We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 6
OWOADS OF THE MioT
By MaleficMagpie, strongly inspired by various FKRs.
"I was there. I witnessed the horrors of the last sky island that
crashed into the seas below. It is now a mass graveyard - a land of
sorrows and miles of mist and bones, with ruins of unspeakable
horrors that now sleeps for its sins. Let no man walk on it, least he
finds the truth that may sear him asunder." - An obscured scroll
discovered by an explorer from an ancient ruin, believed to be a
myth of the Cloudtide fable.
How to play
One person will lead a group
of players known as a Ruler.
The mighty Ruler details the
world and its denizens and
guides them with principalities,
while the rest of the players
create a Player Character (PC)
that interacts with them with
actions of their own. The
Ruler is the final arbiter with
the rulings and rules of what
goes on in the world and the
stories, hence “Ruler.”
Ehe Setting
1. Humans, Wildwood Elves,
Dragon-blooded Dwarves, and
‘Wing-headed People called Aels are
races of people that inhabit this world.
9. Falynara is a country of flowing mists,
which is the size of South America
continent, having fell to the sea from
the sky hundreds of years ago.
3. Thousands of ruins litter this vast
continent and the lands are still largely
unexplored due to the dangers of its
natives, making travel difficult for
adventurers.
4, Magic is dark, mysterious, and often
frightening.
5. The unnatural fog conceals lurking
monsters whenever it is dark. Sunshine
and fire drives the fog away."Your mind is a tool to use and your body a weapon. Use them well
and you will live.” - Jack Yimig, a human Wyldwood Warden
Create a Character
Come up with a brief concept
for your character and write it
down. For example, Wrathful
Thief, Sneaky Wizard, Bulky
Knight, etc. You may come up
with a background and any
info about them.
Skills & Abilities
Pick 3 Skills your character
knows and give each +1, +2,
and +3 respectively in the
order that he is good and best
at. They are modifiers to add
to a roll when performing
certain tasks related to your
character’s skills. For example,
a Wizard character could
have:
History +1
Lockpicking +2
Occult Knowledge +3
Skills are broad and you can
come up with your own, with
the Ruler’s guidance and
approval.
Hit Points
Your character starts with 5
Hit Points (HP.) Armors grant
more Hit Points. Characters
that fall to 0 HP is dead.
Sleeping for 6 or more hours
fully restores HP. Your Ruler
may award you more HP
depending on certain armors
and situations.
Equipments
Write down any weapons,
equipments, backpacks, and.
armors your character might
be carrying. Don’t put so
much that it seems to weigh
them down. Be reasonable
with common sense.
Some Equipments may grant a
+1 bonus to rolls and that
includes weapons, armors,
magical artifacts, etc. The
Ruler is the final arbiter on
which bonuses an equipment
may have."Wisdom is a circlet you wear proudly on your head. It is far richer
and finer than any magic and spells ever learned.” - Jachon Wells,
Ael Mage of Galhara
ask Resolution
‘When a situation or a problem
are not clear, a Ruler may call
for a roll of a test from a player
to roll 2d6 plus a modifier from.
the player’s character’s skill (if
applicable.) The default
difficulty number is always a 9.
A result of a roll that falls under
9 is a miss or a failure.
Example: James’ character is
deciphering an occult glyph or a
symbol on a floating obelisk.
James is struggling to
understand what it represents.
The Ruler has decided to allow
James to roll 2d6 plus his
character’s Occult Knowledge
+2.
James rolled and got 8. The skill
gives him +2, which bumps it up
to 10 above the difficulty
number of 9, A success!
The Ruler then reveals the
strange symbol’s meaning to
James.
Combat & Violence
Both the player’s character
and an opponent roll 2d6 plus
a modifier from a skill (if
applicable.) The one with the
highest result hits for 1 or
more damage. A medium
weapon deals 2 damage and
larger, heavier weapons deals
3 damage but slows him down.
Both combatants that end
up with tied rolls must roll
again. A tied roll is called
Locked Horns, i.e., locked
swords clashing together that
causes sparks or wrestling with
each other with bare hands."Pleasure is a weakness and a distraction that is necessary for the
civilian life. It keeps them from getting into trouble and it keeps
them away from the important things we do in the dark." - Karovi
Zavi, Court Necromancer of Dahar Empire
Magic & Powers
Magic can be performed with a
character’s relevant skill. If it is a
simple, mundane magic, it does
not need to be rolled. A
moderate or powerful magic -
even offensive ones, however,
requires concentration and
performs with 2d6 plus modifier
from a magical skill. Offensive
magic with both opponents
attacking each other function the
same as regular combat (see
Combat & Violence on page 3.)
Leveling Gp
At the end of every session or 2,
depending on how long it takes
(1-2 hours would sufficient,) the
characters can gain a Level.
Each character can choose to
gain +2 HP, +1 to an Equipment
of their choice, or a new Skill
starting with +1. The Ruler has
the final say on this.
Character Example
Name: Mahyvir Kalvi
Concept: Elf Tempest Cleric
Hit Points: 5
Skills
Maces +1
Medicine +2
Healing Magic +3
Equipments
Blue Clerical Robe
Longsword +1
Leather Pants
Leather Boots
Magpie Bird (companion)
Fiction First
Fiction and world comes first
over mechanics and system. If
something doesn’t make sense
or if something doesn’t work,
ask the Ruler. Sometimes, a
Ruler might come up with a new
mechanic or a dice roll if it calls
for it. The Players and the Ruler
can also collaborate together. 4Exact text is copyright MaleficMagpie 2022.
Feel free to make whatever you want with
these rules and framework.
Attribution would be appreciated, but I won't
come for your blood and souls.
Game on, friends!