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michtimRPG_103
michtimRPG_103
michtimRPG_103
Words of Wisdom
This game would not have been Christopher Lowenthal, Dan-
possible without the help of iel Kwast, Kaspar Manz, Kenneth
countless passionate people. Cummins, Mario Posch, Michael
I want to thank all of those who Wolf, Rebecca Mir, Roger Lewin,
have spent their time on improv- Stefan Kuzaj, Quinn Murphy
ing this game. May your tables
be filled with delicious bocicne! The M(o)use
Cornelius Funkenflug, our be-
Game Design / Layout / Art loved djungarian dwarf ham-
Georg Mir ster. His charming (even if fero-
cious) personality has inspired
Setting Idea me during the project. He’s a
Alexander Oslaj and Georg Mir fluffy gangster (being locked up
behind bars), and utterly ador-
Playtesters able at everything he does.
Christian Haberl, Mario Posch,
Gernot Plotsch, Gerold Stein- You
kellner, Ronald Steinkellner Thanks for putting your trust in
me and my little world. Hope
Stock Images (Cover) you enjoy making it your new
Colin Brough (vines), Nico- home. All the money I earn
las Raymond (parchment), will go into further projects.
Neil Rhodes (wax seal)
Georg Mir (c) 2012 Georg Mir. All rights reserved. Reproduction without the
Murgasse 5 written permission of the publisher is forbidden, except for the
8490 Bad Radkersburg purpose of reviews. Character sheets may be copied for personal
AUSTRIA use only. If any characters seem to resemble existing people, this
is pure coincidence and not intended by the author.
2
Contents
Introduction. . . . . . . . . . . . . . . . 4 Synergies. . . . . . . . . . . . . . . . . 62
Lexicon . . . . . . . . . . . . . . . . . . . 8 Allegiance. . . . . . . . . . . . . . . . 64
Michtims . . . . . . . . . . . . . . . . . 12 Haus Barsik . . . . . . . . . . . . 66
Culture. . . . . . . . . . . . . . . . . . . 16 Haus Grauling . . . . . . . . . . 68
Basic Rules. . . . . . . . . . . . . . . 22 Haus Turnaya. . . . . . . . . . . 70
Personality. . . . . . . . . . . . . . . . 28 Virtues. . . . . . . . . . . . . . . . . . . 72
Combat. . . . . . . . . . . . . . . . . . 32 Treasury. . . . . . . . . . . . . . . . . . 74
Callings. . . . . . . . . . . . . . . . . . 36 Hero Creation . . . . . . . . . . . . . 78
Adventurer. . . . . . . . . . . . . 38 Experience . . . . . . . . . . . . . . . 80
Artist. . . . . . . . . . . . . . . . . . 40 Ultimates. . . . . . . . . . . . . . . . . 82
Bard. . . . . . . . . . . . . . . . . . 42 Game Design . . . . . . . . . . . . . 84
Cook. . . . . . . . . . . . . . . . . . 44 Episodes. . . . . . . . . . . . . . . . . 86
Courtier. . . . . . . . . . . . . . . . 46 Spark’s Flight. . . . . . . . . . . . . . 90
Cybertooth. . . . . . . . . . . . . 48 Cast & Crew . . . . . . . . . . . . . . 98
Daredevil . . . . . . . . . . . . . . 50 Secrets . . . . . . . . . . . . . . . . . 110
Frostpaw. . . . . . . . . . . . . . . 52 Index. . . . . . . . . . . . . . . . . . . 112
Machinist . . . . . . . . . . . . . . 54
Sorcerer. . . . . . . . . . . . . . . 56
Tactician. . . . . . . . . . . . . . . 58
Witch . . . . . . . . . . . . . . . . . 60
Introduction 3
Introduction
What is Michtim RPG?
4 Introduction
Things you need
Six-Sided Dice (d6)
There are several things you Find a handful of six sided dice.
need to play a session of Mich- They will be called d6 through-
tim. Some of these you might out the rest of the book. Your
already have, and the others friendly local game store prob-
can be easily obtained through ably has good-looking sets
your friendly local game store. at a reasonable price.
Introduction 5
2 Types of Glass Beads Pencils & Paper
You will need three Mood These should be part of any
beads for every player. Adven- gamer’s arsenal. Whether
turers might even need up to you are trying to remember
seven. These are used to track names, facts or like to doodle
the character’s mood, which portraits of Michtims, pencils
will have a big impact on your and paper come in handy.
hero’s chance of success.
A different colored set of glass Character Sheet
beads is used to track Karma. There is a bit of information to
Karma will help you avert di- keep track of with Michtim he-
saster and is handed out as roes. Because of this, there is
reward for acting in harmo- a special sheet to take notes
ny with the three virtues Char- about your Michtim character.
ity, Civilization and Conser- One copy is needed for ev-
vation. You will typically need ery player. The sheet can be
five Karma beads per player. downloaded for free on the
Every player starts the ses- game’s site (see Links).
sion with a single Karma bead.
6 Introduction
Links
Michtim Online
The site contains useful resourc-
es for the game. Most important-
ly you can download character
sheets, calling cards and wound
tokens from the site.
http://www.michtim.com
RPGNow
You can also check out RPGNow
to get the same resources.
http://www.rpgnow.com
Introduction 7
Lexicon
Common vocabulary and phrases
8 Introduction
Cook: A Calling that allows Finsterberg: A forlorn moun-
the Michtim to produce deli- tain that was once the proud
cious food that awards friends home of Haus Barsik.
extra dice for Actions.
Frostpaw: A Calling that allows
Courtier: A Calling that allows the Michtim to cover enemies
the Michtim to inflict detrimen- in chills to block their Actions.
tal Mood Markers on enemies so
they incur distraction penalties. Haus (house): A political fac-
tion in Michtim culture. One is
Cybertooth: A Calling that al- not born into a Haus, but has
lows the Michtim to act twice to be accepted into it. Every
in a single round. Cyber- Haus follows a cardinal virtue.
tooth heroes often have a
machine-like appearance. Haus Barsik: One of the fac-
tions of Michtim culture. They
Daredevil: A Calling that al- revere nature and follow the
lows the Michtim to earn virtue of Conservation. Many
Mood Markers when wound- members of Haus Barsik are
ed. Daredevils can also redi- strong warriors, and even
rect attacks to themselves. more lack good manners.
Introduction 9
Haus Turnaya: The Michtims of Michterisch (mich•teir•ISH):
Haus Turnaya are known for their The term for the male sex. Also
jovial lifestyle. They follow the vir- means mustache. It bears noting
tue of Charity and like to share a that Michtims have no defined
good time. They make charming gender roles. The sexual dimor-
diplomats and enviable cooks. phism is not very pronounced in
Michtims, and a Michtim’s sex
Karma: Points that are earned is only of minor importance.
by acting virtuously. Can
be spend on re-rolls, to ac- Michtim (mich•TIM): The name
tivate Ultimates and to in- is pronounced similar to the way
stantly attune Callings. me•XI•co is pronounced in Span-
ish. It sounds a bit like hissing.
Machinist: A Calling that al-
lows the Michtim to create Moschischka (mo•SHISH•ka):
wonderful machines that will Common parlance for the female
aid the Michtim in battle. sex. Also denotes the mam-
mary glands. It bears repeat-
mene (MEN•e): Something ing that Michtims do not have
that is even smaller than mini. defined gender roles. The Mi-
Also means cute or lovely. chtim sexes are not that differ-
ent, so they are only ever rel-
Meschne (MESH•nay): If the evant for breeding purposes.
sex of a Michtim has both (or
neither) female and male as- Mood Markers: Glass beads
pects, it is said to be meschne. that are used to track the cur-
Meschne are common and usu- rent emotional stance of a
ally blend in with other Michtims. Michtim. They can be ben-
eficial or detrimental de-
pending on the situation.
10 Introduction
Moor, the: The haunted swamp Ultimates: Signature abili-
that lies between Bormen and ties that can be learned by
Turnaya. Home to Thekla’s Michtims. They are activated
tavern ‹Zum Wegkreuz›. by spending a Karma point.
They come with a bonus ef-
Noctürna: Owls that can fect that can be triggered if
be tamed and ridden. Wild special conditions are met.
specimen are known to at-
tack Michtims on sight. Veil, the: A magical shroud that
obscures the existence of the Mi-
Sorcerer: A Calling that al- chtims and their fabled cities. It
lows the Michtim to use Ac- is directly powered by human rit-
tions at range and to focus uals, like putting a saucer of milk
energy to gain extra dice. outside at night. Humans get it
wrong, believing that they do it
Symbolaya: The magical for the good will of the fey folk.
lore of meanings, words of
power and archetypal reso- Witch: A Calling that allows the
nances. Also refers to the Michtim to predefine a condition
art of written conversation. that will trigger another Action.
Introduction 11
Michtims
Mihitimus sapiens
Michtims are a species unlike any other. Judging by looks alone, they
would be most surely mistaken for hamsters, rats or mice. Michtims
are different from rodents on many levels though: biologically and
psychologically, and because of their complex social structures.
Properties
Michtims are mammals
The members of species Michtims are a species of su-
Mihitimus sapiens are praprimates, but are not re-
often mistaken for common lated to the Rodentia family.
rodents. This could be no They are still missing from re-
farther from the truth, though. search because they are so ad-
Michtims share the clade of ept at hiding their existence.
supraprimates with the
rodents they most resemble. Fur Coat
This is a work of mimicry; a They are covered in dense but
common evolutionary trick. By soft fur. It is very similar to that of
looking very similar to exist- hamsters. Colors run the gamut
ing species, they evade cap- of blacks, browns, blondes and
ture as intelligent beasts. reds; even freak colors like blue
or pink are not unheard of. Mich-
tims have the ability to change
their coloration during the sleep.
This change seems to be relat-
ed to their attuned Callings.
12 Michtims
Body Type Sharp Fangs
Michtims are about the size of Unlike hamsters, Michtims do not
common hamsters (Cricetus crice- have two continuously growing
tus). Both smaller and larger vari- incisors. Rather, they have a den-
ants are known to exist. The three tal formula similar to primates,
commonly known body types en- with sharp canines that are of-
domorph, ectomorph and meso- ten bared in times of conflict.
morph are also found in this spe-
cies, as can be seen above. Both
genes and diet seem to factor into
the development of the body type.
Michtims can be small, wiry
or strong. Each body type sup- New Michtim Heroes
ports different actions. Being
small can be of benefit when Pick one of the three body
trying to fit through openings, types. Being small, wiry or
while a strong build allows strong might carry different ben-
heavy lifting. Wiry Michtims are efits in the future.
known for their fast reflexes.
Example: small
Michtims 13
Intelligence Senses
Michtims are highly intelligent. Mihitimus sapiens have high-
Although their brains are ex- ly efficient sensory organs. They
tremely small in comparison to are capable of color sight, while
human brains. This does not still retaining a rudimentary
seem to have any detrimental ef- (black and white) night sight.
fect on their mental prowess. Their olfactory and gustato-
This fact shows in their com- ry systems work at superhuman
plex culture, their use of both levels. They are able to pick out
spoken and written language the faintest essences in food and
and the development of art. are capable of tracking by scent.
Their hearing is capable of
Life Span picking up ultra-sonic sound,
Michtims are known to reach which they use to communicate.
adulthood within twelve years. A Michtim’s whiskers allow the
They can reach venerable ages creature to measure the size of
of up to hundred years, and openings and feel the breeze
they seem to exhibit the same of fresh air while underground.
signs of old age as humans do.
14 Michtims
Diet Speech
Michtims do not have cheek Michtims have their own lan-
pouches. Although they can eat guage which is loosely based
raw fruits and vegetables, they on the human tongue in close
prefer to prepare their food. Usu- vicinity. Foreign Michtims thus
ally they bake bocicne, which are speak different languages.
similar to cupcakes and muffins. The voices of Michtims are
In contrast to hamsters, Mich- very high-pitched, so humans
tims find coprophagy disgusting. usually are not capable of hear-
You can look that up yourself. ing them without tools. They
can make themselves heard as
Magical Aptitude well, though that means pos-
Michtims command a variety of sibly breaching the Veil.
occult powers that humans can
only dream of. It shows in their
aptitude for sorcery and witch- New Michtim Heroes
craft, and also in a unique form of
ritual magic called the Veil that Think of a catchy name and
cloaks the existence of the Mich- write it down on the character
tims and their capital city Turnaya. sheet. This is your birth name.
Example: Cornelius
Michtims 15
Culture
Life among Michtims
Fauchschule
16 Michtims
Tree Capital Turnaya
Michtims 17
Nests Social Groups
18 Michtims
Haus Turnaya Haus Barsik
The kind haus values charity and The wild haus values conserva-
having a good time. They are tion. They have a deep respect
known for their voracious appe- for nature and go to extremes to
tites and their affinity for the ar- defend it and commune with na-
cane arts. They love baked food, ture spirits. They come from the
music and socializing. Many of harsh region of Finsterberg, so
them become Bards, Cooks, they are used to the wilderness.
Courtiers or Sorcerers. They are commonly seen fol-
lowing the call of the Adventur-
Haus Grauling er, Artist, Frostpaw or Witch.
The grey haus values civiliza-
tion and progress. They are en- Adventures
gineers and corporate master-
minds. They are very crafty, and Michtims are an adventurous lot.
plot to build their own capital They follow their Haus’ virtues
city one day. Their iconic call- and try to make the world a bet-
ings are Cybertooth, Daredev- ter place to live in. Many explore
il, Machinist and Tactician. dangerous places, like human
settlements or shopping centres.
Michtims 19
Human Relations
20 Michtims
A Naschkeria opens in a sapling
close to the main tree of Turnaya
Michtims 21
Basic Rules
Playing the game
Rolling Dice
22 Basic Rules
Hitting Hard
Basic Rules 23
Getting into the Mood
24 Basic Rules
Mood Marker Benefits
Basic Rules 25
Buying Dice
26 Basic Rules
Basic Rules 27
Personality
The core of the hero
Each of the five Emotions has Basic Actions connected to it. Every
character can try these, although the likelihood and level of success
will vary considerably. Emotion ratings also help you to figure out how
your character will act in times of stress. The highest Emotion ratings
usually indicate your Michtim’s primary way of solving problems.
28 Personality
Oppositions Joy
In the circle below you can see The power of Joy allows the Mi-
opposed Emotions at a glance. chtim to move around acrobati-
Joy is opposed to both Fear cally and find hidden things. Its
and Grief. Anger is opposed to color is yellow, like a sunny day.
Grief and Love. Use this circle to
work out Distraction penalties. Jolt
Roll Joy and beat 7 to sprint and
jump 30cm (1ft). Set aside d6
to go faster and jump farther.
This way you can move
around at blinding speeds and
cross obstacles with ease.
Detect
Roll Joy to counter Hide. Set
aside d6 to breach stronger levels
of Hide. Detect is a reflexive action.
This power is used to uncover
things about your surrounding.
New Michtim Heroes The more dice you set aside,
the more detailed your observa-
Michtim heroes start with one tions will be in case of success.
die in every Emotion. After- Detect also determines the ini-
wards distribute seven dice tiative in case of combat. It is
among them. Take note that rolled without setting dice aside.
Emotions are rated 1 to 4.
Personality 29
Love Grief
Cure Weep
Roll Love and beat 7 to heal Roll Grief and beat 7 to re-
a light wound on your target. move one hit from all incom-
Set aside d6 to heal more se- ing attacks this round. Set aside
vere wounds. Cure cannot d6 to increase the amount
be used on yourself. If the tar- of damage reduction.
get uses Weep, it will add bo- Weeping means forfeiting all
nus hits to the Cure roll. Only hostile actions for a round, beg-
one wound can be healed with ging the foe to stop being so
a single use of the Cure action. mean. Some foes might stop in
This action will come in very their tracks and reconsider at-
handy should you find yourself tacking a weeping enemy. Oth-
in perilous situations. Caring Mi- ers will still try to attack you.
chtims are highly respected by Nevertheless, the damage
their Bande, because they know reduction gained from Weep
how to help in times of need. is considerable. You do not
make a good target, because
you soak up all the damage.
30 Personality
Fear Anger
Personality 31
Combat
Advanced belly brawling!
Brawling over a piece of cake is not entirely unheard of. Michtims al-
ready fight each other when they are still small nestlings. Although
adult Michtims frown upon the arbitrary use of violence, youngsters
still need to learn how to defend themselves, when things get ugly
some day. This part of the book discusses things like who acts first,
how damage is dealt and what consequences a lost fight might have.
Michtim RPG uses two modes First we have to figure out who
of chronological tracking. Com- acts first. To do this, every player
bat time and narrative time. uses Detect: making a Joy roll
The first is used most com- and comparing their results. The
monly when everyone needs one who rolls highest acts first,
to have a fair chance to say but may decide to postpone their
what their characters do dur- action if they want to. This roll is
ing a fight. The second mode made without setting aside dice.
is used during all other situ-
ations. You can read more
about narrative time on p.86.
32 Combat
Player vs Player Action Types
Reflexive Action
These actions do not take up
any time at all, like the De-
tect action. Some Callings al-
low the player to use regular
actions as reflexive actions.
Shouting something is
also a Reflexive Action, but
try to keep it short. Other-
wise your talk might take a
Regular Action instead.
Combat 33
Wound Tokens Through the use of Gear (p.74),
Michtims can inflict horrible
Characters will get hurt during ad- wounds on their victims.
ventures. Anyone who is the vic- These wound effects can
tim of an Attack will usually suffer only be removed through use
between 1 and 4 wound tokens. of the Cure action or through
Every hit creates a different special Gear that is able
wound. Because Cure needs to to dispel wound effects.
beat a wound’s level, it is impor- Only one wound effect of
tant to keep track of each wound each type can afflict a victim.
as separate stack of tokens. For example all further wors-
Some wounds increase their ening wounds are ignored.
rating afterwards (like worsen-
ing wounds). Just put anoth- Blinding Wound
er wound token on the stack. All Attack and Detect rolls
suffer a -3 penalty while this
Wound Effects wound effect is left uncured.
Cruel Wound
All Weep and received Cure
rolls suffer a -3 penalty while
this wound afflicts the victim.
Slowing Wound
All Evade and Jolt rolls suffer a
-3 penalty while this wound effect
is left uncured. Also, your regu-
lar Move distance is halved.
34 Combat
Being defeated
Worsening Wound
This wound will upgrade itself What happens when a Michtim
once at the beginning of the is knocked out? That largely de-
next round. It will get worse by pends on the opponents and
1 token until the Michtim is able whether the whole Bande was
to get it cured. Once the Mich- defeated. Most enemies in the
tim goes KO, the worsening ef- world of Michtim prefer to cap-
fect stops. This can signify bleed- ture foes instead of killing them.
ing, magical or chemical burns. If you are looking for ideas,
you can use the following ta-
Being knocked out ble for some inspiration, but
feel free to think of interesting
If a Michtim suffers a total of reasons to make prisoners.
7 or more wound tokens, it
will be knocked out. Stacks do They put you into a cage and
not matter in this case. Seven take you to their headquarter.
Combat 35
Callings
Becoming a Hero
36 Callings
Combining Callings Acquiring Callings
Callings are very modular. The first Calling you learn in-
You can combine their ef- cludes all five talents. In case you
fects (given a bit reason) to pick up new Callings through
create new maneuvers. the expenditure of experi-
Most Callings require the tar- ence points, you will learn indi-
get to be in close proximity. vidual talents one by one.
When adding the Sorcerer Call- The Calling is only mastered
ing to the mix, you can breach completely, once you have ac-
this requirement. The Witch Call- quired all five talents. The de-
ing provides means to create tails of learning are handled in
conditional triggers. This can the Experience chapter, signi-
be combined with any other fied by the star symbol (p.80).
Calling’s effects. If you com-
bine them with the Frostpaw’s
Chills, you can freeze an enemy
that was about to attack you.
It is advisable to talk about
possible combos with the Game New Michtim Heroes
Master before actual play starts.
Pick a Calling. You automati-
Utility Feats cally learn all of its Talents.
Also you may pick a name
Every Calling also provides util- based on your Calling. This is
ity feats that will be of use out- your apprentice name.
side of combat. The Game Mas-
ter decides if Emotion rolls are Example:
necessary to use them. Make Calling = Tactician
up alternatives if you like! Apprentice Name = Weitblick
Callings 37
Adventurer
More Mood Markers
Miguel de Bormen was a passionate little fellow, even for a Michtim. The
faraway woods of Bormen were home to several Michtim cities, all of which
were known for their excellent silk and fine spices. Miguel always kept a
fond memory of his home, even in the midst of battle. Sometimes he would
remember a lesson that he was fated to put into practice.
Fate
38 Callings
Paths
Wanderer’s Path (Joy)
Your stride is unbroken and there
is so much to learn. You can col-
lect up to seven Joy Markers.
Callings 39
Artist
Transfer Mood Markers
Varian picked up his brush and dotted the cloak with splashes of green and
blue. It felt fresh somehow, like a summer day in high grass. If his foes were
to look at it, they’d feel their Anger dwindle away. And then one of his friends
would be empowered by it. Art is such a powerful force. Art is magic.
Phantasm
Artists serve an important role in Your skill with the brush allows
Michtim society. Through their you to summon believable scen-
work, called Symbolaya, they ery. You can create illusions of all
codify everything that is re- kinds, though they do not hold
markable about life. well against thorough inspec-
In a more practical sense Art- tion. They can serve as diversions,
ists act as conduits for Mood decorations or disguises. Trick-
Markers. They can both leech ing those that do not know what
and give Mood Markers. to look for with wet paint strokes.
To leech away Mood Mark- Phantasms can be dis-
ers they roll the relevant Emo- pelled by a Detect roll. The
tion in a contest with their Artist creates the illusion simi-
victim. If the Artist scores high- lar to using the Hide action,
er, one Mood Marker is sto- but may use whatever Emo-
len from the enemy. Set aside tion is most appropriate.
d6 to increase the amount of
Mood Markers to be stolen. Apprentice Names
Combine with Tactician for a
nifty area effect. Also Adven- Farbpfote, Pinselschweif, Dadalì
turer increases your capacity.
40 Callings
Raptures
The Sun (Joy)
The sun entices those who live
under its gaze. It brings joy and
energy. Likewise the Artist takes
Joy Markers from its enemies
and shines them on its friends.
Callings 41
Bard
Buff Friends
Pixi stood in front of his siblings. He tiptoed and began to inhale deeply. Lulu,
Rocket and Cannonia watched rather unimpressed, until he released all that
breath in a hauntingly beautiful melody. He even closed his eyes and lifted
his hands high into the air. His siblings stood in awe, touched by the music.
Charisma
Bards provide their friends with Your social pull is quite allur-
entertainment and highly en- ing. People tend to flock to you
ergizing performances alike. In and heed your call. Charisma
times of need, they always find burns like a flame in the heart
the right tune and get every- of the Bard. Others are eas-
one to follow in their tracks. ily swayed by your passion.
Their ability to entice friends
is very useful to generate ex- Apprentice Names
tra punch when needed.
Friends will use these Mood Abendlied, Frohtanz, Wohlklang
Markers to buy extra dice
or add a passive bonus.
42 Callings
Songs
Cheerful Tune (Joy)
You perform an uplifting song that
encourages your friends to cel-
ebrate. Friends gain Joy Markers.
Callings 43
Cook
Grant Bonus Dice
Gonzarius was a chef for several years now. He pledged his service to
Ludmilla, who was tending to a buzzing tavern in the center of Turnaya. He
knew several secret recipes. All of which included some arcane ingredients,
obscure procedures and a hint of passion. Gonzarius knows for a fact:
everyone has to eat. Better to eat something delicious.
Shopkeeping
Cooks are very respected in Mi- You know all the secrets of suc-
chtim society. Every cook spe- cessful shop keeping. You can
cializes in some other sort of keep the books, acquire a shop
food. Some brew exotic nec- license and sell your products
tars while others bake bocicne. on the Turnayan markets. Shop
Their ability to directly grant keeping allows you to preserve
bonus dice through their culinary goods and package them neatly.
art is very useful when trying to
pull off something big. Also note Apprentice Names
that Love-based recipes can
even benefit the cook directly. Goldbauch, Süßzunge, Zweitopf
This contradicts the usual rule
that no Michtim may use Cure
on themselves. Think of Love
brews as tasty healing potions!
44 Callings
Recipes
Chocolate Brew (Joy)
The Chocolate Brew entices and
enlightens the imbiber. Allies
may use the Chocolate Brew’s
dice to augment Jolt & Detect.
Callings 45
Courtier
Debuff Foes
Rilja stepped up to the guard blocking her way. She casually bared her
fangs, waving her fan at the imposing female warrior. ‹Guten Tag, how are
you?› Rilja tilted her head to the left. ‹You shall not pass.› The guard grum-
bled. ‹I see. You are quite a stout companion, and very strong-minded!› The
guard lifted her brows, her whiskers shivering with enticement. ‹Look at that
shiny armour! I bet you polish it all day.› ‹Uhm. It takes a lot of time, but it’s
worth it.› ‹Oh, I am sure you pay it a lot of attention. Now I have business
with the Queen, if you allow.› Rilja’s ruse came into effect, the guard taking
the compliment and stepping aside.
Manipulation
Courtiers are used to get their Your words are well placed and
way with people. There is even a your command over the so-
Turnayan legend about a Court- cial game is stunning. Your
ier that talked a rain cloud out of prowess at Manipulation al-
making him wet. If something is a lows you to wield words with
matter of negotiation, the Court- the grace of a master fencer.
ier is the Michtim for the job. Their
ruses allow them to toy with their Apprentice Names
foe’s Mood, which may lead to
all sorts of Distractions or com- Glanzfell, Goldpfote, Herzblick
pel enemies to act differently.
46 Callings
Ruses
Mocking Taunt (Joy)
You provoke your enemies,
infuriating them. You make
them gain Anger Markers.
Callings 47
Cybertooth
Extra Actions
Reynardo Goldzahn saw the blow coming in slow motion. His senses were
sharpened to the point of picking up the drops of spittle that flew from his
opponent’s snout. A second later he stood behind his attacker, punching her
in the kidney. She whimpered, turning around in shock, but he was gone
already. His cyber-jumpers propelled him through the air and allowed him
to cover double the distance a non-cybered Michtim could travel. ‹Idiots›
he thought to himself. Why anyone would willingly refuse technology was
beyond him. His evasion matrix already started to shift his fur color.
Unfeeling
48 Callings
Implants
Cyber-Jumpers (Joy)
Your legs are reinforced by
powerful machinery. You may
spend 1 Joy Marker to make
a reflexive Jolt action.
Callings 49
Daredevil
Sacrifice Health
Darius Flüsterklinge scurried down the pipeline. The ventilation system of the
building was filthy, but he couldn’t care less. The humans were planning to
take down yet another patch of the forest. Cornelius Funkenflug asked him
to sneak into the architect’s office and steal the plans of the new shopping
mall. This would give them a little more time to think things through. Darius
plunged into the depths below. The giant fan moved slowly, but he failed to
pass it without a scratch. It caught him in the belly, but Darius was used to
pain. He even drew conviction from it. Darius Flüsterklinge, second of Haus
Grauling, master infiltrator. He landed softly on the architect’s desk, and
swiftly sunk into the shadows, not to be seen again.
Recuperation
Daredevils look for that extra kick You have exceptional stamina
of danger. To them pain is some- and easily get better when be-
thing to be confronted, because it ing knocked out. This also means
is an opportunity to learn some- that you rarely get sick or exhaust-
thing. Their stunts are courageous, ed even after tedious marches.
and they can easily take the blow
that was intended for a Bande Apprentice Names
member. Any time they are hurt,
they may gain Mood Markers. This Eisenbiss, Steinknochen, Zähfell
makes them ideal protectors.
50 Callings
Stunts
Haha! That tickles. (Joy)
While you are wounded you
still manage to pull of that in-
sane laugh, possibly because
your opponent makes such a
stupid face. When wounded
you may gain a Joy Marker.
Intercept
You reflexively divert an Attack
to hit you instead of a friend.
Callings 51
Frostpaw
Disable Actions
Winterborn
52 Callings
Chills
Freeze Tears (Joy)
Spend a Joy Marker. You freeze
the tears others were about to
shed, effectively blocking them
from Weeping until freed.
Callings 53
Machinist
Create Companion
Preserver Vesh looked at the mess of pieces on the floor. ‹Scotty, be so kind
and bring me my goggles.› Vesh spoke in their clearest voice. The drone’s
speech recognition picked up their command and was quick to react. It
brought a stack of wobbles, much to Vesh’s displeasure. ‹I’ll fix you next.›
Engineering
Machinists build all sort of tech- You may interface with com-
nical devices that help Michtims plicated machinery and build
through their daily lives. The Ma- technological wonders. Of-
chinists devices allow them to cre- ten this takes quite some time,
ate a proxy that will act remotely but it is a fact that hijacking a
while they are safely hidden away RC racer is big fun indeed.
from the perils of the field. Devic-
es do not handle damage well, Apprentice Names
and usually collapse once they
take a good blow to their circuitry. Schrauber, Bastelbaum, Wirrfizz
The dice are lost until the
end of the scene, unless the
Machinist spends an Ac-
tion reclaiming the build-
ing parts of their machine.
54 Callings
Devices
Scouting Drone (Joy)
You build a very fast drone that
is equipped with superior sen-
sors. It may use Jolt and Detect
with the dice you have set aside.
Callings 55
Sorcerer
Ranged Actions
Spellcraft
56 Callings
Spells
Gust of Wind (Joy)
By coaxing the spirits of air you
can use Jolt to move your-
self, friends and unattend-
ed objects at a distance.
Flame Bolt (Anger) For every die you set aside, you
A fire spirit lends you its blast- can cover 1m (1yd) of distance
ing power to Attack foes between yourself and the target.
from afar. The spell may ben-
efit from weapon effects. Focus
Spend an Action every round to
add 1d6 to a roll, up to the rat-
ing of the focused Emotion.
Callings 57
Tactician
Extra Targets
Vera’s fingers raced over her tactical gauntlet’s keypad. She calculated the
attack pattern she was about to launch. It made perfect sense: she would
race over to the first Ghoul, batter him down, while her gauntlet’s advanced
weapon-system would produce the necessary charge to shock the second
Ghoul into submission. She smiled wickedly, as she finally commenced her
offensive cascade.
Resource Planning
58 Callings
Tactics
Tactical Movement (Joy)
You devise a coordinat-
ed movement plan, reposi-
tioning your friends in the
area. When using Jolt you
may take friends with you.
Callings 59
Witch
Conditional Actions
‹If you dare put a single paw on the tome, you will regret it.› Isabella hissed,
waving her left hand in a fluid motion that reminded Preserver Vesh of a
snake. Vesh could feel the crackling magic in the air, balefully closing in on
them. They knew better than to set off the hex. For now.
Familiar
60 Callings
Hexes
Moving Hex (Joy)
Suddenly the target is moved to a
different location. You command
the target to Jolt however you
like when a certain trigger is met.
May also dispel Hide via Detect.
Callings 61
Synergies
Special Calling combinations
Some Callings simply work well together. Others act together like
fuel and flame to produce an even greater — or altogether differ-
ent — special effect. These Synergies are an advanced rule, and
you can still use the regular mechanics instead. Each synergy is de-
scribed using its name, the Callings involved and a short text explain-
ing the newfound power. Try to come up with new ones as well!
62 Callings
Remote Blasting Transfusion
Callings 63
Allegiance
Becoming a Haus Member
When a young Michtim is fin- The three factions are very po-
ished with hissing school, they litical. They all have an agenda
will start their apprenticeship. that is focused on the core Vir-
Usually at the same time, the Mi- tue its members hold dear.
chtim is prompted by relatives Standing is directly influ-
or their masters to swear alle- enced by a Michtims deeds.
giance to one Haus or another. Valorous heroes will be cele-
It is possible to be with- brated and will be able to gain
out allegiance, but usually this access to superior equipment
is only the fate of exiled Mi- and different kinds of enhance-
chtims. Even those that are ment. Not to forget the social
frowned upon might find re- implications of being seen as
spite in joining a different Haus. paragon of Michtim culture.
64 Haus Allegiance
Virtues & Sins
Haus Allegiance 65
Haus Barsik
Protect the wild!
66 Haus Allegiance
Conservation
Survival of the fittest, and the real- Bara Bara, also known as Mut-
ization that life follows evolution- ter Barsik, is revered as giver of
ary patterns, are the core princi- life. The gentle rains, the raging
ples of Barwinism. The term goes torrent and whispering wind are
back to the famous Barsik schol- equally worshipped, as are other
ar Charles Barwin, which means children of nature. Many Barsik
bear wind. Figuring out why he warriors commit themselves to
got that name is left to speculation serve a single totem, often call-
at best. Charles realized that spe- ing themselves Raging Bear, Un-
cies adapt to their environment sung Hurricane or Venomous Lily.
over time. He was known to study Feeling kinship with the totem-
life in all its expressions and un- ic spirits is paramount, but ritu-
cover the biological origin of the als are very simplistic and cele-
Michtim species. Barwinists realize bration is nearly unheard of. Bara
that their time is limited, and that Bara is a harsh mother after all.
there are a lot of species worth
to be studied and protected.
Haus Allegiance 67
Haus Grauling
Forever onward!
68 Haus Allegiance
Civilization
Haus Allegiance 69
Haus Turnaya
Together we stand!
70 Haus Allegiance
Charity
Haus Allegiance 71
Virtues
And hierarchies of sin
Virtue Charity
72 Haus Allegiance
Civilization Conservation
Haus Allegiance 73
Treasury
Useful gear for your adventures
Tool Accessory
A tool provides its benefit on rolls This effect is used once and will
that score 3 or more hits. A sword only be reusable upon meeting
inflicts a worsening wound only if the specified Restore criteria.
you manage to deal a 3+ wound
to your victim. The same is true Damage Sources
for less violent tools. A medical
kit provides its effect on all Cure There are three distinct sourc-
rolls that score 3 or more hits, es of damage in Michtim RPG.
for example. The relevant Emo- Usually the tool or Calling de-
tion is indicated in brackets. fine the damage source.
74 Armoury
Tools
Effects activate on 3 hits or more
Mercy Staff
(G) The attacker rolls Love
vs 7. If successful it must
not attack the defender.
Armory 75
Cloaks
Armor with passive effects
Haus Turnaya
Spellshroud Garment
Magical Armor 2.
Shadowweave Shroud
You may make a reflexive
Move action immediately after
successfully using Evade.
Physical Armor 1.
76 Armoury
Accessories
Reusable items
Armory 77
Hero Creation
Giving birth to a Michtim hero
Creating a hero for Michtim RPG is easy as eating bocicne. If you are
just learning to play the game, your Game Master might ask you to
create a young Fauchschule kid. This way you will only need to learn
the Basic Rules. If you decide to play adult heroes, you will also get
to choose a Calling, and will even pick a Haus. Just follow the in-
structions on the right to build the Michtim you want to portray.
78 Experience
Fauchschule Kid Example
Apprentice
Hero
Veteran
Experience 79
Experience
Character customization
80 Experience
active Callings Mastered Talents
Sorcerer J JL LG GF FA
A
0 0 0 0 0
Cook A
5 4 3 2 1
7 5 4 3 1
Experience 81
Ultimates
Special tricks to be proud of
Activating Ultimates
82 Experience
Shock Charge Renewed Hope
Experience 83
Game Design
Guidelines for creating new content
Role playing games are powerful in so many ways. Once you get a
copy of the game’s rules, they are yours to tinker with. The game un-
folds between the players and the Game Master, and if you think it
would be more fun if the rules were a certain other way, just go with
it. The awesomeness of our hobby is the possibility to bring about a
myriad of scenes and interesting characters, with little cost involved.
84 Game Design
Alternative Callings New Callings
Game Design 85
Episodes
Creating entertaining missions
There are several ways to come up with cool episodes and missions.
You can create a basic adventure based on interesting locations,
events or even characters. This chapter tries to provide some basic
examples of episode design that is based on locations and events.
Both can be subsumed under the term scene. You can get valu-
able inspiration from comics, fairy tales and your favorite TV shows.
86 Episode Design
Example Location
We are going to have a look at Here are some plot hooks for
Thekla’s tavern, which is located Thekla’s tavern that were cre-
in the Moor swamp. The tavern ated based on the initial ideas.
is built inside an old stump that You can either roll on the table,
once was a majestic tree. It fea- or pick whatever strikes your
tures several floors with rooms fancy. It is advisable to create
for travellers, a kitchen and a big similar events for your own lo-
dining room. The rooms have cations. If you need to raise the
been hewn into the old wood, tension, why not introduce a
much like a cave, but comfy. new plot to the current scene?
The Moor outside is a danger-
ous and haunted place. Many A strange guest appears in the
tavern. They do not want to eat
travellers have been led astray anything. Highly suspicious.
by ghost lights. Michtims know
Injured travellers show up. Some-
better than to spend the night thing has hunted them through
outside. Wild noctürnas live the Moor. Is it lurking outside?
in the trees, and they are no
During the night a violent storm
strangers to the taste of Mich- rages through the Moor. The next
tim flesh. There are even ru- day, all the paths have changed.
Episode Design 87
Connecting Scenes Example Keys
88 Episode Design
Investigation Planning
The Detect action allows play- Players are trying to cope with the
ers to investigate their surround- challenges you throw at them.
ings for clues. If the player scores Sometimes they will sit together
more hits on the roll, they should and discuss how to tackle a prob-
receive more information. Some- lem. Make sure they are doing
times you can ask for other Emo- their job in-character (using their
tion rolls too. Like rolling Love or Michtim heroes as avatars of the
Grief to be emphatic of anoth- discussion). The outcome of good
er character’s feelings, or An- planning scenes is two-fold. The
ger to break a door. Investigative players have spend time to inter-
scenes are sometimes coupled act with each other, often foster-
with stealth and guile. Use the ing their individual roles. Also you
Hide action to sneak around un- get to listen to their planning, and
seen. If players fail, you can al- can base some of your story pro-
ways complicate things a little for gression on their planning. Be
them. Maybe shifting the scene sure not to overdo it. Players can
into a combat. The lesson to re- feel rightfully cheated, if all their
member here is: every Emotion plans are counteracted by an om-
can be used to perceive things re- niscient antagonist. Instead use
lated to its purview. Detect is just the input to create further scenes
the most typical action to use. and plot hooks to involve them
into the story you are going to tell.
Episode Design 89
Spark’s Flight
Escort / Rescue Mission
90 Episode Design
3: Foreboding Grass Snake
Episode Design 91
6: Animal Patrol
Right after the fight, a van stops although she seems complete-
next to the group. Everything ly unaware of it. As every Fauch-
is over in mere seconds. Each schule kid learns, the Veil protects
and everyone is caught in nets. Michtims from being seen as any-
The humans fetch Hops, Corne- thing more than mere hamsters.
lius and the rest of the Bande. The pet shop opens short-
The long-legs put them into ly after the group is put into the
cages. Wild cats and oth- cages. They have direct line of
er pets howl in their contain- sight to the electronic cash reg-
ers. The van’s engines roar and ister system and can follow the
the vehicle races off into the procedures there. Whenever a
night; back to the human city. pet is sold, the humans move to
The group spends the the machine and enter person-
night in the cages. Ear- al data to receive a discount.
ly in the morning, the van is
opened and the humans take 8: The Blonde Monster
the cages into a building.
Early in the morning, a family ar-
7: Pet Shop rives. Mom and dad are highly
annoyed by their willful progeny.
Humans can be overheard, speak- The blonde haired monster ap-
ing about some rare breeds pears right in front of Cornelius’
of hamsters they have caught cage and demands to have him
in the wild. They are sold to a as a pet. Mom protests, pointing
woman, who swiftly puts each out that she already has two cats.
of them into a separate cage. The unruly kid starts to riot on the
Fighting does not seem to help, floor, invoking the power of family
as she is wearing a glove. shame. Dad finally grows tired of it,
She even removes the equipment, and takes Mom aside to talk to her.
92 Episode Design
9: Unseen Help
As both parents have left the Shortly after the Hubers have
scene momentarily, the brat left the shop, something odd
rises before the cage. Nar- can be seen stalking the cag-
rowing her eyes to slits she es. A creature that blends per-
whispers malevolently, talk- fectly with its surroundings
ing to herself how she was go- moves closer to the players.
ing to feed this hamster to The stalker turns out to be a
her cats. She surely was go- chameleon that somehow es-
ing to have a lot of fun watch- caped captivity. Its name is
ing them fight over their meal. Rufus, and he can be bribed
Cornelius is shocked. He cries to release them. He is inter-
for help, but the cage can only ested in food, musical per-
be opened from the outside. The formances or pulling off a
shopkeeper approaches and prank on the shop keeper.
pushes Cornelius, who protests If the players are clueless what
wildly, into a little transporta- to do next, Rufus might encour-
tion box. Afterwards the family age them to check out the cus-
heads over to the cash register tomer registry (either digitally
and Dad provides the address. or the actual book) close to the
The shopkeeper thanks ‹Mr. Hu- entrance of the shop. The ad-
ber› and waves them goodbye. dress can be found easily by
Cornelius needs to be saved, either going through the book,
but how to open the cages? or interacting with the cashing
machine. Players should make
Hide rolls to evade detection.
Episode Design 93
10: Free At Last! Rude Puppy
94 Episode Design
11: Huber’s House
To get inside the house, the Mi- distraction to finish the job. To
chtims can either climb through find a suitable non-fatal poison,
a cat flap or sneak inside while players can either rely on Ac-
the door is open (due to a piz- cessories, the Cook’s recipes
za service delivering food). or try to scrounge some laxa-
The parents are having a heat- tive pills from the humans.
ed argument again, blaming In case of the Michtims con-
each other for spoiling the kid. fronting the cats in open con-
While they are distracted, the flict, here are their two profiles.
group can try to find Cornelius.
Players should make a De- Fester (Cat)
tect roll to realize that two cats
seem to be living in this place.
It should be clear enough that
those will not be friendly to- 1 1 3 3 4
wards fluffy intruders. The cats
are currently not to be seen, Jester (Cat)
but they will probably make
trouble once they show up.
The Bande should be cre-
ative about how to best tackle 3 1 1 3 4
these fearsome foes, as charg-
ing head first into the fray will Both cats are rather fat, but still
be pretty fatal (the cats will very fast on their feet. They have
probably want to eat them). a vile demeanor and are not eas-
Gladly fresh cat food has been ily intimidated by Michtims.
served just minutes ago, so the Toughness: 15 Wounds
Michtims have a chance to ei- Hiss: Foes gain 1-3
ther poison them, or use the Fear Markers
Episode Design 95
12: The Monster’s Lair
With the cats taken care off, the lius under a cardboard box
Michtims only need to worry and finally leaves the room.
about Cornelius. In fact, if they The Bande can try to lift
manage to earn 3 hits on a De- the cardboard box. Togeth-
tect roll, they can hear his cries for er they are strong enough.
help coming from the first floor! With a successful Detect roll,
When they finally arrive in the they can also make out a faint
monster’s lair (the girl’s room), smell, some of them might al-
a shocking scene takes place. ready know from the ambush.
The blonde brat clutches Cor-
nelius tightly in one hand. He 13: Isabella’s Plan
wears a pink doll gown and a
little strap-on hat. He fights fu- A ball-shaped Michtim diva ap-
riously, although to no avail. pears floating next to the room’s
She talks to herself, calling him lamp. She wears a silken blue
Barbara and playing out a scene gown and expensive jewelry.
from a horror story. ‹And Barba- ‹So you found him!› She claps
ra drives in her new sports car! her hands sarcastically. ‹Back
Look how she speeds around. in Turnaya, you will be heroes
Wroom! But will she escape for this. Next time you won’t be
the giant tigers? They are com- around to save my little cous-
ing for her! Hahaha!› She turns in. I will be the next to inherit the
around and starts to shout the throne. Not him!› She laughs
cats’ names, trying to summon haughtily behind a peacock fan.
them. Just as Cornelius is about Isabella is far out of reach of
to pass out from the fear, the anyone; should someone get
parents command their daugh- close, she will instantly freeze
ter to come down for lunch. them in place. She vanishes.
Reluctantly, she puts Corne-
96 Episode Design
14: Homecoming Rewards
Rigging the toy car, the Bande Hand out experience points to
can fetch Cornelius and get the player roughly equivalent
out of the Huber’s house. to the number of earned Karma.
The ride will take a while, and Usually around 5 are enough. If
the car’s batteries will give out you want to give them a head
once they are close to Turnaya. start, you can hand out 10.
Back home they are in- Cornelius is also very thank-
deed celebrated as he- ful and will provide each and
roes, and Cornelius (who re- everyone with a single trin-
gains consciousness) is very ket from Turnaya’s treasury.
pleased with their work. They have a single free pick.
Isabella, on the other hand,
has witnesses providing an alibi. To Be Continued…
She claims having had a dinner
party, with lots of guests to prove While visiting the city, Cornelius
that she was not involved in any- has found out horrifying news
thing fishy. The Bande knows about the human’s plans. They
better though, and will probably want to build a shopping cen-
keep an eye on her from now on. ter close to Turnaya and are ea-
Hops was either freed by the ger to cut down the whole forest.
Bande while they were mak- Someone has to stop them by
ing their escape, or has to be sabotaging the architects plans!
rescued by another team.
Episode Design 97
Cast & Crew
Important personalities & relevant plots
2 3 1 2 4
She looks to a peaceful solution
in the ongoing human conflict.
Bard
She calls all Michtims to arms.
Courtier How will they fight against the
Tactician humans?
He is abducted by an evil-doer
Tome of Symbolaya and needs to be rescued.
2 1 1 4 4
She asks the players to steal a
mysterious trinket from Cornelius.
Frostpaw
She plants false evidence to
Sorcerer discredit Castillus’ loyalty to the
Witch Queen.
2 4 3 1 2
They ask the Bande to bring a
tribe of barbarians into the fold.
Artist
They investigate a case of tech-
Commander (Bard) nophobia in Turnaya. Someone
Machinist is sabotaging the artificers.
The Corrupted
110 Secrets
The Veil
Secrets 111
Index
Finding important information
A C
Accessory 74 Calling 8, 36
Adventurer 8, 38 Adventurer 38
Allegiance 64 Alternative Callings 85
Artificer 17 Artist 40
Artist 8, 40 Attuning Callings 36
Bard 42
B
Combining Callings 37
Cook 44
Courtier 46
Bande 8 Cybertooth 48
Bard 8, 42 Daredevil 50
Basic Actions 28 Frostpaw 52
Action Types 33 Machinist 54
Attack 31 Sorcerer 56
Cure 30 Synergies 62
Detect 29 Tactician 58
Evade 31 Utility Feats 37
Hide 31 Witch 60
Jolt 29
Weep 30
Bocicne 8
Body Type 13
Bormen 8, 109
112 Secrets
D
Cast 98
Apollonia 106 Daredevil 9, 50
Apollonia’s Brood 107 Defeat 35
Castillus 104 Dice 5
Cornelius 90, 100 Buying Dice 26
Isabella 96, 103 Rolling Dice 22
Miguel 109 Distractions 28
Reynardo 102 Oppositions 29
Sefer 101
E
Thekla 108
Vesh 105
Character Sheet 78
Cloak 74 Emotions
Combat 32 Anger 31
Cook 9, 44 Fear 31
Courtier 9, 46 Grief 30
Culture 16 Joy 29
Cybertooth 9, 48 Love 30
Episodes 86
Experience 80
Changing Personality 81
Earning Experience 80
Mastering a Calling 81
Spending Experience 80
Secrets 113
F K
Fauchschule 9, 16 Karma 6, 10
Finsterberg 9 Dice Re-Rolls 65
Frostpaw 9, 52 Earning Karma 65
Instantly Attune Callings 36
G
Karma Ultimates 82
Knocked Out 35
L
Game Design 84
Gear 74
Glidewing Cloak 76
Lexicon 8
H
Location 87
Haus 9 M
Allegiance 64
Haus Barsik 9, 19, 20, 66 Machinist 10, 54
Haus Grauling 9, 19, 20, 68 Meschne 10
Haus Turnaya 10, 19, 20, 70 Michterisch 10
Hawker 17 Michtim 12
Hero Creation 78 Mood 24
Hits 23 Benefits 25
Human Relations 20 Mood Markers 6, 10
Moschischka 10
I
Move Action 33
Initiative 32 N
Naschkeria 17, 21
Nektaria 17
Nests 18
Noctürna 10, 11, 23
114 Secrets
P T
Personality 28 Tactician 11, 58
Changing Personality 81 The Veil 11, 111
Player vs Player 33 Tool 74
Preserver 105 Treasury 74
Apollonia 106 Accessories 77
Castillus 104 Cloaks 76
Vesh 105 Tool 75
Turnaya 17
R
U
Reflexive Action 33
Regular Action 33 Ultimates 11, 82
S V
Scene 86 Virtues 65, 72
Scenes 88 Charity 71, 72
Secrets 110 Civilization 69, 73
Shrine 17 Conservation 67, 73
Sins 65
W
Beasts 111
Corruption 110
Fiends 110
Ghouls 111 Witch 11, 60
Social Interaction 28 Wound Effects 34
Sorcerer 11, 56 Blinding Wound 34
Symbolaya 11 Cruel Wound 34
Synergies 62 Slowing Wound 34
Worsening Wound 35
Wound Tokens 5, 34
Secrets 115
116 Secrets
Charity Culture Conservation
My Name Experience
Love Cure: Roll Love and beat 7 to heal kill beings refuse culture ravage nature
a light wound. Set aside d6 to heal 7 5 4 3 1
more severe wounds. Can only Cure
others.
10 8 6 4 2
20 16 12 8 4
5 10 15
Tool
5 10 15
Define Personality: 7 dice in Emotions ● pick 1 Calling ● Spend 5 XP Michtim RPG (c) Georg Mir 2012
eds y o u!
urnaya ne
T mons you, fait
h fu l
o f T u r n a y a hereby sum u r fi nest
h e Q u e e n a l l ta k e y o
T
f t h e n o b l e h ouses. You sh stalwart
da venturers o st ed staves to a sse m b l e in
u r m o st tr u
cloaks and yo l o r y o f ou r k ingdom!
d s o f h e r o e s. For t he g ancient
ba n e e d g e o f o u r
a n s h a v e g a t hered at t h
T he fi lt hy hu
m
e e a ge r to ta k e it down
d s. T hey ar
Immergr u m m e l w o o
r o w er s. W e h ave to stand
b u l l d o z er s a nd fl amet h m d o wn, and
h t h e ir k e t h e
wit
d c h e er f u l! We will ta
toget her, proud
a n
h e b ig ge st f e st ival ever!
s, w e a r e g o in g to have t
afterward
s F u n k e n fl u g
Corneliucrets, Master of Protocol
Keeper of Se