Fallen Down Manual-3
Fallen Down Manual-3
will be very
Very
Interesting
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The five main stats are rated from 1 to 99, and represent
your probability to succeed in related scenarios.
Scenario, in this case, refers to any event that would
require a roll (i.e. Breaking down a door, intimidating an
opponent, remembering a scene from an anime you
watched).
Strength
Nimbleness
Brains is how nerdy your character is, or how good they are
at remembering something. Brains would be used for
remembering what anime you watched last month, hacking
a computer, or casting a devastating healing spell. Brains
adds 1 per every 10 points of itself to your Magic.
Kindness
Scariness
Humans
ACTs
Monsters
While Monsters cannot act, they can still use their Attack
action to use a rudimentary version of ACTing, mostly to
copy a single person ACT a human can use.
Magic
“Element/Flavor”
Every monster starts with two spells, and can learn one
more every 5 milestones!
Spell Name
TP Cost
Element Pair
To cast a spell, you must use your Attack action and have
the required TP. Remember that your entire party shares
one TP bar!
Heal Prayer
32 TP
Holy/Magic
Rude Buster
50 TP
Rude/Blade
Pacify
16 TP
Non-elemental
Snowgrave
200 TP
Ice/Angelic
Fatal.
When cast on a target, they are instantly killed, frozen in a
crystal of ice. The caster must succeed a Strength check or
be rendered Unconscious for 24 hours.
Uncastable under normal circumstances.
Character Traits
Your body lacks skin and muscle, leaving only the power of
bones to keep you going. You take half damage from
slashing or piercing attacks.
Hearty
You’re of an incredibly strong breed. You gain +20 max HP.
You cannot be killed, but you also cannot interact with the
physical world in any meaningful way without possessing a
physical body.
You have more than two arms. You obtain 2 more arms, and
may obtain 2 more at a penalty of -5 Nimbleness per extra
set.
You have more than 2 eyes, granting you better vision. You
have a +10 on Perception rolls.
Smart
Strong
Goner
Scatterbrain (Negative)
Weak (Negative)
Frail (Negative)
You have a tendency to fall more easily in combat. You have
-10 to max HP. Cannot be taken with a trait that increases
max HP.
Lazy (Negative)
You’re just never feeling up to it, and are a tad sluggish. You
have a -2 to your movement speed.
Titles
Titles, for the most part, exist mainly for flavor, and like most
things in this game are for the player to decide upon,
though Titles may be granted by the GM.
Even if Mercy is your first pick, you can’t always rely on your
words to get you through. Some attacks are too powerful,
some foes too villainous, or some challenges too
insurmountable without some help from equipment.
Weapons
There are four types of weapons, each one with its own
rules and associated die:
Small: d8; Small ATK bonus, usually has some other effect.
When you attack with it, you can choose to spend a Speed
to obtain a reroll on your damage.
Examples include: A knife, a yoyo, a revolver.
Weapon Examples
Wood Blade
Medium; +3 ATK
No effects. Perfect for starting!
Mane Axe
Large; +4 ATK
No effects. Requires 25 Strength to wield. Perfect for
starting!
Red Scarf
Special; +1 ATK
+2 Magic. Perfect for starting!
Toy Knife
Small; +2 ATK
No effects. Perfect for starting!
Magic Ring
Special; +0 ATK
+3 Magic. Perfect for starting!
Broken Revolver
Small; +2 ATK
Can hit targets up to 5 squares away. Adds 1 point per 10 of
Nimbleness to ATK instead of Strength. Perfect for starting!
Notebook
Special; +1 ATK
Adds +5 to Brains when equipped.
Frost Ring
Special; +2 ATK
Doubles Magic when using spells regarding ice or snow.
Buster Sword
Large; +20 ATK
Requires a Strength of over 40 to wield. Can hit two
adjacent targets with one attack due to its massive size.
Twisted Sword
Medium; +16 ATK
A strange blade. Thorns twist around it, causing those hit
by it to receive a 5 DoT Bleeding effect for 3 rounds.
Thorn Ring
Special; +5 ATK
Reduces max HP to ⅓ its original value. Halves the TP cost
of all spells used while equipped.
Masterwork Dagger
Small: +8 ATK
A dagger of exceptional quality. If you get an Unseen
Attack on a foe, you deal double damage.
Armor
Armor is the source of DEF and most bonuses your
character may get. This is your character’s chance to
minmax their abilities, or obtain the drippiest combo of
armor known to the game.
Devilstail
+5 DEF
+2 ATK, +2 Magic. A J-shaped tail that gives you devilenergy.
Mouse Token
+1 DEF
+2 Magic. A golden coin with a once powerful mousewizard
engraved on it.
Dealmaker
+10 DEF
+5 Magic. Increases all money obtained by 30%. Protects
from attacks with Puppet or Cat elements by 40%.
Fashionable pink and yellow glasses from a [[Specil]]
someone.
Bandage
+1 DEF
Once removed, it cannot be put back on. Instead, it
becomes a consumable healing item that heals 20 HP.
Backpack
+1 DEF
A simple backpack. Increases inventory space by 6.
You may also only carry 4 Weapons and Armor pieces per
person, which can be swapped out of battle at will. Pairable
weapons count as one weapon all together.
Example Items and Consumables
Tension Bit
100 G
Consumable
Use in battle to increase your team's TP by 32.
Tem Flake
1G
Consumable
A small piece of paper. Heals 1 HP.
Bicicle
10 G
Consumable
Two popsicles in one. Can be used twice as two separate
objects, restoring 11 HP with each use.
Choco Diamond
40 G
Consumable
A small diamond made of chocolate. Restores 2d12+10 HP.
Fire Paper
100 G
A piece of paper with fire drawn on it. When used in combat
on a weapon, the weapon deals an additional 1d6 fire
damage. This effect lasts for 3 rounds, and may only be
applied to a weapon once.
Can only be used once per combat, but replenishes.
Phone
900 G
A cell phone. Can be used to make and receive calls. Games
optional. Unlimited data, though it doesn’t work great in
alternate worlds made of darkness.
Combat
Fighting vs Sparing
Fighting
When you or your enemy gets hit, they may dodge. When
you dodge, you must succeed on a Nimbleness roll. If you
succeed, you avoid the attack and take no damage.
If you are hit by the attack, you take damage equal to the
damage of the roll minus the DEF of the defender to a
minimum of 1.
Spells
If you’re a monster, you cannot ACT, but you can instead
cast a spell.
Tension Points, or TP
As the battle goes on, the party will gain Tension Points, or
TP. TP is shared among the party, and goes from 0 to 100.
The easiest and safest way to gain TP, and a great way to
protect yourself from oncoming damage. Defending halves
all damage taken after DEF is applied, even to Spells.
GM Advice
Creating a Campaign
A campaign is a series of games that string together into
an ongoing narrative.
Enemies have HP, ATK, and DEF, but often not any other
particular stats like Strength or Nimbleness. Dodging is
rare in enemies, instead being replaced with Dodge Chance
if they can dodge at all. Because of this, enemies should
have high HP or DEF.
Most enemies have only two Attack and one Move action
(one to set an AoE, one to Melee attack, but it varies), but
particularly powerful enemies may have more Attack
actions. The limit on melee attacks should be about 1 or 2 if
they have the actions for it, leaving the rest for AoE’s.
Some Attacks should also add or take away from the base
of the enemy, for variety.
An area of effect, or AoE, is an ability that affects more than
one square or creature. This can be a square, a line, a
zigzag, a cone, what have you.
Enemy Template
Enemy Name
HP
ATK and DEF
Speed
Elemental Pair (if capable of Magic)
Dodge Chance (if any)
Attacks and Weapons
Personality, Likes and Dislikes/Potential ACTs
Giving Milestones
Authors Note
Other resources
Character Sheet
Right here
Discord Server
Chaos, chaos!