and will be there to guide, support
and sustain others of the group. Fate™ is a trademark of Evil Hat Productions,
THE AVAILABLE PLAYBOOKS are the LLC. The Powered by Fate logo is © Evil Hat
following: Productions, LLC and is used with permission.
* The Hero THE GUARDIAN is the one in charge of the
* The Sage safety of the hero. Willing or not, knowingly or
* The Guardian not, the guardian is the last, most solid shield
* The Rogue between the hero and a horrible death. This
* The Ranger role might require some spirit of sacrifice, but
as long as the hero is safe, there’s little in this
Before discussing the playbooks, consider this: world that can oppose the guardian with the
sword in hand.

booklet 1
Fate Of Heroes provides the GM and players THE SEVEN NATIONS are the seven groups of
with a basic setup for the setting. A lot is humans with enough culture, identity,
going to be left to the imagination of the GM resources, organization and power to be
and players, but there are a few basic points recognized as more than simple settlements.
that are assumed to remain fixed in this game. All seven of them are distributed to the EAST
of the Eternal City; some have their capital or
THE ETERNAL CITY is an immense ring of an important city within the Eternal City itself,
buildings, of incredible size, spanning the some have no access to the Eternal City unless
length of nations, across the continent, and through wild land or another nation’s land.
surrounded by a tall and solid wall. It’s a Tales and legends of what lies north, south and
magical and dark place; a place of power and west of the Eternal City are countless; people
mystery, of sorcery, death and treasures. who really visited those far lands, none - which
Within the ring of the Eternal City is the vast we know of.
INNER SEA, and in the middle, the SILVER Each of the Seven Nations is organized in a
DRAGON ISLANDS; the unpopulated areas of different way, but some factions reach beyond
the City and the Islands are the favorite the borders of the single nation, thus their
destination for adventurers and looters seeking machinations for power extend all through the
treasures. A few, very few portions of the eastern territories. The most powerful of such
Eternal City have been colonized by humans. powers are, of course, religions and noble
Life in these small areas is relatively safe and families.
comfortable compared to other places. THE CHURCH OF THE CIRCLE maintains
But TO BECOME A CITIZEN, one must pay a the most common religion among the
very high admission fee and then pay regular regular folks; its faith is based on a rather
taxes to the local rulers. For this reason, most simple preaching of concepts such as
of the common folks living in the Eternal City silence, acceptance of the status quo,
are sponsored by someone rich, and repay with and deference to power. The Circle
labor. A small, affordable tax gives the right to recognizes several minor deities - such
enter such areas, and reside for a short time, as for Birth, Arts, Family, - the cult of
for example for travel or business. The few the ancestors, and a nameless,
ports connecting the mainland with the Silver fundamentally kind, ancient Creator.
Dragon Islands for example require the THE CHURCH OF THE CROSS on the
payment of such taxes, except for the Free Port other hand is more common among
of the Northern Gate. The Eternal City is built nobles and wizards and people of
of solid stone and its roots are lost in the power. It preaches of the supremacy of
legends of the ancient times. the single exceptional individuals seeking
Its most precious treasure is TRUE GOLD: a power to glorify their gods. The Cross also
precious and magic material, which can be venerates several different deities - such as for
charged by sunlight or heat, and release its War, Wisdom, Death, and so on. There is no
power controlled by wizards, fueling sorcery. It single creator, but a pantheon of gods in
exists apparently only in the Eternal City. struggle for power - although the Creator of
the Circle is considered one among other gods.

Art: a guard of the Inquisition, of the Church of the Cross


THE INQUISITION is a body of both the THE WILD is technically any territory outside THEN THERE ARE ELFS - slender and with
Church of the Circle and the Cross. It serves as of the ring of the Eternal City. In practice, the feline eyes, of merciless spirit and hot
religious arbiter among disputes between civilization brought by the work of the Seven temperament. Elfs were in the past the
different bodies of the clergy, and as such it Nations, establishing new villages and cities, greatest wizards and possibly among the
should be as neutral, in principle. The fact is, building roads and bridges, has pushed the founders of the Eternal City.
the Inquisition is rules by secular powers, limit of the Wild further far. Now they live in the Wild, in savage tribes, and
greed and personal goals more than any other The Wild is dangerous and unwelcoming to they commune with the spirit of the Wild, with
religious order. humans, although there are rare settlements of animals and monsters. With shadows. They
It is composed by clerics - usually with leading those who are unwelcome in the Seven Nations worship the furious elements and the great
ranks - and many soldiers and guards and even or simply live out there because that’s all they beasts of the Wild, but without a real religious
mercenaries, assigned to more mundane or know. Some might even know nothing of the sentiment; more as a symbol of their
violent tasks. Eternal City, of religion, and so on. acceptance of their place in the ranks of the
Clerics of the Inquisition often - and soldiers The Wild is the land for outlaws, and for those creatures of the Wild.
always - wear a metal mask ornate with who are desperate, or seeking a shortcut to They still use magic, but usually refuse to use
colorful feathers. Feathers are useful to glory, wealth - or death. True Gold. Instead, they fear not to use
distinguish the rank within the Inquisition. BLOOD MAGIC, and WICKED SILVER.
By tradition, the Inquisition is the only military Out in the Wild life is hard, but not less Their lives are longer than those of the
force allowed within the Eternal City, although interesting than within the great wall of the humans, and even of the dwarfs - which often
violations of this principle are countless, but Eternal City or in the Seven Nations. In The can last a couple of centuries. But they are
usually kept of a low profile. Wild, though, humans are not alone. mortal, indeed, and an angry lot and most of
SEVERAL NOBLE FAMILIES have gathered a THERE ARE DWARFS - shorter and tougher them die in battle before the time.
great deal of power, through the centuries. In than humans, living in caves or villages in the THEY CANNOT PROCREATE, so they need to
some of the Seven Nations these families rule mountain or sometimes in the ancient ruins of steal human babies and turn them into Elfs
directly through monarchy or noble councils, abandoned cities. They are great engineers and with their magic, to keep their race growing in
in other nations they maybe just control workers, but their avidity is legendary and numbers.
enough wealth to strongly influence whatever rivalry between various clans is ferocious. MONSTERS and other wild creatures are not
the local power is. They are often at war against humans: they rare once you travel far enough from the
Their main occupation is to plot, scheme and love True Gold and will not miss the Eternal City or the Seven Nations. The farther
struggle to gather more and more power, be it opportunity to put their hands on it. you travel, the more you can expect to witness
economical, military, or else. While the power Occasionally, they will even raid the Eternal terrible prodigies. The wizards, the Inquisition
balance swings in favor of the Inquisition City to loot True Gold, although they make and the nobles all fight to keep the Seven
within the Eternal City and close to it, in more sure to do it far from where the Inquisition Nations and the Eternal City safe, but once
remote regions these noble families are the stands guard. Both the Circle and the Cross in you’re out there, you better have weapons.
only recognizable power. fact consider dwarfs somehow less than Traveling in the night is especially dangerous,
All the families extend their family branches humans, and sometimes even mount crusades
beyond the borders of a single nation, and the to go fight them in their territories. because of the SHADOWS: they are dark
most ancient, most powerful of them, can When they capture humans they often keep spirits - perhaps the spirits of those who died
count on having some member in a position of them as slaves, and interspecies breeding with serving the Wild, of those cursed by Wicked
power basically in every single important humans is possible. Half-dwarfs look almost Silver, that hunt for human flesh, and souls.
palace of each one of the Seven Nations. like dwarfs and are rejected by humans, so Even Dwarfs and Elfs fear the wild monsters,
they usually remain within the dwarfs ranks. and monsters fear the Shadows.

booklet 2

Você também pode gostar