fractured kingdom - DriveThruRPG.com

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Transcript of fractured kingdom - DriveThruRPG.com

fractured kingdomAn RPG by Dave silva

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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 con-sidered 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.

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world at a glanceThe 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 re-cover 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 Un-

bound 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?

glossaryArcology

These hyperstructures maintain self-contained, densely-packed and large human population. Controlled by corpora-tions, Arcologies offer a variety of residential and commercial locations inside their walls. They are designed to be economi-cally 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.

AudiopunksWhile the sound and message can vary wildly, the recent

movement of the Audiopunks has risen. Members use hid-den 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.

BaronyPowerful 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 con-cerning 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 Bar-ony, 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.

BeacherPopping 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 them-selves as making a lifestyle choice to live off the grid and get back to a simpler time.

BridgeA permanent Gateway between the Unbound World and

one of the four Outer Realms. Incredibly powerful and dan-

gerous, Bridges provide unfiltered bi-directional access be-tween 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, re-sulting in unpredictable weather changes, violent storms, seis-mic 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.

Church of the RedeemerOriginally founded during the Great War in the American

South as the Church of the Reclaimer, this organization advo-cated 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 re-naming itself the Church of the Redeemer, it remains a major influence in global politics, though it is only a shadow of its former body.

Company Man1. Slang for people whose lifestyles depends on contin-

ued 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 em-ployees 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.

CovenA universal term describing Lucids who have banded to-

gether.

Eden DreamAfter channeling energies of the Realm, all Lucids ex-

perience 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.

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glossaryAlmost 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.

ElucidateThe 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.

FrankSlang term for a lie or liar. Example: “He was frank with

me.”

GatewayA passageway to the Other Realms. Gateways are of-

ten unstable, lasting only a few moments before disappear-ing. 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.

Great WarCommon history books say the Great War began on De-

cember 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. Arche-ologists 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:

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)

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)

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.

HorrorsCommonly used in the worst ghettos as a catch-all term

for unexplainable, supernatural things. While no government, corporation or media outlet openly acknowledges the super-natural, there are those who live in places where such horrors regularly lurk and know there are truly things that go bump in the night.

Libby AmericansA 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 corpo-rate takeovers or loss of property. “Libbies freed my flat last week,” meaning the bank repossessed the home.

Little BrotherA slang term for the proliferation of cameras and media

recording devices, along with online social networking. Gov-ernments have never needed to implement domestic spying programs. Instead, policing agencies can rely on the abun-dance 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.

LucidsHaving traveled to one of the four Outer Realms, the Lu-

cid are people who have been Tainted by these supernatural forces. Once a mortal is Elucidated, they become aware of oth-

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glossaryers 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.

MMCA universalized genre of music using live guitars and

drums with a heavy driving beat. The term reached popular-ity as more Metal fusion bands emerged during the rebuild-ing period after the Great War. Sub-genres include: Classic Metal, Fatalism, Fusion, New Edge, Rage, Razor, Retro Metal and Speed.

Megapolitan CityModern 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 vari-ous 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.

Miracle TechSlang for top-of-the-line medical technology. While al-

most 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 con-cept 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.

MysticsNormal 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 RealmsThe 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.

The PurgeA 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 con-tinue 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.

Suborbital TransitIntercontinental travel has never been faster. Commer-

cial airlines use suborbital or slingshot trajectories to leave the atmosphere, momentarily accelerating without gravitational interference. While there are always safety concerns, the effi-cacy and speed of suborbital flight make travel more affordable for the average person.

TaintAll 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 na-ture of the Slumber or animal characteristics of the Verdant, their Taint can never be fully hidden.

Unbound WorldAlso called the Waking World, it is the realm of man.

WastesAlso 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 scaven-gers seeking to make a living off the leavings of another age.

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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 con-tinued 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 chuck-led 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.

chapter five:running fractured kingdom

This chapter contains tools, background informa-tion 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 King-dom for the first time.

ElucidationWhat 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 per-sonal 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 ce-lestial 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 Eluci-dation is the Watchtower’s ritual of Baptism, a ritual drowning where many die in the process. The few Lu-cids 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 ulti-mately up to their player. It is a defining moment in their history, perhaps the first truly meaningful mo-ment in their lives. The Lucid is metaphysically trans-formed, reborn in a way, and their players should con-sider 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, tak-ing her to a horrid place where she could feel some-thing corrupting the memories of her husband. In-stead 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 some-thing 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). Marga-ret’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.

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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 de-scribe. 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 chan-nel their Realm, even living the rest of their lives as normal men and women who only occasionally experi-ence 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 align-ment 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, Ava-lon, Babylon, Eden, Lemuria, Mu, Palenque, Shamb-hala, or Uruk, there are dozens of names, but eventu-ally almost every Lucid has their Dream. A fair number

of Eden Dreams share common elements, even spe-cific 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 ex-periences the Eden Dream. This may be shortly after their Elucidation and part of the character’s back-ground 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 char-acter experiences their Dream, ask the player to de-scribe 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 para-dise to mold.

The Eden Dream should be used to shape future storylines, character development and shifts in per-sonality. GMs are encouraged to keep track of the characters’ Eden Dreams and slip in subtle clues and hints during the course of the game.

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Shanghai, USCEstimated Population: 18.1 million

After the formation of the United Socialist Com-monwealth with Eastern Russia, Shanghai became in-strumental 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 con-trol, Shanghai is a preferred city for gray market deals and politicking.

Okinawa, Okinawa Prefecture, JapanEstimated Population: 24.6 million

The provincial capital of Japan after the occupa-tion by the USC, Okinawa is the largest city in the world (by population density). Technically a protec-torate 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 war-rens, there are working class citizens that never see the light of day, living entirely underground.

Jerusalem, JerusalemEstimated Population: 2.2 million

In the fallout of the Great War, Jerusalem was declared an independent city-state under joint con-trol 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 detec-tion technologies available, and remains a major tour destination. Some consider Jerusalem to have two sets of laws. Those for citizens and those for tourists. Lo-cal laws are extremely strict with zero lenience on sen-tencing, 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 el-Muqayyar, UAE

BaroniesThe 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 sac-rifice 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 ener-gies 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-heart-edly in the Eden Dream. Setting up small cabals in major cities, Unuans keep low, draw in the disenfran-chised 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 har-monious world.

Ignoring the obvious dangers, Unuans see Bridg-es 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 mul-tiple Bridges in the same location (usually ending with disastrous results).

Due to the Church of Unua’s preaching and pro-posed 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

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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 In-

dustrial district, Matron Helena has suffered through attacks by vandals, gangs and the press, not to men-tion 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 lon-ger talks about what goes on in the slums of the East

District. It is far too easy to find oneself under the El-der 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 com-bat, 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 Guard-ians.

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 9Scrounging 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)

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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 mon-sters. 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 char-acteristic 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 char-acter wishing to learn the Living Nightmare’s Tangi-

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 sim-ply inaccessible to Lucids or they must experience the Boon firsthand before they can gain access.

dark

ShadeThese creatures of the Dark feed on fear, hatred

and pain. They appear as little more than twisted shad-ows, 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 uni-son in a feeding frenzy. Rumors persist of Shade tides, walls of these strange creatures that roll through the Dark.

characteristics

History 15Dark Spawn 15 (F) Secrets of the Night 6(F) Shadow Born 15

Strength N/ADexterity 12Stealth 12 Quick 6

Constitution 4Sense 6Tracking 6 ESP 6(Sp) Dark Emotions 6

Fortune 6Reading 6

Wisdom 3Intelligence 6Mental18Iron Will 4

Expression 6Subterfuge 6

Boons

Shadow Stride (Ma) Shadow Slide (Ma)Empathy (Ty) Thought Reader (Ma)

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Nightmare Sense (Ma) Bane (Ma)Digest Knowledge (Ma) Pluck The Secret (Ma)Shadow One (Ma) Shadow Form (Ma)Speed Reader (Mi) Oppressive Presence (Ma)

Drawbacks

Repelled By Light (Ma) Vulnerability: Sunlight (Ma)

Life Pools

Health 45 Ego 60Energy 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)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

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 your-self 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?

characteristics

History 24Dark Spawn 24 (F) Secrets of the Night 6(F) Shadow Born 24

realm born BoonOppressive 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

213

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 intro-duced 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 in-fluence 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 Koso-vo 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 tangi-ble, 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 psy-chic 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

Song of Silence: an introductory adventure

221

chazSlumbering Lucid

Brief HistoryWhat 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 do-ing 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 Keep-ers, 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 Lu-cid, making him quick, deadly accurate and striking with the skill of a leg-endary swordsman.

Personality - Lost BoyGrowing 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 Lu-cids 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 Co-ven 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.

223

Lailagrave Lucid

Brief HistoryIndoctrination 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 mov-ing 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 al-lies’ 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 po-etic 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 mul-

tiple foes with ease. When prepared, she can shrug off gunfire. Addition-ally, 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 occasion-ally, 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.

fractured kingdomName:_______________________________ Realm:_____________________________ Campaign:__________________________ Player:_____________________________

history strength

dexterity

constitution

sense

fortune

intelligence

wisdom

mental

expression

©2013 Dave Silva. Fractured Kingdom RPG is the trademark of Dave Silva. Permission granted to photocopy for personal use only.

Boons____________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _____

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drawbacks___________________ ________________________ ________________________ ________________________ _____

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combat notesinitiative

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Laila Grave

BG: Born into a CultBG: RunawayLucidLucid SightRealm SenseClose the CoffinContact: SalesmanContact: Rach (Grave)Career: Midwife

SSAbFFFAbAbS

Perception S

62120012222

6

Southern Style Ab 18

Combo (Defense/Attack)Wheel StrikeEight Way StanceHeart of SteelEight Steps Without MovementThe Master StanceMountain Blessed BodyIron SkinPotent Advantage

Intimidation S 2

DomesticChild CareReligionStreet Smarts

SSpSS

1144

AcrobaticsMelee

SS

22

BiologyMedicalPediatrics

SSSp

153

MaMaTyMaMaMaMaMaMa

Deadly MightDeadly StrikeGrave InfusionReaper’s PresenceBody ControlDragon ScalesTiger’s ClawHand of Five ElementsStunning Apperance

MaMaMaMaMaTyTyMaMa

Unnatural PresenceEnemy: WatchtowerMother’s Instinct

N/AMaMi 60

50 110 4012 6 6

666

18 10

4

8

12

8

38

5

16 9

Palm StrikeQuick KneeMaster Counter 8 Way Stance: +2 Defense per FoeHeart of Steel: 1 Action for +11 Martial AS, Cost: 5 Energy per turnIron Skin: 1 Action for +18 Supernatural AS, 3 Energy per turn Dragon Scales: 1 Action for +6 Martial AS, Cost: 2 Energy per turnHand of 5 Elements: 1 Action for +10 Martial WS, Cost: 5 energy per turnDeadly Might: +6 WS, Takes 1 Action, Cost: 5 Energy per TurnTiger Claw: +6 Martial WS, Takes 1 Action, Cost: 2 Energy per TurnReaper’s Presence: Allies within 12 meters gain +6 WS, Takes 1 Action, Cost: 10 Energy per TurnWheel Strike: 5 Energy to move 5 meters during CounterstrikeStone Body: Ignore up to 18 damage. (Once per Session).

Casual Clothes with Hidden Armor (Armor Rating 2, Strangth 4)Slap Patch (Heals 6 Health), 5 Doses

60 4 6 1248 4 4 6

38/38 0 18 4(Active Defense/Attack Combo)

3

2

3

StrongDeadly Blows

AbF

66

BeautyInfluence

AbAb

44

225

nicoverdant Lucid

Brief HistoryNico’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 at-tention and is good at provoking oth-ers. Additionally, Nico’s link to the Verdant allows him to regenerate and to heal others.

Personality - Survivor:

They think Nico might be four-teen, 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.

227

margaretDark 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 peo-ples thoughts and futures.

Personality - The Little Old Lady:

Refined and subtle in her actions Marga-ret 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.

229

grigoriSlumbering 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 per-fect artistic piece.

When Grigori awoke, he found himself en-tombed in a clay web attached to several pedes-tals. Tiny fibers darted from arch to arch form-ing new patterns. Two men outside had seen his vision too and sensed his presence as he now sensed them. Jackboots kicked down the rein-forced 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 con-tacts 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 pro-tect 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 percep-tion 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 op-

tion 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.

indexaAbilities....36-46, 127, Actions....130Allied States of America (ASA).....151Arcology....4Assigning Points.....18Attack Maneuvers...131

Aim...131Bypass Armor...131 Grappling...132Heavy Blow...132Power Strike...133Run & Gun....133Stun....133Trip.....133Movement...133 - 134

Sprinting....134Held Action...134Interrupting Action...134

Attributes....26-28, 127Audiopunks....4

bBackgrounds...17, Barony....4, 157-175

Church of Unua...157-160Green Ones....160-162Harbingers....162-165Keepers of the Unbound World....165-168Spirit Callers....168-170Templars....171-173Watchtower....173-175

Beacher....4Bestiary....202-208Boons....51-99, 127

A...51-52B...52-55C...55-58D...59-62E...62-64

F...64-68G...69-70H...70-71I...71-73J-K...73L...73-75M...75-77N...77-78O...78-79P...79-82Q...82R...82-85S...85-92T...92-94U...94-96V...96-97W...97-99

Boon Chains....47-50Bridge....4

cCharacter Creation Summary....11Characteristic Levels....21Characters with Personarlity....208-209Church of the Redeemer....3, 4, Combat....130-135Coven....4Cover...136Crafting Your Own Fractured Kingdom....210Creation Points...12, 18Creatures of the Realm...181-194

Dark...181-184Grave...184-187Slumber....187-191Verdant....191-194

233

indexdDamage...137-138The Dark...13, 48, 123, 181Death....140Defense...134-135Difficulty...129-130Drawbacks...21-23, Drugs, Poisons & Toxins...141-142

eEastern Bloc Alliance (EBA).....152Eden Dream....3, 4, 146Eden Prayer......2-3, Ego...23, 138, 140Elucidation....5, 145Energy....23, 141Energy Cost...128European Union (EU).....153Experience....209-210Experience Level....10, 12

fFalling....142Fetish....66, 123-125Fire.....142Focus....127

gGateway....5, Gear...102-125

Clothing....102Armor...102-104Computers....104-105Explosives....105-107Firearms....107-110Ammunition...111Energy Cells....111Firearms Accessories.....111-112General Electronics...113-114

Medical Equipment....114-115Melee Weapons...115-117Support Gear...117-119Survival Gear...119-120Vehicles....120-122

Glossary...4-6The Grave...14, 49, 124, 184Great War....3, 5, 147

hHealth....23

iInitiative...130

lLife Pools....23Lighting and Blindness....136Lucid....5, 10

Lucid (Ab)....41Lucid Cities...155-157

mMaking Margaret....11, 17, 19-20, 23, 24Making Rolls....128-129March to War...147Megapolitan City....6, 149Miracle Tech...6, 140Modern Medicine...139-140Mundane NPCs....194-202

nNation-States....151-154Natural Recovery.....138

234

indexoOthers......6, 176-180Outer Realms....3, 6, 12-16Outsiders....25, 100, 126, 144, 211, 212,

pPost Combat Recovery....138Prove...136Purchase Value....101Purge....6, 148

sSample Characters....220-231Simple Tasks....130Skills....28-35, 127The Slumber...15, 49, 125, 187Song of Silence Adventure....212-219Specialties...127Suffocation....143Surviving as a Lucid...154

tTaint....6Temporary Wealth....101

uUnited Arab Emirates (UAE/ “the Emirates”)..153United Socialist Commonwealth (USC).........154

vThe Verdant....16, 50, 125, 191

wWaking World....150Wastes....6, Wounds 137

235

fractured kingdomName:_______________________________ Realm:_____________________________ Campaign:__________________________ Player:_____________________________

history strength

dexterity

constitution

sense

fortune

intelligence

wisdom

mental

expression

©2013 Dave Silva. Fractured Kingdom RPG is the trademark of Dave Silva. Permission granted to photocopy for personal use only.

Boons____________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _________________________ ____ ____________________ _____

Value

drawbacks___________________ ________________________ ________________________ ________________________ _____

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