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fractured kingdom
An RPG by Dave silva
the eden prayer
The world has grown colder over the last century since the end of the
Great War. Huge multinational corporations have risen to power while
government rule has grown stifling, stripping away what were once considered basic human rights. Knowledge is a privilege for those few who
can afford private education or can qualify for corporate schools. Billions
struggle to carve out a living in the shadow of monolithic empires.
Amid the squalor and decay there is another world.
Rumors of conspiracy and government plots abound on the streets
while the news reports reflect only what they’ve been paid to say. Within
this cacophony of rumor, the Church of Unua has somehow spread the
tale of Five Kingdoms. These five interwoven Realms, the Slumber, the
Verdant, the Dark, the Grave and the Unbound, once part of a greater
whole the Unua preach that these Realms, will be united so humanity can
one day transcend the blight and enter a new era. The media dismisses
their rants, the Church of the Redeemer sees them as a pagan cult, and
others simply call them mad. Even so, their message spreads and new
churches crop up in cities across the globe. All unified by a single prayer.
Through dream I have seen the Slumber.
Through nightmare I have been cast into the Dark.
Through life I have found the Verdant.
Through death I have known the Grave.
I am Unbound.
I am Lucid.
3
world at a glance
The year is 2202 and paranoia is the rule of the day. Forces just outside the realm of perception move world powers
to their will. Those who stop and watch can feel the touch of these powers at work. Governments struggle to rebuild, to recover from the Great War. Huge corporations have become cities-states unto themselves. The Church of the Redeemer’s
ranks, fallen from its glory, swell once more with disenfranchised workers unaware of the church’s cruel past. All of these
things move within the nebulous landscape of conspiracy. Yet, the truth exists beyond the realm of man.
Scattered across the globe are those who have crossed the borders into the Outer Realms only to return to the Unbound World tainted, a living conduit to the strange energies that control the Realms. This Taint connects them, binds
them and drives them. They are the Lucid, those strong enough to transcend the haze of illusion that shadows the world.
No one knows how many Lucid there are in the world. Some band together for ideological reasons to form Baronies.
Their motivations vary widely, from the Eden Dream of the Church of Unua to the Templar’s enlightenment at the edge of
a knife. The Realms offer no answers as to who is right and who is wrong.
Thrust into a world of mystery, Lucids find themselves infused by the Realms, gifted with new and strange abilities.
Their eyes become attuned to the hidden forces of the world. Sought by the Baronies, some give in and hope the provided
protection is enough payment for their independence. There are those with the strength not to give in, who have not been
brainwashed by any Barony. Others simply run.
They are out there, on the run, hiding, like you. Close your eyes, reach out and you can feel them. Fight, struggle, do
what must be done to survive the Unbound World, and take control of the strings of reality at your command.
You are Lucid. Can you Survive?
4
Arcology
glossary
gerous, Bridges provide unfiltered bi-directional access between the Realms. Releasing the wild things of the Verdant,
the chaos of the Slumber or worse on the Waking World,
Bridges destabilize environments where they are located, resulting in unpredictable weather changes, violent storms, seismic activity and other strange occurrences. Eventually the area
becomes so chaotic that the Bridge is destroyed under shifting
conditions. It is commonly believed there may be more stable
Bridges in the world controlled by the Baronies; however, it is
all but impossible to confirm these stories due to the secretive
nature of Baronies and Lucids in general.
These hyperstructures maintain self-contained, denselypacked and large human population. Controlled by corporations, Arcologies offer a variety of residential and commercial
locations inside their walls. They are designed to be economically self-sufficient and are often safe havens for corporate
executives and management teams, offering a clean and safe
alternative to living in a dangerous city.
Audiopunks
While the sound and message can vary wildly, the recent
movement of the Audiopunks has risen. Members use hidden speakers integrated into their clothing and hair to blast
socially-charged music in public gatherings, such as political
protests, church sermons or even busy subway stations. The
media has named them Audiopunks to represent protesters
in general, even those with completely different ideologies or
methods.
Church of the Redeemer
Originally founded during the Great War in the American
South as the Church of the Reclaimer, this organization advocated a return to traditional values and beliefs. The Great War
spread across the globe and the Church’s influence spread
with it. At its height in 2134, the Church called for the Purge,
a destruction of all modern infrastructure, museums, libraries
and data storage centers. The Church of the Reclaimer was
dealt a crippling blow in 2136 when the United Liberties Pact
was signed, barring all trade with the Church and signifying
the end of the Great War. The Church imploded, possibly due
to infighting or other political struggles. Restructuring and renaming itself the Church of the Redeemer, it remains a major
influence in global politics, though it is only a shadow of its
former body.
Barony
Powerful covens of Lucids divided by their philosophical
lines, but possessing no geographical boundaries. Baronies
are supernatural empires that exist outside the perception of
the Waking World, each with its own dogmatic beliefs concerning the Outer Realms, humanity and other Lucids. There
are six major Baronies currently active in Europe: Green
Ones, Harbingers, Keepers of the Unbound World, Spirit
Callers, The Templars and The Watchtower. A seventh Barony, the Church of Unua, has cropped up in the last few years,
openly preaching the Eden Dream and the existence of the
Outer Realms. So far, they have been marginalized by almost
every media outlet, characterized as an insane doomsday cult.
Baronies may also be referred to as Dukedoms, Enclaves or
Regencies.
Company Man
1. Slang for people whose lifestyles depends on continued employment with a particular corporation. Company men
often enjoy corporate-funded housing, transportation and
personal services. However, contracts typically include an exit
clause charging for goods and services, effectively turning employees into modern day indentured servants. This does not
mean employees never switch jobs. It does, however, require
corporate buyouts of contracts and transfers of debt, making it
extremely difficult for a Company Man to ever get ahead.
2. Corporate security, bodyguards or mercenaries.
Beacher
Popping up through the German and Wastes throughout
the Eastern Bloc, Beachers are part scavenger and part road
gang. They choose to live in the scorched lands rather than
integrating into society. Beachers derive their name from the
proliferation of Rockabilly music along with retro pre-War
clothes common amongst the various gangs, often appearing
ready to go to war at a beachside cook out. Many see themselves as making a lifestyle choice to live off the grid and get
back to a simpler time.
Coven
A universal term describing Lucids who have banded together.
Eden Dream
After channeling energies of the Realm, all Lucids experience dreams of a nirvana or perfected place. Often seen
as a city that has struck a perfect balance between the Four
Realms, it is unclear what is the cause or nature of this dream.
Bridge
A permanent Gateway between the Unbound World and
one of the four Outer Realms. Incredibly powerful and dan-
5
glossary
US Invasion of Yellow Knife (2107 - 2113)
The Del Toro Gambit (2112 - 2124)
The Invasion of Gonder (2122 - 2125)
The Liberation of Canada (2123)
The Darwin Conflict (2124 - 2130)
The Winnipeg Uprising (2124 - 2133)
The Juarez Massacre (2130)
The Liberation of Mexico (2133)
The Purge (2134 - 2136)
Almost all Baronies have some belief surrounding the Eden
Dream, but the Church of Unua sees the Eden Dream as an
obtainable and natural state of the world. See the Eden Dream
(page XXX) for more details.
Elucidate
The act of interacting with and experiencing one of
the Outer Realms for the first time, thus becoming a Lucid.
While Gateways and Bridges allow anyone to enter the Outer
Realms, Lucids have somehow bonded with the Realm they
have experienced.
Hole (Also, Bolthole)
A place to disappear inside a city. Despite the name, holes
aren’t always necessarily underground; rather, they are simply
where one can go without being asked too many questions and
their identity will not be compromised. Nightclubs, hotels and
even apartment buildings can serve as sufficient holes, if one
has the right connections.
Frank
Slang term for a lie or liar. Example: “He was frank with
me.”
Gateway
A passageway to the Other Realms. Gateways are often unstable, lasting only a few moments before disappearing. Many people have experienced a Gateway without even
knowing it, but Lucids have crossed through Gateways and
formed a bond with the Realm and its energies. Those who
cross through a Gateway experience the Realm with all of their
senses, although their bodies may never actually move.
Horrors
Commonly used in the worst ghettos as a catch-all term
for unexplainable, supernatural things. While no government,
corporation or media outlet openly acknowledges the supernatural, there are those who live in places where such horrors
regularly lurk and know there are truly things that go bump in
the night.
Great War
Libby Americans
Common history books say the Great War began on December 13th, 2022 after a conflict over a disputed oil pipeline
between the Eastern Bloc Alliance, France and Russia. The
War is often characterized by eighteen significant conflicts.
By the end of the Great War, the landscape of the world had
changed drastically. A unified Allied States of America (ASA),
European Union (EU) and United Socialist Commonwealth
(USC) had replaced many of the world’s former nations, but
the damage done to these world powers was crippling. Archeologists theorize on the loss of information and technology
from before the Purge.
Although taught in schools, the average citizen rarely
thinks of the Great War as having any impact on modern life.
Below are some of the important dates within the Great War:
A slang term for American or member of the ASA. This
derogatory term comes from the United States expansion
into Canada and Mexico under the guide of liberating their
nations. Libby can also be used when talking about corporate takeovers or loss of property. “Libbies freed my flat last
week,” meaning the bank repossessed the home.
Little Brother
A slang term for the proliferation of cameras and media
recording devices, along with online social networking. Governments have never needed to implement domestic spying
programs. Instead, policing agencies can rely on the abundance of video and image distribution on the Internet, using
facial recognition searches to locate data. Of course, this does
not stop the use of video surveillance and other techniques,
but Little Brother has made monitoring and data gathering
much easier for all involved.
The Reclamation of Belarus (2024 - 2029)
The EBA Western Push (2028 - 2056)
The Liberation of Tiergarten (2061 - 2064)
The UAE Initiative (2066 - 2078)
The Zion Event (2077)
The Siege of Victoria Island (2079 - 2082)
USC Invasion of Japan (2082 - 2099)
The Fall of Baker Lake (2101 - 2104)
The Liberation of Jerusalem (2103 - 2112)
Lucids
Having traveled to one of the four Outer Realms, the Lucid are people who have been Tainted by these supernatural
forces. Once a mortal is Elucidated, they become aware of oth-
6
glossary
ers like themselves and can perceive the overlapping Realms
within the Unbound World. The Lucid may draw on the power
of their Realm and even enter the other Realms, but can only
even bond with their first Realm.
The Purge
A global attack on infrastructure and technology led by
the Church of the Reclaimer. This event led to the end of the
Great War and the beginning of a modern Dark Age. Although
present day technology has advanced leaps and bounds since
the Purge, relics found by scavengers and archeologists continue to puzzle scientists and engineers. The cause of the
Purge is an article of some debate, but theories include the
planned use of nuclear deterrents on ASA soil or a biological
attack.
MMC
A universalized genre of music using live guitars and
drums with a heavy driving beat. The term reached popularity as more Metal fusion bands emerged during the rebuilding period after the Great War. Sub-genres include: Classic
Metal, Fatalism, Fusion, New Edge, Rage, Razor, Retro Metal
and Speed.
Suborbital Transit
Intercontinental travel has never been faster. Commercial airlines use suborbital or slingshot trajectories to leave the
atmosphere, momentarily accelerating without gravitational
interference. While there are always safety concerns, the efficacy and speed of suborbital flight make travel more affordable
for the average person.
Megapolitan City
Modern cities have grown larger in both size and density
with cityscapes dotted with buildings easily topping a hundred
stories or greater. Shuttles and trains quickly move people
through the arteries and veins of these great beasts. Some of
these Megapolitan cities have become so large that their various districts have become like towns unto themselves, isolated
from the larger organism, with citizens living their entire lives
without ever venturing past the five or six square blocks of
their neighborhood.
Taint
All Lucids are changed by their realm. Even if they are
able to suppress or hide their supernatural nature one who
knows to look can see the tell tale signs of Lucidity. Be it the
madness that plagues the Dark, the rot of the Grave, wild nature of the Slumber or animal characteristics of the Verdant,
their Taint can never be fully hidden.
Miracle Tech
Slang for top-of-the-line medical technology. While almost everyone has access to devices such as Medifoam (a fast
acting wound sanitizer and bonding agent), the upper limits of
medical technology force the average man to redefine the concept of death. From vat grown spinal replacements to chemical
compounds that neutralize and replace cancer cells, Miracle
Tech is wide-ranging and awe-inspiring. It is also the source
of any number of conspiracy theories regarding government
or corporate super soldiers, longevity programs and human
cloning.
Unbound World
Also called the Waking World, it is the realm of man.
Wastes
Also known as Wastelands or Scorched Earth, these are
battlefields from the Great War left unoccupied. These areas
have not recovered in the years since the Great War due to
lingering chemicals and contaminants in the soil. Worldwide,
there are hundreds of archeological and scientific missions
into the Wastes, as well as communities of nomadic scavengers seeking to make a living off the leavings of another age.
Mystics
Normal humans who are able to channel the supernatural
without being a Lucid. Mystics are not tied to the Realms and
do not have near the strength of Lucids, but can move about
undetectable by a Lucid’s senses.
Outer Realms
The four Realms which connect to the Unbound World.
They are: The Slumber, The Verdant, The Dark, and The
Grave. See Character Generation Part 2: Realm (page XXX)
for more details.
7
Home School
“Nico, look at me. I need you to focus.” Pulling the remote from the boy’s hand, Laila turned off the television. There was
a split second as the screen went from the quartered screen of kids’ music videos to Grigori’s homepage, a data feed of art and
entertainment news. For a moment, Laila found herself wishing for a simple blank page she could leave it on. “Nico, please.”
Distracted by the loss of music, Nico snapped, quickly turning he growled as his arms grew sinewy, hairy, fingers giving
way to claws. Laila stood over him giving her best mothering look. Although, she did not have any kids of her own, it was an
instinctual furrowing of the brow and lowering of the chin. The thought came to her that this look was possibly ingrained in all
women at birth as a survival trait.
“Nico, if you want something you have to use your words.”
“Words stupid, want TV back!”
“Alright Nico, you can watch television after your lessons, but you
have to change back.”
“Want TV!” Bounding off the couch, the child’s claws slipped into
the ceiling tile, closing his hand around it he hung pouting. It was a
battle of wills at this point and if Laila allowed Nico to win, it might
take months to get him to sit down and study again. The standoff continued as Grigori stormed into the living room.
“That rat-boy has got to go. I don’t care about any bloody high
ideals. He’s going to get us killed if you can’t control him.” Grigori
hissed while looking at Laila. Pulling himself up, Nico only laughed.
He thought Grigori was funny, shouting and flailing about and he
liked the name Rat-Boy, even if he never told anyone.
“Isn’t this why we live on the eighty-fourth floor?”
“Are you joking? I can feel the rat at two kilometers. How far do
you think the Green Ones’ bloodhounds can sniff him out?” Grigori
was right. Laila knew it before even making the statement, but it was
hard not to defend Nico, especially from Grigori.
“Nico, listen to me. If you don’t come down from there and turn
back you can’t stay here. You’re making it very dangerous for us all
right now and you have to stop.” Chaz and Margaret came into the
room together as Laila struggled to talk the child down. “If you don’t,
we won’t have a choice. You’ll have to go back to the streets. No more
TV, no more bed, no more cooking. Do you want that?” There was a
long silence.
“No.” The single word cut through the room as Nico dropped
from the ceiling, his arms returning to normal. Planted on the floor, he
looked up at her almost like a scolded dog. Crossing his arms, Grigori
drew a wry grin across his face, somehow taking this as a victory for
himself. Still no one said anything. Chaz motioned as if he was going
to comfort Nico then stopped.
“Come on, Nico. It’s time to study. Besides, you don’t want to
watch Mr. Grigori try to fix the hole you made. It’s not pretty when he
tries to throw his wallet at something and make it better.” Nico chuckled as Laila took his hand leading him back to his bedroom. There was
a television in there she could use to get online and the living room was
too crowded to get anything done.
Laila tucked away her smirk as she passed Grigori, since the man
had turned beat red. With only a fraction of the cash he used to have,
being reminded he would be the one paying for the tile was more than
enough to get him fuming. She could see Nico was smiling. Sometimes it
was the smaller lessons that had the greatest impact.
26
chapter five:
running fractured kingdom
This chapter contains tools, background information on the various Baronies, and several adversaries
GMs can pit against players. New players may want to
consider not reading this chapter as the information
may spoil some aspects of exploring Fractured Kingdom for the first time.
Elucidation
What does it mean to become Lucid? The most
basic definition is stepping through the Gates into
the aether and somehow returning. Almost everyone
has experienced one or more of the Outer Realms in
their lifetime. It is not enough to simply be an observer
though. The Lucid is no casual passerby, having made
a conscious effort to understand something beyond
conventional reason and, in doing so, opened their
minds to a far greater world.
How does it happen? What causes it? How can
you tell if someone will Elucidate? The short answer:
no one knows. One’s Elucidation is often a very personal thing. There are those who know of the Outer
Realms and try to force an Elucidation on themselves
or others. Rarely successful, these attempts are always
dangerous and often fatal. Why these men and women
who strive to join the ranks of Lucids fail while others
who seek things far more nebulous succeed remains
unknown. Perhaps it is some great cosmic joke or celestial defense mechanism; the theories are endless.
What does it mean to Elucidate? Although there
are multiple ways people may experience a gateway,
ultimately it is the individual taking the leap from the
Waking World into the unknown. Everything around
them changes. For some, it is magically enlightening,
while nightmares come to life for others.
One thing that may offer insight into the Elucidation is the Watchtower’s ritual of Baptism, a ritual
drowning where many die in the process. The few Lucids it produces often tell stories of frantic visions of
death and the urge to look for understanding of the
path they are on, not the destination they seek.
In the end, one’s Elucidation is a journey only they
can understand. Those who do not belong to one of
the Baronies are often intensely individualistic. This
may also be why so many Lucids chose to strike out on
their own versus joining others like themselves. This
is seldom the safest choice, however.
How this experience affects the character is ultimately up to their player. It is a defining moment in
their history, perhaps the first truly meaningful moment in their lives. The Lucid is metaphysically transformed, reborn in a way, and their players should consider this as they develop their backgrounds.
The events around a person’s Elucidation often
determine which of the four Realms they enter. Let
us look at Chris’s character from Character Creation.
Margaret (page xxx) could not get over the loss of her
husband after his death. This twisted her dreams, taking her to a horrid place where she could feel something corrupting the memories of her husband. Instead of turning back, she dove into the nightmare,
seeking answers and entering the Dark to become a
Lucid.
This was no fluke that Margaret entered the Dark,
as she brought herself to this place in search of the
truth. This is something Chris can sink his teeth into,
leading him to decide part of Margaret’s motivation
is to understand what it means to be a Lucid. She will
ask fundamental questions, like “Why would the Dark
Realm lock on to my memories,” “Was there something special about me,” or “Was it my husband’s
spirit?” As such, Chris picks up skills that center on
her study, such as Occult (S) and Subterfuge (S) (as
often Lucids do not like to relinquish information)
and picks up the ESP (Ab) and Reading (Ab). Margaret’s other characteristics come from her background,
and the fact she has fallen in with a tough crowd. This,
along with some other characteristics, round Margaret
out so she can keep up with the kids and become the
Grandmother you never want to cross.
146
the Eden dream
To become Lucid, one must knowingly interact
with one of the four Outer Realms. These experiences
are often strange ethereal events impossible to describe. What all Lucids share is the Eden Dream.
It may take time for a new Lucid to comprehend
what has happened to them. Some never learn to channel their Realm, even living the rest of their lives as
normal men and women who only occasionally experience the pull of Lucid Sight or Realm Sense. These are
the rare and fortune few. Most Lucids are eventually
drawn into the power of their Realm, and this is when
the Eden Dream begins.
When they sleep, the Lucid is plagued by images
of an ideal place, often a city, which is in perfect alignment with the four Outer Realms. It is a place of power,
a place of knowledge and wisdom. Each Lucid’s Eden
is different, colored by their personal expectations and
religious experiences. In any New Age bookstore, one
can find a trove of books on the subject. Atlantis, Avalon, Babylon, Eden, Lemuria, Mu, Palenque, Shambhala, or Uruk, there are dozens of names, but eventually almost every Lucid has their Dream. A fair number
of Eden Dreams share common elements, even specific structures and other more intricate details, which
hints at some connection with Lucids all around the
world.
What does this mean? Well, visions are funny
things. If there is truth in the source of the Eden
Dream, then it is buried under the weight of theories
and ideas surrounding its very nature.
It is up to the GM to decide when a character experiences the Eden Dream. This may be shortly after
their Elucidation and part of the character’s background or even later in their career, perhaps after first
activating a potent Boon they have worked hard to
acquire. Either way, the essence and meaning of the
Eden Dream are open to interpretation. When a character experiences their Dream, ask the player to describe their character’s Eden. Let them develop their
idea of perfection, and be sure to offer helpful details
to guide the player if they get stuck, but it’s their paradise to mold.
The Eden Dream should be used to shape future
storylines, character development and shifts in personality. GMs are encouraged to keep track of the
characters’ Eden Dreams and slip in subtle clues and
hints during the course of the game.
147
Shanghai, USC
Estimated Population: 18.1 million
After the formation of the United Socialist Commonwealth with Eastern Russia, Shanghai became instrumental in staging the push into Japan and later into
Canada. Signs of war still mark this metropolitan city.
Despite the military government, Shanghai remains a
hub of commerce for Eurasia. With heavy gang control, Shanghai is a preferred city for gray market deals
and politicking.
Okinawa, Okinawa Prefecture,
Japan
Estimated Population: 24.6 million
The provincial capital of Japan after the occupation by the USC, Okinawa is the largest city in the
world (by population density). Technically a protectorate of the ASA, Okinawa is a melting pot for all of
Asia. Okinawa is also home to one of the largest police
forces in the world. An economic hub, Okinawa is a
haven for smugglers, refugees and slave traders. The
towering buildings and network of subterranean warrens, there are working class citizens that never see
the light of day, living entirely underground.
Jerusalem, Jerusalem
Estimated Population: 2.2 million
In the fallout of the Great War, Jerusalem was
declared an independent city-state under joint control by the UAE, Israel, the ASA and the EBA. Since
this time, the city has become one of the safest in the
world, with some of the most advanced bomb detection technologies available, and remains a major tour
destination. Some consider Jerusalem to have two sets
of laws. Those for citizens and those for tourists. Local laws are extremely strict with zero lenience on sentencing, while tourists rarely seem to experience more
than fines and hotel suspension.
Other Cities
Sedona, Arizona, Portland, Oregon, Savannah,
Georgia, ASA, Vatican City, Vatican City, Cusco,
Peru, Zhengzhou, Seoul, Korea, USC Stavropol,
EBA, Mbabane, Swaziland, Axum, Ethiopia, Tell elMuqayyar, UAE
Baronies
The following section outlines seven Baronies,
along with their motivations, tactics and goals, a
sample member and common mortal servants. Not all
interaction with a Barony needs to be conflict. Some
may be willing to allow a Lucid coven to exist within its
territory or even offer protection should it serve their
purposes. It is wise not to get too comfortable with
Baronies, however, as their goals are radical and their
tactics often brutal. It would mean little to them to sacrifice a few pawns it it come to that.
the church of unua
Weakest of the major Baronies, and some say
thankfully so, the Church believes the Five Realms
were once a single whole. Members of the Church seek
out mystics, those with visions they cannot understand
and voices others cannot hear. They see these men and
woman as natural channels and hope to use their energies to create permanent Bridges between the Realms.
The Church of Unua is the only major Barony to
espouse a formal religion other than the Watchtower.
Members of the Church of Unua believe whole-heartedly in the Eden Dream. Setting up small cabals in
major cities, Unuans keep low, draw in the disenfranchised poor, and search for these natural channels.
Unlike other Baronies though, the Church of Unua
does not attempt to force Elucidation on potential
members. Instead, they focus on fostering the natural
abilities one might possess. Drawing in members from
mostly new Lucids who are seeking to understand the
Eden Dream, Unuans paint the picture of a single harmonious world.
Ignoring the obvious dangers, Unuans see Bridges as a natural rejoining of the Realms. Rarely will the
Church of Unua attack another Barony for control of
a Bridge or place of power. Instead, they look for ways
to create new Bridges, often attempting to place multiple Bridges in the same location (usually ending with
disastrous results).
Due to the Church of Unua’s preaching and proposed brainwashing, the other Baronies have taken an
extremely aggressive stance against the Church. This
is in part the reason why the Unuans have kept to the
158
outside of mainstream society. However, as the lower
class continues to grow, so too do the ranks of faithful
within the Church of Unua.
Common Realms: Any
Sample members
Matron Helena, Mission Elder
Maintaining the local Mission in the Eastern Industrial district, Matron Helena has suffered through
attacks by vandals, gangs and the press, not to mention the Keepers and Harbingers who have attempted
to close her Mission in one fashion or another. The
Elder Matron, however, was not chosen simply for
her kindness, but also for her cunning. The gangs that
once fire-bombed the Mission now guard it slavishly,
collecting donations from the locals. The press no longer talks about what goes on in the slums of the East
District. It is far too easy to find oneself under the Elder Matron’s sway. Come to her for help, and she will
be there for you, but there may come a time when this
favor will need to be repaid.
Note: Should Matron Helena be forced into combat, it is unlikely she would attack directly. She prefers
to rely on Visions of the End (B), Reaper’s Presence
(B) and Closing the Coffin (B) to assist Church Guardians.
characteristics
History 18 (A)
Administrator 8 (S)
Education 4 (S)
Lucid 18 (Ab)
Lucid Sight 6 (F)
Realm Sense 0 (F)
Close The Coffin18 (F)
Cold One 18 (F)
Contact 6 (Ab)
Contact 6 (Ab)
Strength 4 (A)
Strong 4 (Ab)
Devastating Blows 4 (F)
Dexterity 4 (A)
Constitution 12 (A)
Fasting 8 (S)
Tough 6 (Ab)
Sense 9
Scrounging 9 (S)
ESP 9 (Ab)
Farsight 9 (F)
Fortune 6 (A)
Barging Finder 6 (S)
Intuition 6 (S)
Die Hard 6 (Ab)
Reading 6 (Ab)
Wisdom 8 (A)
Domestic 3 (S)
Occult 6 (S)
Religion 6 (S)
Herbalism 3 (S)
Intelligence 18 (A)
Law 9 (S)
Mental 12 (A)
Iron Will 12 (Ab)
Expression 9 (A)
Debate 9 (S)
Etiquette 2 (S)
Subterfuge 9 (S)
AoI: Local Homeless 4
(Ab)
159
ble Fear Boon may substitute their Dark Lucid Ability
for the required Dark Spawn Ability. GMs wishing to
limit access to these Boons may declare they are simply inaccessible to Lucids or they must experience the
Boon firsthand before they can gain access.
creatures of
the realms
So often what is taken as doctrine regarding to the
Outer Realms is in reality little more than theories.
Folklore and myths passed down from even before the
Great War, and as with any good myth, there be monsters. Many Lucids and often-unsuspecting mortals
have seen the Creatures of the Realms detailed below.
Not all are fearsome creatures of legend; Some are
quite benign, even rather intelligent.
Those born within one of the Realms have a characteristic similar to Lucid (Ab), qualifiying them for
characteristics and Boons associated with their Realm.
However, it does not grant the ability to sense others
of their kind. Lucids are able to detect a Realm-born
entity using Realm Sense (page xxx).
Demonstrating strange or alien abilities, these
creatures are able to harness the powers of their Realm
in unique ways. Characters wishing to learn these
unique Boons may do so, substituting their Lucid
Ability for the creature’s Realm. For example, a character wishing to learn the Living Nightmare’s Tangi-
dark
Shade
These creatures of the Dark feed on fear, hatred
and pain. They appear as little more than twisted shadows, vaguely resembling people. Distorted jagged
protrusions or spines flicker in and out of sight around
them. Rarely seen alone, Shades travel in circles of two
to twelve or more, descending on their targets in unison in a feeding frenzy. Rumors persist of Shade tides,
walls of these strange creatures that roll through the
Dark.
characteristics
History 15
Dark Spawn 15
(F) Secrets of the Night 6
(F) Shadow Born 15
Strength N/A
Dexterity 12
Stealth 12
Quick 6
Constitution 4
Sense 6
Tracking 6
ESP 6
(Sp) Dark Emotions 6
Fortune 6
Reading 6
Wisdom 3
Intelligence 6
Mental18
Iron Will 4
Expression 6
Subterfuge 6
Boons
Shadow Stride (Ma)
Shadow Slide (Ma)
Empathy (Ty)
Thought Reader (Ma)
182
Nightmare Sense (Ma)
Bane (Ma)
Digest Knowledge (Ma)
Pluck The Secret (Ma)
Shadow One (Ma)
Shadow Form (Ma)
Speed Reader (Mi)
Oppressive Presence (Ma)
Nightmare
The most brutal nightmares may take on a life of
their own in the Dark. Horribly deformed creatures
with monstrous shapes, though it is not unheard of to
see rather disturbingly human shapes, Nightmares are
the embodiment of fear. Unlike Shades, Nightmares
are driven by the fears that constructed them and are
lethal in their pursuit.
The characteristics listed below are for the most
commonly encountered Nightmares. Though their
characteristics and Boons may vary wildly. As a GM,
when creating a Nightmare for game play, ask yourself the following: What does the Nightmare look
like? What gave birth to this Nightmare? What are its
desires? How does it stalk its prey? What makes this
Nightmare so powerful?
Drawbacks
Repelled By Light (Ma)
Vulnerability: Sunlight
(Ma)
Life Pools
Health 45
Ego 60
Energy 108
Movement 7
combat
Initiative: 18 (3 dice)
Surprised Defense: 6 (2 dice)
Normal Defense: 18 (3 dice)
defense notes
Shades only exist in a Shadow Form. Any effect that would
cancel this Boon inflict damage as normal, but does not
force the Shade to take a material form.
Shadow Form: They have Movement 18 as a shadow but
cannot cross direct light. They may use any Dark Boons
requiring no physical Action. Exposure to direct light of
any kind causes 6 Health and 6 Ego damage (double from
sunlight)
characteristics
History 24
Dark Spawn 24
(F) Shadow Born 24
Shadow Slide: Teleport 15 meters beginning and ending
within a shadow. Cost: 5 Energy + 2 Health + 2 Ego
offense
Favored Attack (Oppressive Presence): 39 (4 dice), 16
Energy, Ego Damage 6
realm born Boon
Oppressive Presence
(Mental/Dark - Major)
Requirements: Mental 6 (A), Secrets of the
Night 6 (F), Digest Knowledge (B), Pluck The Secret
(B), Shadow Form (B), Nightmare Sense (B)
The Shade infuses the target with fear and pain
with a touch. The Shade makes an Ego attack using
Mental (A), supported by Dark Spawn (Ab) and
Secrets of the Night (F).
Activation Time: 1 Action Cost: Standard + 10
Energy
183
(F) Secrets of the Night 6
Song of Silence:
an introductory adventure
getting Started
Song of Silence is an introductory adventure for
Fractured Kingdom. Set in Tiergarten, Germany,
players take their characters for a spin and get introduced to the mechanics and world. To jump right into
the action, they may select from the members of the
Outsiders: Chaz, Laila, Nico, Margaret or Grigori.
The Experience Level for the Outsiders is Expert,
but this adventure can be run with New Lucids with
little or no change in the encounters. GMs should be
prepared to ramp up the difficulty when using the core
Outsiders. Consider expanding Brendan Doyle’s influence in all zombies in the building and definitely
use the optional No Room in Hell encounter.
Prelude
The television flicked from images of war in Kosovo to Clamjaw, the cartoon raven being chased by a rat
hiding under a soldier’s helmet in the Wastes. A lull
seeped through the apartment, the rare moment of
calm that never seemed to really last.
As that soothing feeling of normality teased the
Coven, a wave of Grave force ripped through the
apartment and through their bodies. Nothing tangible, nothing a normal person would detect, but for the
Lucids of the city the Realm of death resonated like a
beacon.
Somewhere on the streets of Tiergarten, a Bridge
between the Waking World and the supernatural had
opened. The force of its birth so potent, no Lucid
in the city would be able to ignore its pull on them.
Something so powerful, the Baronies would surely be
coming as well.
Was it the birth of another Lucid or a Gate to the
Grave? There was little time to ponder the answers; If
they did not move now, whatever the cause of the psychic explosion could be lost.
The Outsiders Presented here are the Outsiders, a Coven of five
Lucids doing their best to avoid being swallowed by the
Unseen World. Originally formed by Chaz and Laila,
each of the Coven’s other members were rescued in
213
chaz
Slumbering Lucid
Brief History
What is West Tiergarten? Ask a politician and they will tell you it is a beacon of pre-war society and a Mecca for trade. That
is true, if you have something to trade. Born with bugger all, Chaz had to claw out every ounce of prosperity he could from age
six, after his mum left him to the local bullyboys before the state could lift him. Prison swallowed her. She was going up for six
months and never came back.
Whether fighting for the block or a crust of bread, Chaz really just
fought to forget. Forget he and everyone he knew was living in shite. Dug
up and polished since the war, it did not change what it was. That is how
Chaz lived, and that is how most people died. Gang life taught him early
on to revel in refuse, and damned were those who fought for much more.
Two in the brainpan will make anyone start to think about these things.
The problem is Chaz was not supposed to be thinking about them while
still wired to a bed and comatose.
Two months Chaz floated on the government dime, locked away in
slumber. Two months of fighting for his life, figuring out what he was doing with it and what the point was. As they were going to pull the plug, it
came to him, that moment when you realize running the streets is hardly
the half of it and there is something more out there. A simple bloody truth
had been starring at Chaz all his life and he never knew. When they pulled
the plug, Chaz opened his eyes, sat up, saw the startled doctor and nurse,
and asked for his jacket. It was time for Chaz to start living.
Laila and Chaz met sometime after the hospital. Neither talks about
what brought them together, but the two are almost inseparable. You
would think she was his mother, except they look like they are almost the
same age. He calls her his mentor, but it was his idea to put together the
Outsiders. Laila told him they were a Coven, Lucids who refused to sign
up and send off their gifts.
While he may think of a Coven as a new kind of gang, Chaz has never
fallen back on old habits. Over the years some stayed, some went. A year
ago, there were seven of them. Dekker died in a shootout with the Keepers, and Rach left for the Commonwealth after that. Talking about the
death of any Outsider sets Chaz’s face to stone. It can be hard for him to
feel like he is still crawling in the shite. Everyone has their hangups.
Play Style - Supernatural Samurai:
After meeting Laila, Chaz traded in his lock knife for a Monoblade
Katana. His years on the street have only supplemented his gifts as a Lucid, making him quick, deadly accurate and striking with the skill of a legendary swordsman.
Personality - Lost Boy
Growing up in a gang, Chaz has learned to have a pack mentality,
which has continued as a Lucid. He is well aware of the hardships of Lucids without protection and is willing to give almost anyone a chance to
join the Outsiders. New members are given a wide berth to decide if Coven life is for them or if they would rather stake out on their own. The
other Outsiders believe this stems from Chaz’s deep fear of the Baronies
and their desperate search to acquire new Lucids.
221
Laila
grave Lucid
Brief History
Indoctrination from inception is a phrase Laila knows well and never likes to hear. Many refuse to join Baronies out of
spite or a false sense of individualism, but do not know what it is truly
like to belong to one of these twisted factions. There are nights when the
apartment walls shake as Laila’s fists pound against them in anger and
frustration. These are the nights she wakes up in cold shakes and half
drempt memories.
Laila does not talk about her past, but she wears her special kind of
hated reserved for the Watchtower (page xxx) on her sleeve. When they
are not searching for some displaced Lucid, Laila is training, always moving and fighting to get better. It is the only way she can let herself get more
than a few hours sleep each night; Release comes only from the complete
exhaustion of her mind and body.
Laila moves with a finely-honed speed and grace. Able to face several
opponents at once, Laila uses her link to the Grave to devastating effect,
augmenting her trained defenses and increasing the strength of her allies’ attacks. Where she learned her deadly skills is also unknown, but
she seems determined to pass them on, doing her best to impart them to
Chaz. Watching him brood, posture and dream of changing the world is
one of the few joys she still has. In her heart of hearts, Laila wonders if this
is how all the Baronies began: a handful of Lucids hoping to do the right
thing. This idea frightens her more than anything else.
Her way of moving or manner of speech seem simply too polite for
modern society. Laila has made a point to keep in touch with all former
members of the coven who have drifted apart. Often through almost poetic email, even if the others rarely respond. Some are easier than others
to find, but it helps to ensure they’re doing the right thing. The Outsiders
do not put too fine a point to their collective, so as not to become wankers
(as Chaz would call them).
Play Style - Guardian:
Laila’s training and link to the Grave allow her to defend against multiple foes with ease. When prepared, she can shrug off gunfire. Additionally, her ties to the Grave allow her to increase the damage of her allies in
combat.
Personality - Runaway:
Unlike Chaz, it’s not high ideals that drive Laila to help others, but an
underlying need to keep Lucids from the Baronies. More than occasionally, she can be mothering, not that she wants to be but her need to make
sure no Lucid ever feels the need to turn to one of the Baronies for aid.
The Coven is not necessarily her friends, but Laila hopes to shelter from
the cruelty of the Baronies.
223
nico
verdant Lucid
Brief History
Nico’s most vivid memory is of his father standing in old war duds firing a big gun with a metal smile under the barrel that
swung around. “Run Nico! You run and I’ll find you!” He remembers little else, but he took his father’s words to heart and has
kept running and running. In the Wastes, the men his father had been shooting at found the young boy, one of them wearing
his dad’s clothes. They took him so easy, said he was a prize catch and was going to fetch good money in Laska.
During one clear night, the bad men were passed out from drinking radiator fluid. Nico took that opportunity to slip out
of his ropes and ran until he thought his heart would explode and his lungs spit hot grease into his mouth. Under the full moon,
half starved; Nico laid his head and slept. In his dreams, he could hear old voices and rituals and the world waking. He wanted
all these things, to belong to someone, to escape the horribleness of the Wastes and the love from the Earth Mother. These
things became reality and Nico embraced a new existence. The Laska kidnappers’ scents came to him on the wind. Nico felt the
Earth whispering in his ear and slipped him into the Verdant world he had dreamed. As they reached the summit of the stone
circle, Nico emerged, gnashing, tearing, ripping, and feasting.
Nico ran with carrier rats for an uncertain period, hunting for food and shelter. Eventually, this led him to a large place
of stone and steel where he could smell food he had never tasted. An older boy and girl found him while scavenging through
this place. They had been gifted like he was. They reminded Nico he wasn’t just a rat; a 14-year old boy lived in his body too.
They took him in and helped him remember the old times before the bad men came. They’re nice to Nico and as long as they
bring him interesting food, he’ll stay
with them forever.
Play Style Tubthumper:
Nico is still half-feral from his time
in the Wastes, although it is unclear
how long he survived alone. Wild and
adventurous Nico can become a large
carrier rat or shift parts of his body to
use as weapons or shields. While his
small size allows Nico to get into tight
spots and serve as a scout, he likes attention and is good at provoking others. Additionally, Nico’s link to the
Verdant allows him to regenerate and
to heal others.
Personality Survivor:
They think Nico might be fourteen, but he does not understand why
that would be important. A large part of
him misses stalking the Wastes, but in
his heart he knows Laila and Chaz are
good for him.
225
margaret
Dark Lucid
Brief History:
Looking back, most of Margaret’s life was not that unusual. Her parents met during the Great War. Her mother was sent
home after becoming pregnant, thankfully surviving the worst of the Purge that heralded the end. Her childhood saw the rise
and fall of the Reclaimers and Germany’s return to power. Married at twenty and widowed at seventy-two, it is here her life
dove into chaos.
Plagued by nightmares of James’s death, it was her turning to these horrid visions that lead to her Elucidation and waking
to a radically different world. At first, she thought it was dementia setting in. She was unable to explain the energies she felt
around her and the terrifying things she was seeing. Shadows whispered of a man’s fate as she watched him move through the
market. Had the Harbingers (page xxx) not come for her, Margaret may never have learned the truth behind the growing oddity
of her life.
They told her she was one of them, and she was a seer. She told them they were crazy and to get out of her apartment. As a
show of their power, they plucked the bloated nightmare image of her husband from her mind and made it real. The Harbingers
followed her as she ran for her life and sanity, slipping through shadows to cut her off at every turn. In the alleyways along the
corporate wall, Chaz, Laila and Nico expertly saved Margaret. They felt the Harbingers hunting Margaret and wanted to help,
forcing the Harbingers to flee or launch into open conflict with the Outsiders. They choose to leave to fight another day.
This small band of people was Lucid like her, Outsiders who refused to submit to the Baronies. They brought her in,
taught her how to control her powers, and how to avoid broadcasting them. Margaret has lived, studied and learned with
them ever since, hiding from the Baronies while trying to come to terms with the new world now opened to her. Despite her
advanced age, Margaret’s link with the Dark Realm has somewhat rejuvenated her body. By no means is she as strong or fast
as some of the more physical members of the
Outsiders, but she can channel her Realm to
strike with debilitating blasts and drain the
life essence of others.
Play Style - The Witch:
Bound to the Dark, Margaret is able to
wrap herself in an aura of terror and calling
bolts of shadowy energy. When needed, she
may drain the life force of others, and her
powers have given her insight into other peoples thoughts and futures.
Personality - The Little
Old Lady:
Refined and subtle in her actions Margaret rarely if ever rushes in a task, preferring
to watch TV or read and dream of having a
normal life again. She is thankful to Chaz and
the rest of the Coven for all they have given
her and has made a point of doing her best to
keep up with the kids. The reality of surviving
is enough to make her forget what she has lost
in the process and even makes her feel young
again.
227
grigori
Slumbering Lucid
Brief History:
Privilege breeds certain traits: education, culture, and (worst of all) arrogance. Grigori possesses them all. Born to wealth,
Grigori was raised in Cambridge boarding schools, studying art in France and decadence in Amsterdam. He took to sculpting
at an early age with works featured in galleries across the globe commissioned by the TK Arcology to design a showpiece for
their central mall. Grigori spent months walking the commerce center and sketching drafts, but everything seemed wrong and
as weeks dragged on Grigori began to fear that he had lost his muse.
This blessed muse came to him one night, setting his mind on fire and stripping away his mental layers. Inside his soul,
there were everyone’s thoughts, all their feelings
and, if he could strip everything away, the perfect artistic piece.
When Grigori awoke, he found himself entombed in a clay web attached to several pedestals. Tiny fibers darted from arch to arch forming new patterns. Two men outside had seen his
vision too and sensed his presence as he now
sensed them. Jackboots kicked down the reinforced door and panic set in as guns tore up the
room and the clay. Grigori hid in the bathroom
and fled down the fire escape. He ran until he
could not feel the pain in his legs or the presence
of the others.
That morning still haunts Grigori, but the
life he once had is now gone. Using the few contacts he could trust, Grigori arranged for a new
life. It seems strange to pay for an apartment you
share with others, but Chaz and his Coven protect him. He still tries to hold on to what scraps
of his past life he can by publishing his works
anonymously.
Play Style - Dream Artist:
Grigori considers himself an artist. Able to
recreate dreams even craft images plucked from
the Slumbering Realm, his powers of perception are vastly superior to most trained Lucids.
Grigori loathes the Lucid world and hates his
powers, often unwilling to use them save for the
most dire of circumstance.
Personality - Sycophant:
Live life to the fullest. That is hardly an option anymore. Try to recapture former glory and
stay safe. That is modern life. Keep the Coven
happy, they are his only protection, no matter
how inane their goals may be.
229
index
a
Abilities....36-46, 127,
Actions....130
Allied States of America (ASA).....151
Arcology....4
Assigning Points.....18
Attack Maneuvers...131
Aim...131
Bypass Armor...131
Grappling...132
Heavy Blow...132
Power Strike...133
Run & Gun....133
Stun....133
Trip.....133
Movement...133 - 134
Sprinting....134
Held Action...134
Interrupting Action...134
Attributes....26-28, 127
Audiopunks....4
b
Backgrounds...17,
Barony....4, 157-175
Church of Unua...157-160
Green Ones....160-162
Harbingers....162-165
Keepers of the Unbound World....165-168
Spirit Callers....168-170
Templars....171-173
Watchtower....173-175
Beacher....4
Bestiary....202-208
Boons....51-99, 127
A...51-52
B...52-55
C...55-58
D...59-62
E...62-64
F...64-68
G...69-70
H...70-71
I...71-73
J-K...73
L...73-75
M...75-77
N...77-78
O...78-79
P...79-82
Q...82
R...82-85
S...85-92
T...92-94
U...94-96
V...96-97
W...97-99
Boon Chains....47-50
Bridge....4
c
Character Creation Summary....11
Characteristic Levels....21
Characters with Personarlity....208-209
Church of the Redeemer....3, 4,
Combat....130-135
Coven....4
Cover...136
Crafting Your Own Fractured Kingdom....210
Creation Points...12, 18
Creatures of the Realm...181-194
Dark...181-184
Grave...184-187
Slumber....187-191
Verdant....191-194
233
index
d
Damage...137-138
The Dark...13, 48, 123, 181
Death....140
Defense...134-135
Difficulty...129-130
Drawbacks...21-23,
Drugs, Poisons & Toxins...141-142
Medical Equipment....114-115
Melee Weapons...115-117
Support Gear...117-119
Survival Gear...119-120
Vehicles....120-122
Glossary...4-6
The Grave...14, 49, 124, 184
Great War....3, 5, 147
e
h
Eastern Bloc Alliance (EBA).....152
Eden Dream....3, 4, 146
Eden Prayer......2-3,
Ego...23, 138, 140
Elucidation....5, 145
Energy....23, 141
Energy Cost...128
European Union (EU).....153
Experience....209-210
Experience Level....10, 12
f
Falling....142
Fetish....66, 123-125
Fire.....142
Focus....127
g
Gateway....5,
Gear...102-125
Clothing....102
Armor...102-104
Computers....104-105
Explosives....105-107
Firearms....107-110
Ammunition...111
Energy Cells....111
Firearms Accessories.....111-112
General Electronics...113-114
Health....23
i
Initiative...130
l
Life Pools....23
Lighting and Blindness....136
Lucid....5, 10
Lucid (Ab)....41
Lucid Cities...155-157
m
Making Margaret....11, 17, 19-20, 23, 24
Making Rolls....128-129
March to War...147
Megapolitan City....6, 149
Miracle Tech...6, 140
Modern Medicine...139-140
Mundane NPCs....194-202
n
Nation-States....151-154
Natural Recovery.....138
234
index
o
Others......6, 176-180
Outer Realms....3, 6, 12-16
Outsiders....25, 100, 126, 144, 211, 212,
p
Post Combat Recovery....138
Prove...136
Purchase Value....101
Purge....6, 148
s
Sample Characters....220-231
Simple Tasks....130
Skills....28-35, 127
The Slumber...15, 49, 125, 187
Song of Silence Adventure....212-219
Specialties...127
Suffocation....143
Surviving as a Lucid...154
t
Taint....6
Temporary Wealth....101
u
United Arab Emirates (UAE/ “the Emirates”)..153
United Socialist Commonwealth (USC).........154
v
The Verdant....16, 50, 125, 191
w
Waking World....150
Wastes....6,
Wounds 137
235
fractured kingdom
Health
Energy
Ego
Name:_______________________________ Realm:_____________________________
Campaign:__________________________ Player:_____________________________
fortune
history
Characteristics
_____________________
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Type Value
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sense
Characteristics
_____________________
_____________________
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_____________________
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_____________________
_____________________
_____________________
strength
Type Value
______
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expression
Characteristics
_____________________
_____________________
_____________________
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_____________________
_____________________
_____________________
_____________________
_____________________
_____________________
Type Value
______
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Characteristics
_____________________
_____________________
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_____________________
_____________________
constitution
mental
Characteristics
_____________________
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_____________________
_____________________
Characteristics
_____________________
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_____________________
_____________________
_____________________
Type Value
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Boons
______
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____________________
____________________
____________________
____________________
____________________
____________________
Value
____
____
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____
____
____
____
____
____
drawbacks
Value
___________________
___________________
___________________
___________________
_____
_____
_____
_____
wisdom
Characteristics
_____________________
_____________________
_____________________
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Type Value
______
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dexterity
Type Value
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Type Value
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Value
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Experience
+___ dice
Surprised
defense
+___ dice
normal
defense
+___ dice
movement
Postcombat
recovery
/
Type Value
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intelligence
Characteristics
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initiative
Characteristics
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Characteristics
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combat notes
Attack
Value Dice Energy Damage
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Gear
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