Session 0

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Apr 21, 2026 10:56 pm
Status
PAUSED until Further Notice
Schedules change, people get swamped. Life happens...


What kind of game is this?
Into the darkness is a low magic fantasy survival game. Your characters aren't auditioning for godhood; they're scraping by until they can find that big score. We're playing a hacked version of Freeform Univeral; as such there will be some modifications to the standard system.

Changes and House Rulings
For our purposes, FU points shall be known as Will points. Why? A couple of reasons. First, FU sounds more like a kiss-off than something you can spend to do cool stuff with your character. But more importantly...

While magic is considered rare and powerful in our Realm, it is entirely possible for your PC to be able to cast spells. Unless you roll extremely well, this will require spending one or more Will points to accomplish. In addition, you can spend Will points for extra advantage dice (one each). I'd suggest not spending them all in one place, however. If you would like to play as a spellcaster, let me know. We'll need to figure out what spells or abilities are available to you.

Otherwise, Will points shall work the same way as FU points, as described in the system reference (SRD).

Status Conditions, Death, and Dying
The classic SRD doesn't have a lot to say about death, so I'll say something about it here: if you aren't careful with your character, it CAN happen. It won't happen instantly, however. Pay close attention to your conditions; if it looks like your characters are on death's door, they probably are.

More specifically, if you have more than two conditions checked on your sheet, expect the dying condition to come up if you're damaged or afflicted again. This will, of course, depend on the context of the fiction, but it could happen so be prepared.

OMG, NOW WHAT?
A dying PC needs someone to take a turn and either cast a recovery spell (heal or cure ailment) or attempt first aid to stabilize them (expend a bandage if you have one), then make a beat-the-odds roll. Success or failure will be narrated according to the results of the roll -- good luck!
Apr 22, 2026 1:38 am
The Social Contract
Activity Level
I expect to post at least four times a week, either Monday through Thursday or Tuesday through Friday. On most days players will have until 10:00 PM Central (USA) to make their moves; after that I start considering my responses. A player who doesn't post by then is essentially skipping their turn. I'll make the most sensible assumptions I can about what happens next, but the fiction will move forward.

We're all aware that life happens sometimes. Just let us know in the OOC channel if you have to step away for more than a couple of days.

Safety Tools
Use lines and veils to define things you don't want to see. You may add or remove them at any time during the game. Just let me know. You can always message your boundaries to me directly if you aren't comfortable posting them directly in the thread.

If anything comes up in the roleplay that hits particularly hard, you could post (or DM me) an [X] with perhaps a brief note about what needs to be retconned. We'll pause the roleplay and address the offending content.

I don't need to know 'why', I just need to know 'what' to remove.

Lines
Lines are boundaries we can't cross. The subject matter listed here shouldn't be mentioned in the roleplay at all.
  • Body horror.
  • ...
  • ...

Veils
These boundaries might come up in the fiction, but if they do we 'fade to black' or 'pan away' from the offending action instead of describing it.
  • The group has expressed a strong preference to keep things close to PG-13.
  • ...
  • ...

We're all here for fun. Let's make it amazing!
BE EXCELLENT TO EACH OTHER
Apr 22, 2026 1:39 am
Procedures
Character Generation
There should be a Freeform Universal character sheet available via the 'custom' system setting. If for some reason that doesn't work, there is an example character for reference here.

Follow the Freeform Universal SRD and the above reference to create your own character. Feel free to ask questions here in Session 0 if you need clarification on something. You're free to create any character that makes sense for the setting.

As stated elsewhere, our story is set in a pre-medieval society of city-states with an iron-age technology level. Outfit your character accordingly.

I'm including lists for race and class for those needing inspiration. You do not have to adhere to these lists, you could just go completely freeform and discuss your ideas below. Remember that these lists serve the fiction; they're here to facilitate character creation, not put you in a straitjacket.
[ +- ] Races
[ +- ] Classes
Note: In this world, Dwarves, Elves, Humans, and Halflings are all considered common. Exotic races such as Catkin, Dragonkin, and Pixie are considered rare. If you select one, don't be surprised if you're met with mixed reactions around town.

The same goes with exotic classes. If you're a wizard or a druid and you let your powers loose where common folk can see them, expect to be met with awe and suspicion.

Your choice of class may confer special abilities or advantages. We'll address the specifics during character creation.

Spells
The list isn't perfect, but I've tried to cover several domains with a balanced selection. I've taken inspiration from games like D&D, Heroquest, and the usual suspects. There are four spells per domain; in most cases you'll be selecting one spell deliberately and then if you're entitled more you'll get the rest rolled randomly to start. As stated elsewhere, the Winds of Magick can be fickle.

This does not lock you in; spells can be learned later from other domains if you can find a source for learning them. Selection may also be determined by class, i.e., clerics traditionally begin their career by selecting from the Order domain.
[ +- ] Air
[ +- ] Earth
[ +- ] Fire
[ +- ] Water
[ +- ] Order
[ +- ] Wild Magic
[ +- ] High Magic
[ +- ] Chaos

Apr 22, 2026 1:39 am
Procedures
Torches
Fumbling in the dark means rolling with extreme disadvantage, which leads to heightened hazards and missed treasures. The party will need a torchbearer or other suitable source of light. Certain events and actions will instigate what I call a torch check, essentially a beat-the-odds roll to see if the light continues. If this check fails, someone burns a torch (or casts a light spell, etc.) to keep the light going.

I'll get the party's consensus on this before we move out of Session 0: the torch check can either be a narrator roll or (since FU loves player-facing dice rolls) whoever is carrying the torch can do the roll when the narrator calls for the check.

Rest & Recovery
If the party secures a location that allows them to do so, they may rest & recover. It is assumed that a watch rotation is established for long rests; as such, each PC expends one ration and (optionally) one torch to recover a Will point or remove a condition (up to 2, one for the ration and one for the torch).

Casters can also get their Will point back if they roll a yes, and result on their beat-the-odds roll during the casting. This only applies to the initial spend, not to any Will expended to boost the roll.

Will points may also be earned as outlined in the FU SRD (reference: how FU points are handled).
Apr 24, 2026 4:11 am
Order of Play
Who Goes First?
Generally, the Narrator will set the scene.

Since this is an asynchronous game, initiative will be a function of the fiction rather than any die roll. Either the party goes first or the monsters do, and we take it from there. As such, post your move (or at least the intent) whenever you're available to do so. For this game, we're not concerned about turn order. Just narrate what your character is doing or (if the outcome is uncertain) what they intend to do.

When do I roll?
Some situations can be handled by playing it through without rolling any dice at all. Sometimes, conflict is inevitable.

Make a beat-the-odds roll whenever you're being actively opposed or attempting an action with an uncertain outcome. If you wish to use one of the alternate charts from the SRD make sure you declare which chart you want to use to resolve your roll. Otherwise I'll interpret the result using the default. Which is fine, really.

Next, determine how many dice to roll. Identify and add any condition, detail, descriptor, or piece of gear that would make your PC's action easier or more successful. Subtract any of those things the would oppose the PC's action or make it more difficult.

Example Scenario
Nash the Brave, a Gatewarden from Finn's Crossing and Mira, a Geomancer from the Iron Coast have tracked a sheep-thieving giant cyclops to some nearby foothills and confronted him halfway up one of the hills. The time for words is past -- let's get to some action!
[ +- ] Cyclops
[ +- ] Nash the Brave
[ +- ] Mira the Geomancer
Nash would like to shoot the giant cyclops in the eye with his sling. He's a skilled marksman with nimble fingers, so we'll add those descriptors to modify his roll. We can think of this as giving Nash two pluses: ++

The cyclops, however, is standing on a hill and has the high ground (environmental detail). Nash is also winded from having chased the monster partway up the hill. We can think of this as giving Nash two minuses toward his attempt: --

In this case, the pluses and minuses cancel each other out completely, leaving him with a single die to roll as he lines up his shot.

Nash's player rolls a single d6 to find out if his shot lands. He does not wait for the narrator's permission to roll; instead, he front loads the resolution (as he envisions it) in his post.
[ +- ] Nash
Mira the Geomancer decides she wants to cast Hail of Stones (initially 1 Will), and spends an additional Will to focus and boost the effect. Her skill with magic gives her one die for the attempt; having spent an additional will point gives her a second. Let us assume her heirloom spellbook (equipment) gives her an additional die when casting spells. Together, this gives her three pluses: +++

The cyclops is tough, which makes him harder to damage and cancels out one advantage. Having the high ground probaby won't help him against magic, so we'll give Mira a single minus: -

This cancels one of her pluses, giving her two dice with advantage: ++

Mira's player subtracts two Will from her character sheet and rolls 2d6 with advantage.
[ +- ] Mira
The narrator checks the chart and sees that Nash's result is a 'yes, but' while Mira's result is a 'yes'. A solid result, but one with a complication! He'll incorporate the players' intent when and where it makes sense, but keep in mind that he'll probably take a bit of license with the details as he imagines the scene playing out and describes what he sees.
[ +- ] Narrator
Mira and Nash will continue until the adventure concludes, declaring intent and action, taking the context of the fiction into account, and then rolling to beat the odds. They may eventually have to deal with an angry shepherd who wanted his sheep back, but at least no one was killed by the cyclops.
Don't worry about getting it wrong; if a detail was missed I'll modify the result (with an explanation) when I narrate what happens next. Go ahead and roll if the situation warrants it. If you're well and truly stuck and just can't figure out whether you're rolling with advantage or disadvantage, you can ask the narrator how many dice to roll.

In a pinch, the narrator can make the roll for you when he resolves the scene but Freeform Universal prefers letting the players roll the dice when possible. Remember, the idea here is to have fun and keep the scene moving without having to waste turns waiting for a half a dozen rolls to resolve.

Stepping on Out
A few more details about our journey...

We'll assume your character carries a standard knapsack than can hold ten items. This is in addition to your primary weapon and any armor you might wear. One spot in your pack can hold 3 consumable items (rations, torches, etc).

Add 5 copper coins, 6 torches and three rations to your character notes. If you want bandages, extra torches or more rations, trade 2 coins for a stack of 3 and mark it on your sheet. Coins go into their own pouch, so you won't need to worry about how many slots they take up unless you have over a hundred.

Once characters are approved, feel free to commit a few paragraphs introducing yours in the [IC]Finn's Crossing thread. This optional; if you prefer you can wait until the main event begins instead.
Questions are welcome -- Let's build up our world together!
Apr 24, 2026 10:14 am
Let’s talk about the character. Despite my tendency to create magic-users, I’d rather not at the moment. I don’t feel like wading through the whole magic section, which isn’t even finalized yet :D.
As for the motivations and more "psychological" aspects—since it seems we’re all on the same page about doing something OSR/NSR—I’d focus on the reasons why he wants to plunder dungeons rather than other more "emotional" aspects. What do the others think? I’m asking everyone, since we’re in the process of defining the PCs, not just the GM.
Anyway, I was also thinking of something that isn’t just focused on combat but is useful in various other situations within the dungeon. I’m undecided, though, between something like a cartographer bard—a character focused on technical skills (setting traps, disarming them, but also building things; in short, not just a thief)—or something like an explosives expert (though I’m not sure how well that fits with the Iron Age setting; I guess we’ll decide that together since we’re also working on refining the setting).
Can you give me some feedback on these characters I’ve proposed?
Apr 24, 2026 10:38 am
Maybe im Going to Be Crossbow Slinger (Like Cowboy, without Gun, cus Gun Doesn't exist in Iron Age)
Apr 24, 2026 2:59 pm
Tartarosso says:
Let’s talk about the character. Despite my tendency to create magic-users, I’d rather not at the moment. I don’t feel like wading through the whole magic section, which isn’t even finalized yet :D.
As for the motivations and more "psychological" aspects—since it seems we’re all on the same page about doing something OSR/NSR—I’d focus on the reasons why he wants to plunder dungeons rather than other more "emotional" aspects. What do the others think? I’m asking everyone, since we’re in the process of defining the PCs, not just the GM.
Anyway, I was also thinking of something that isn’t just focused on combat but is useful in various other situations within the dungeon. I’m undecided, though, between something like a cartographer bard—a character focused on technical skills (setting traps, disarming them, but also building things; in short, not just a thief)—or something like an explosives expert (though I’m not sure how well that fits with the Iron Age setting; I guess we’ll decide that together since we’re also working on refining the setting).
Can you give me some feedback on these characters I’ve proposed?
Just some thoughts on the matter, nothing set in stone here...

Regarding the magic system, I am trying to keep things simple by only putting up four spells per domain to start with. The tradeoff there is that I'm going wide with the domain selection. But yeah, magic is complicated so I understand not wanting to mess with it, especially before the list is finished.

The major impetus for the initial dungeon crawl is basically that the town's leadership is hiring the PCs to find a legendary artifact they can then trade to bolster the town's economy. I'd definitely look for a motivation that ties more directly to the PCs themselves, though, so I like your thoughts along those lines. If you examine the character sheet you'll find two 'relationship' questions that encourage you to explore some other ties your character has to the town. These may be of some use in figuring out your PC's motivations.

Gunpowder apparently was in use during the iron age. Even if it weren't I'd assume that for our fantasy timeline alchemists would know how to create explosions and incendiaries. We could do something like an explosives expert. This character concept could also be considered along the lines of a sapper (sort of a combat engineer).

To deal with traps I might take an equipment item like a 'tool kit' to give advantage when dealing with them. We could even use the classic old-school and take a 10-foot pole for that. I know you're avoiding magic at the moment but for reference the High Magic domain now has a spell that disables a trap on the item it unlocks (knock).

Bards are a classic addition to any party; cartography is an interesting idea. Descriptors along the lines of 'improvised engineering' or 'mechanical mastermind' might be useful to consider as well.
solose says:
Maybe im Going to Be Crossbow Slinger (Like Cowboy, without Gun, cus Gun Doesn't exist in Iron Age)
This is entirely doable. Among other things, I can envision ranged weapons giving you a first strike advantage before melee combat begins.
Apr 24, 2026 7:31 pm
Right, I am somewhat split between a descendant of some demonic/monstrous bloodline, some sort of shaman/mystic (I got a bit of an obsession with characters that have horns/antlers for some reason), or a fairly straightforward, no frill, thieving, tomb robbing kind of character. The latter probably being the easiest to pull off.
Apr 24, 2026 10:45 pm
Aline says:
Right, I am somewhat split between a descendant of some demonic/monstrous bloodline, some sort of shaman/mystic (I got a bit of an obsession with characters that have horns/antlers for some reason), or a fairly straightforward, no frill, thieving, tomb robbing kind of character. The latter probably being the easiest to pull off.
An infernal bloodline would raise some hackles if it were made public knowledge. I can imagine you passing off the horns or antlers as an elaborate headdress if you're a druid (or maybe just posing as one).

Alternately, I conceived the wyrmborn class concept as sort of a dragonkin/other option that doesn't have to focus on fire-based magic; we might be able to work that angle as a more publicly-acceptable alternative. You'd still be considered exotic but much less likely to stir up the torches-and-pitchforks crowd.

Again, not set in stone, just tossing some thoughts out there.
Apr 25, 2026 6:08 pm
I don't know. Maybe I will stick to the more mundane thief character for now. Just keeping it simple.
Apr 25, 2026 6:22 pm
@DocLeadFoot
Question of the weekend. Since we’re in a pre-medieval period with Iron Age technology, what historical references were you thinking of? When it comes to the Iron Age, from a fantasy perspective, the only thing that comes to my mind is Conan, while from a historical perspective, I think of "late" Mesopotamia (the Assyrians, Babylonians), the Hittites, the early Roman period before the Republic, etc., etc.
Last edited April 25, 2026 6:24 pm
Apr 25, 2026 6:45 pm
Can't really think of anything else besides Conan either. A bit of a shame the era is so underrepresented in fantasy. I would be down for something antiquity inspired. Though 'Finn's Crossing' alongside the existence of elves and dwarfs suggests something more Celtic/Germanic than Mediterranean to me.
Apr 25, 2026 7:45 pm
@aline So, something more akin to the peoples of what are now France and Germany during the Iron Age? In other words, Celts and Germanic tribes.
Apr 25, 2026 8:55 pm
Pretty much, yes. Although in a fantasy setting some artistic freedom can and should be afforded of course.
Apr 26, 2026 12:22 am
Tartarosso says:
@DocLeadFoot
Question of the weekend. Since we’re in a pre-medieval period with Iron Age technology, what historical references were you thinking of? When it comes to the Iron Age, from a fantasy perspective, the only thing that comes to my mind is Conan, while from a historical perspective, I think of "late" Mesopotamia (the Assyrians, Babylonians), the Hittites, the early Roman period before the Republic, etc., etc.
Some good questions there. Mostly I've been making do with general Google searches for different things I want to visualize in or around that time period, so... what I've got in my head is likely a hodgepodge of cultural references from all over the place. I started with pre-medieval Europe but I've kinda been all over the place. lol

I'm pretty sure I saw several references to Goth and Phoenician styles and practices. Some of what I saw came from bronze age or earlier, but I assume many practices would have carried over from one age to another. I've been going with the general idea of 'anything goes as long as we can justify it' according to the broad parameters I set forth when I described the campaign.

That said, it *would* be interesting to tie it all together with some actual history. I'll dig around and pull together some references.
Aline says:
Can't really think of anything else besides Conan either. A bit of a shame the era is so underrepresented in fantasy. I would be down for something antiquity inspired. Though 'Finn's Crossing' alongside the existence of elves and dwarfs suggests something more Celtic/Germanic than Mediterranean to me.
I think the Celtic era hits pretty close to what I was originally trying for, yes. Like I said, though. The area is a melting pot so we should feel free to mix it up. And as you pointed out, we do have TONS of artistic license here. 😁
Apr 26, 2026 12:25 am
Aline says:
Can't really think of anything else besides Conan either. A bit of a shame the era is so underrepresented in fantasy. I would be down for something antiquity inspired. Though 'Finn's Crossing' alongside the existence of elves and dwarfs suggests something more Celtic/Germanic than Mediterranean to me.
The Earthsea books come to mind, but I'm not sure how many folks have read them. There was a mini series but I'm not sure it did the books a whole lot of justice. Then again, I may be harboring a bit of resentment over the way they pronounced Ogion's name (I pronounced it differently in my head when I read the books). PLUS they mucked up the whole 'true name' thing with Ged.
Apr 27, 2026 9:42 am
Let’s talk about the character. As mentioned in the thread about the setting, everything is subject to approval by @DocLeadFoot. You can also find my ideas about the character’s civilization of origin in that same thread.
The character would be an immigrant from the Hittish civilization. He was a master blacksmith skilled in working with iron and also an expert in crafting mechanisms. Mechanisms that are somewhat more complex than those produced by the artisans of Finn’s Crossing.
He is also trained in warfare, since the Hittish civilization, however advanced, was centered around the warrior class. He previously served as a blacksmith in the army, during which time he learned to fight.
He headed to the Finn’s Crossing area because it seems that an ancient, advanced, and now-extinct civilization there produced a metal stronger than steel. Steel whose secret he does not know (in the future, I might post something in the relevant thread—namely, about iron with carbon and steel in the Iron Age).
This mysterious metal was used by the Sea Peoples who invaded the lands of the Hittish. Clearly, they were not able to produce it themselves. It is unclear where they obtained it. During the invasion, he was unable to get his hands on this metal.
Apr 27, 2026 4:24 pm
It all sounds good to me since we're still building up the world's lore. You might get the local smith eyeing you askance if he thinks you're in town to horn in on his business, but that could be entertaining as well.

ETA: I've added an example illustrating the order of play; also, anyone who may be contemplating a magic user should double check the spell lists. I made a swap between Order and Wild magic that felt a bit better thematically.
Apr 27, 2026 7:20 pm
So I made a character for the Char Gen January and the Mazes and Minotaurs system that I am strangely fond of and since I don't expect to see anyone running M&M anytime soon, maybe his could be the game to port the character in to.

The character makes use of the very heavily Egyptian themed Desert Kingdom expansion for M&M. I had the idea for her when I stumbled over the artwork. It is a bit of a meme but I do intend for this to be a serious, if maybe a tad camp, character.
My idea was that she messed with some evil roach cult and had to flee her homeland to loose them.
I'm not entirely sure how well that would fit the setting, considering I am getting a bit more of a high-verisimilitude vibe from you guys so far. So please let me know what you think.
[ +- ] Tiye
Apr 27, 2026 8:20 pm
Quote:
Friend: So you started a new pbf
Me: Yes! It's set in a celtic like fantasy!
Friend: and why Is your party entirely composed by People coming from middle eastern inspired civilization? 😁
Last edited April 27, 2026 8:23 pm
Apr 27, 2026 9:02 pm
Aline says:
So I made a character for the Char Gen January and the Mazes and Minotaurs system that I am strangely fond of and since I don't expect to see anyone running M&M anytime soon, maybe his could be the game to port the character in to.
Yeahhhh... I've never encountered M&M and wouldn't know how to run it. If it's pretty close to how D&D works I probably wouldn't consider it streamlined enough for play-by-post but I'd have to have a look.
Aline says:
I'm not entirely sure how well that would fit the setting, considering I am getting a bit more of a high-verisimilitude vibe from you guys so far. So please let me know what you think.

I think in my head that's what I'm calling "deep immersion". Our setting isn't based on a single real-world location, so if you can translate that concept to the much more rules-lite character sheet we're using, I say go for it. Let us know if you want some help with that. 😁
Apr 28, 2026 9:43 am
Here’s a draft character sheet.

Concept: Master Blacksmith and mechanism expert
Will Points: 3

DESCRIPTORS

BODY: I have the arms of a blacksmith. Want to try?
MIND: The mechanical science of the Ittish is always with me
EDGE: I have seen the towers of Hittan fall—I no longer fear the unknown, but I am not reckless
FLAW: Overconfidence (To Be Confirmed, I’m not sure about this yet; it seems a bit uninteresting to me)

GEAR & POSSESSIONS
- Silk Coin Pouch
- My tool bag

CHARACTER DESCRIPTION

Hastali is a Hittish master blacksmith. He served as a blacksmith in the Hittish army during several campaigns. Following the fall of Hittan, he became an exile.
Seeing the invading Sea Peoples destroy the capital of Hittan will always remain a painful wound for him. On that occasion, he also experienced the resistance of the mysterious metal from which the Sea Peoples’ weapons were made. He gathered information on the origin of this metal. Various rumors have led him here to Finn’s Crossing. It seems that an ancient, advanced, and now-extinct civilization forged this metal right in this area. Could it be true?

GOALS & RELATIONSHIPS
DRIVE: I am searching for the mysterious metal stronger than steel
RELATIONSHIPS: To Be Done
Apr 28, 2026 4:03 pm
So yeah, I did not like the way Tiye turned out in FU. Back to the drawing board. I might have to revisit the druid/magic user idea, but I'll need to sleep on that. :S
Apr 28, 2026 4:07 pm
Let me say a few words in favor of the shaman/druid. It would certainly fit the setting and the specific culture of the area where the adventure takes place. Plus—and this is a bit self-serving—a shaman/druid might come in handy for healing once we’re deep down in the dungeon.
Apr 28, 2026 4:45 pm
Yeah I'm leaning more in a shapeshifting werewolf kind of direction than the tree hugging supporter. I'm not entirely sure how well FU would be able to handle something like that though.
Apr 29, 2026 4:04 am
Tartarosso says:
Here’s a draft character sheet.

Concept: Master Blacksmith and mechanism expert
Will Points: 3

DESCRIPTORS

BODY: I have the arms of a blacksmith. Want to try?
MIND: The mechanical science of the Ittish is always with me
EDGE: I have seen the towers of Hittan fall—I no longer fear the unknown, but I am not reckless
FLAW: Overconfidence (To Be Confirmed, I’m not sure about this yet; it seems a bit uninteresting to me)

GEAR & POSSESSIONS
- Silk Coin Pouch
- My tool bag

CHARACTER DESCRIPTION

Hastali is a Hittish master blacksmith. He served as a blacksmith in the Hittish army during several campaigns. Following the fall of Hittan, he became an exile.
Seeing the invading Sea Peoples destroy the capital of Hittan will always remain a painful wound for him. On that occasion, he also experienced the resistance of the mysterious metal from which the Sea Peoples’ weapons were made. He gathered information on the origin of this metal. Various rumors have led him here to Finn’s Crossing. It seems that an ancient, advanced, and now-extinct civilization forged this metal right in this area. Could it be true?

GOALS & RELATIONSHIPS
DRIVE: I am searching for the mysterious metal stronger than steel
RELATIONSHIPS: To Be Done
That seems a good start, though note that the book places emphasis on short & punchy descriptors. The examples all tend to be between one and three words to keep things concise.
Aline says:
Yeah I'm leaning more in a shapeshifting werewolf kind of direction than the tree hugging supporter. I'm not entirely sure how well FU would be able to handle something like that though.
I think it will handle all right. We can add an an 'aspect' descriptor that applies when you're shifted and conveys an added benefit as well as an additional flaw that also applies when you're shifted. Example: lupine endurance/bloodthirsty.

Let me know if you had something else in mind, that's just where my brain goes with it.
Apr 29, 2026 8:13 pm
Alright, I gave this a shot. I made most of the descriptors fairly negative to balance things out hopefully. I used the arcane knowledge the way it's presented in the rules, as in identifying and knowing about magic, not actually casting spells.


Noyale

Concept: Servant of the Gray Hags
Will Points: 3

DESCRIPTORS
BODY: Poor Constitution
MIND: Meek
EDGE: Arcane Knowledge
FLAW: Young

GEAR & POSSESSIONS
- Sickle
- Wolfstone Charm
[ +- ] Wolfstone Charm
CHARACTER DESCRIPTION
Deep in the woods the Gray Hags ply their craft. A coven of ancient druidesses wielding unrivaled power. Noyale was a sickly child and would not have survived for long had the hags not intervened. Cheating death was easy for them, but there is always a price to pay for the hags favor and it is seldom cheep.
Noyale was made to pay for her life by serving the hags. They have much use for such an agent. The hags, while highly respected, are not exactly beloved by the common folk and would much rather remain in their hidden groves. An inconspicuous girl would do just fine as their eyes and ears.

Recently something in Kel-Berran has drawn the attention of the coven towards the old tomb. What their divination revealed is only known to them and their ancient gods, but it was important enough for them to send their little minion to investigate the tomb.

GOALS & RELATIONSHIPS
DRIVE: Noyale serves the Gray Hags. Maybe if she does well they will consider her debt payed some day.
RELATIONSHIPS: wip
Last edited April 29, 2026 8:26 pm
Apr 29, 2026 11:35 pm
Aline says:
Alright, I gave this a shot. I made most of the descriptors fairly negative to balance things out hopefully. I used the arcane knowledge the way it's presented in the rules, as in identifying and knowing about magic, not actually casting spells.


Noyale

Concept: Servant of the Gray Hags
Will Points: 3

DESCRIPTORS
BODY: Poor Constitution
MIND: Meek
EDGE: Arcane Knowledge
FLAW: Young

GEAR & POSSESSIONS
- Sickle
- Wolfstone Charm
[ +- ] Wolfstone Charm
CHARACTER DESCRIPTION
Deep in the woods the Gray Hags ply their craft. A coven of ancient druidesses wielding unrivaled power. Noyale was a sickly child and would not have survived for long had the hags not intervened. Cheating death was easy for them, but there is always a price to pay for the hags favor and it is seldom cheep.
Noyale was made to pay for her life by serving the hags. They have much use for such an agent. The hags, while highly respected, are not exactly beloved by the common folk and would much rather remain in their hidden groves. An inconspicuous girl would do just fine as their eyes and ears.

Recently something in Kel-Berran has drawn the attention of the coven towards the old tomb. What their divination revealed is only known to them and their ancient gods, but it was important enough for them to send their little minion to investigate the tomb.

GOALS & RELATIONSHIPS
DRIVE: Noyale serves the Gray Hags. Maybe if she does well they will consider her debt payed some day.
RELATIONSHIPS: wip
All those negatives might make survival more difficult for Noyale but I think we can roll with this. What are your thoughts on the existence of a hag coven in a wood that may also be inhabited by elves?

@solose, are you still thinking about running a crossbow slinger or are you making other plans?
Apr 30, 2026 3:02 am
Im Quiting, Im tired Socializing and i realize, i don't want it anymore. Go without me. Bye
May 1, 2026 5:12 am
I was thinking of playing a priest/preacher. Would that fit the setting?
May 1, 2026 6:20 am
It would fit the setting but you might need some narrative justification for being on the specific expedition we're starting with. The PCs are essentially tasked with raiding a tomb.
May 1, 2026 6:28 am
My character could be religious but not very lawful. The others could have hired him as a guide because he knows the layout of the cemetery?

If it doesn't work, I can come up with something else.
May 1, 2026 7:34 pm
I've been reading some of the other threads and maybe a priest is not really a good fit for a celtic type setting. I'm going to rework my idea a bit. Should have something ready soon
May 1, 2026 7:57 pm
How about something like this?
[ +- ] Charactersheet
I'm also thinking of adding a healing spell, but I haven't gone through the spell casting rules yet.
May 2, 2026 11:22 pm
TheGenerator says:
How about something like this?
[ +- ] Charactersheet
I'm also thinking of adding a healing spell, but I haven't gone through the spell casting rules yet.
I like the idea but I should note two things: first, the river has dried up so the source of water for the town is now a newly-dug well. This doesn't necessarily change the story about Helga, if she was last seen before the river dried up.

Next, the FU system places emphasis on short & punchy descriptors. The examples in the book all tend to be between one and three words to keep things concise.

There's a 'heal' spell in the Order domain and a 'cure ailment' spell in the Wild Magic domain. One of those might fit the bill.
May 3, 2026 12:15 am
I've made some changes based on your comments. Have a look.

Either spell sounds good to me. Where can I find more details on them?

I'm not sure what to do in the relationship box. Should it be to a PC or NPC? If NPC, do I just make one up?
[ +- ] Charactersheet
May 3, 2026 1:31 am
Looks good, except for one more detail.

You can check out the spell selection on the first Session 0 page, under Character Generation and Spells. In general, spells cost a will point; heal allows you to clear 2 conditions while cure ailment allows you to clear 1.

The leeches are fine for a gear slot, but your Edge should be something innate (rather than external) to Mart.
May 3, 2026 11:14 am
Thank you, Doc. I somehow overlooked that post :)

I feel like Cure Ailment seems more appropriate for my character right now, but he aspires to obtain the heal spell in the future.
I don't think he would have any other spells.
DocLeadfoot says:
your Edge should be something innate
Got it. How about something like 'Practical Biologist'? Someone who hasn't studied any books but has spent much time in nature and has built up wisdom that way.

If I want a weapon, does it have to be in one of my 2 gear slots? As in, if I don't add a weapon there, will my character have to fight with his hands?

About lines & veils; I try to keep my RP mostly PG-13, though I tend to use swear words like 'damn' and 'crap'. I never use the F-word. What level of swearing is acceptable in this game?
May 4, 2026 4:03 pm
EDIT: I see only now that one relationship should be about the place. I'll correct the sheet tomorrow

Here's the new draft sheet. I've updated the descriptors to align with the manual. I've modified mind and edge. I've added the relationships.

Concept: Blacksmith expert in mechanisms
Will Points: 3

DESCRIPTORS

BODY: Blacksmith's arms
MIND: I don't fear the unknown
EDGE: Builder of mechanisms
FLAW: Overconfident

GEAR & POSSESSIONS
- A rare steel mallet
- My toolbag

CHARACTER DESCRIPTION

Hastali is a Hittish master blacksmith. He served as a blacksmith with the Hittish army on several campaigns. Following the fall of Hittan, he became an exile.
Watching the invading Sea Peoples destroy the capital Hittan will always be a painful wound for him. On that occasion, he also experienced the resistance of the mysterious metal from which the Sea Peoples' weapons were made. He has gathered information on the origin of this metal. Various rumors have led him here to Finn's Crossing. It seems an ancient, advanced, and now extinct civilization forged this metal in this very area. Could it be true?

GOALS & RELATIONSHIP
DRIVE: I'm searching for the mysterious metal stronger than steel.
RELATIONSHIP:
Helia, the tavern keeper's daughter. One of the few in Finn's Crossing who doesn't look askance at me as a stranger. Hastali has a soft spot for her. Perhaps it's reciprocated.
Halmut, the town blacksmith. He's convinced I'm a threat to him. That I've come here to steal his job using my advanced knowledge. But he's also interested in what I can teach him. It's clear he respects me.
Last edited May 4, 2026 6:48 pm
May 4, 2026 4:11 pm
Quote:
About lines & veils; I try to keep my RP mostly PG-13, though I tend to use swear words like 'damn' and 'crap'. I never use the F-word. What level of swearing is acceptable in this game?
I'm okay with PG-13. As for lines and veils, I'm not a fan of body horror. But as long as we stick to PG-13, there shouldn't be any issues. As I mentioned in the search thread, as long as we don't delve into overly horror-themed content, there shouldn't be any problems.
May 4, 2026 4:26 pm
Aline says:
Alright, I gave this a shot. I made most of the descriptors fairly negative to balance things out hopefully. I used the arcane knowledge the way it's presented in the rules, as in identifying and knowing about magic, not actually casting spells.


Noyale

Concept: Servant of the Gray Hags
Will Points: 3

DESCRIPTORS
BODY: Poor Constitution
MIND: Meek
EDGE: Arcane Knowledge
FLAW: Young

GEAR & POSSESSIONS
- Sickle
- Wolfstone Charm
[ +- ] Wolfstone Charm
CHARACTER DESCRIPTION
Deep in the woods the Gray Hags ply their craft. A coven of ancient druidesses wielding unrivaled power. Noyale was a sickly child and would not have survived for long had the hags not intervened. Cheating death was easy for them, but there is always a price to pay for the hags favor and it is seldom cheep.
Noyale was made to pay for her life by serving the hags. They have much use for such an agent. The hags, while highly respected, are not exactly beloved by the common folk and would much rather remain in their hidden groves. An inconspicuous girl would do just fine as their eyes and ears.

Recently something in Kel-Berran has drawn the attention of the coven towards the old tomb. What their divination revealed is only known to them and their ancient gods, but it was important enough for them to send their little minion to investigate the tomb.

GOALS & RELATIONSHIPS
DRIVE: Noyale serves the Gray Hags. Maybe if she does well they will consider her debt payed some day.
RELATIONSHIPS: wip
@Aline I should reread the manual, but time, as they say around here, is a tyrant.
Anyway, I don't think there's any need for balance in this kind of game.
Balance is usually given by "narrative permission," meaning that having written a descriptor like "I am Superman" or a "capable fighter" always gives 1d6. Obviously, what you can do with it narratively changes. As long as you write sensible things that are in line with the same "power level" as the GM and the other players, I think it's fine.
In short, unless you really want to play a character with weaknesses for your own personal enjoyment, I'd rather have a "capable" character.
The GM can contradict me if I'm doing something wrong.
May 4, 2026 4:43 pm
@TheGenerator Welcome!
As for your character, Hastali’s mother used to tell him: "Don’t trust those cavemen up north, and whatever you do, never let one of them treat you!" Using leeches for healing—where will that get us! The advanced medical knowledge of the Ittish puts this caveman stuff to shame!
Last edited May 4, 2026 4:43 pm
May 4, 2026 7:46 pm
TheGenerator says:

I'm not sure what to do in the relationship box. Should it be to a PC or NPC? If NPC, do I just make one up?
The original intent was for you to make up an NPC and do a little creative worldbuilding. It could be a PC if one of the other players agrees to whatever you propose, though. Same thing with the point of interest (like a landmark or something), just a bit of flavor we might be able to riff off of later. The two don't have to be related.
TheGenerator says:
Thank you, Doc. I somehow overlooked that post :)

I feel like Cure Ailment seems more appropriate for my character right now, but he aspires to obtain the heal spell in the future.
I don't think he would have any other spells.
Cure Ailment it is, then.
TheGenerator says:

How about something like 'Practical Biologist'? Someone who hasn't studied any books but has spent much time in nature and has built up wisdom that way.
We can use that.
TheGenerator says:

If I want a weapon, does it have to be in one of my 2 gear slots? As in, if I don't add a weapon there, will my character have to fight with his hands?
You're allowed to carry whatever your character would reasonably have, but anything not in a gear slot would count as a narrative prop only and convey no bonus die. You ARE allowed to spend a Will point (those are FU points in the original rules) to turn a prop item into a gear item for the duration of a scene.
TheGenerator says:

About lines & veils; I try to keep my RP mostly PG-13, though I tend to use swear words like 'damn' and 'crap'. I never use the F-word. What level of swearing is acceptable in this game?
I'll add PG-13 to veils.
May 4, 2026 7:52 pm
Tartarosso says:
Anyway, I don't think there's any need for balance in this kind of game.
Balance is usually given by "narrative permission," meaning that having written a descriptor like "I am Superman" or a "capable fighter" always gives 1d6. Obviously, what you can do with it narratively changes. As long as you write sensible things that are in line with the same "power level" as the GM and the other players, I think it's fine.
This is generally my understanding as well. In a game where we use descriptive tags instead of stats, the tags serve as a sort of narrative license that sets expectations for what a character should (or shouldn't) do well. We can fill those blanks with whatever we agree makes sense.

You are only required to take one flaw, but you should put what you think will be fun for you to play. Often it's a character's foibles that make things interesting.
Tartarosso says:
I'm okay with PG-13. As for lines and veils, I'm not a fan of body horror. But as long as we stick to PG-13, there shouldn't be any issues. As I mentioned in the search thread, as long as we don't delve into overly horror-themed content, there shouldn't be any problems.
I've added body horror to our lines just to be sure.
May 4, 2026 10:19 pm
Tartarosso says:
TheGenerator Welcome!
As for your character, Hastali’s mother used to tell him: "Don’t trust those cavemen up north, and whatever you do, never let one of them treat you!" Using leeches for healing—where will that get us! The advanced medical knowledge of the Ittish puts this caveman stuff to shame!
Thanks! :)
Should make for some fun RP then. Hehe.
DocLeadFoot says:
You're allowed to carry whatever your character would reasonably have, but anything not in a gear slot would count as a narrative prop only and convey no bonus die. You ARE allowed to spend a Will point (those are FU points in the original rules) to turn a prop item into a gear item for the duration of a scene.
Okay that works for me.

I'll lock in 'Practical Biologist'.

As for the relation, I quite like it when the PCs are a bit connected and not just total strangers. @Aline,@Tartarosso would either of you be up for that? Perhaps one of you was a patient of mine before? Or we used to hang out in the same part of town? Or I borrowed money from you? I'm down for anything. (with 'you' and 'me' I mean your character and mine)
May 5, 2026 2:12 pm
I’ve also included the connection to the location. From my perspective, the sheet is almost ready. The "almost" refers to the fact that I might need to add a few purchases to the notes so we can go down into the dungeon. But it’s also true that if we’re in a role-playing-only phase—interpreting our mission—we could coordinate on the materials to buy.
What does the GM say about considering the character sheet complete, except for the final purchases?
What do you think of this idea of coordinating our purchases? And what do the others think about this last point?
Concept: Blacksmith expert in mechanisms
Will Points: 3

DESCRIPTORS

BODY: Blacksmith's arms
MIND: I don't fear the unknown
EDGE: Builder of mechanisms
FLAW: Overconfident

GEAR & POSSESSIONS
- A rare steel mallet
- My toolbag

CHARACTER DESCRIPTION

Hastali is a Hittish master blacksmith. He served as a blacksmith with the Hittish army on several campaigns. Following the fall of Hittan, he became an exile.
Watching the invading Sea Peoples destroy the capital Hittan will always be a painful wound for him. On that occasion, he also experienced the resistance of the mysterious metal from which the Sea Peoples' weapons were made. He has gathered information on the origin of this metal. Various rumors have led him here to Finn's Crossing. It seems an ancient, advanced, and now extinct civilization forged this metal in this very area. Could it be true?

GOALS & RELATIONSHIP
DRIVE: I'm searching for the mysterious metal stronger than steel.
RELATIONSHIP:
Helia, the tavern keeper's daughter. One of the few in Finn's Crossing who doesn't look askance at me as a stranger. Hastali has a soft spot for her. Perhaps it's reciprocated.
The forge at Finn's Crossing. It's certainly technically backward by Hittish standards. However, the weapons and artifacts that emerge from there are strangely durable compared to how they should be, given the technology used to make them. This fact is a nagging worry in Hastali's mind. A nagging worry he can't shake.
May 5, 2026 3:55 pm
Alright, I don't think I will continue with this game. I have burnt out on all things RPG somehow and I really don't have much motivation to spare. Sorry to drop out so suddenly.
May 5, 2026 5:45 pm
I'm sorry. But I understand that there are times in life—whether long or short—when gaming just isn't feasible.

That said, what do we do now? Do we want to recruit at least one more person?
I'm not in a rush, and to paraphrase "That is not dead which can eternal play, And with strange aeons even the absence of play may die"

So I have no problem if the GM wants to take his time looking for someone else, if he wants to step up the search (I’m available to post on other forums/Discord channels, etc., if that would help, of course), or if he thinks we can start with just the two of us.

That said, I’d really love to play this FU PBF. Anyway if fate doesn’t allow it, we’ll just have to accept it.
May 5, 2026 6:43 pm
I don't mind waiting for more players. I'm around on GP anyway
May 6, 2026 12:37 am
Aline says:
Alright, I don't think I will continue with this game. I have burnt out on all things RPG somehow and I really don't have much motivation to spare. Sorry to drop out so suddenly.
It happens sometimes. Let me know if your mind changes; since you did take the time to create a character with us you'll have a seat at the table if you want to come back and play.
Tartarosso says:

What does the GM say about considering the character sheet complete, except for the final purchases?
What do you think of this idea of coordinating our purchases? And what do the others think about this last point?
The characters look good, I'll give them another once over and comment if I think of any suggestions. I'm fine with it if the players want to coordinate initial purchases.

Since we're not in a hurry, if there are no objections I'll do a last call announcement for players and then plan to launch the crawl on Monday.
May 11, 2026 8:28 pm
Tartarosso says:
What do you think of this idea of coordinating our purchases?
What kind of purchases did you have in mind? Like adventuring supplies and such?
We can definitely coordinate.
My character would want to bring some bandages perhaps. Is that the kind of stuff you were thinking of?
May 18, 2026 9:00 am
I figured we need to calculate our costs. So here is an overview based on things said in this thread and in Finn's Crossing IC:
DocLeadfoot says:
Add 5 copper coins, 6 torches and three rations to your character notes. If you want bandages, extra torches or more rations, trade 2 coins for a stack of 3 and mark it on your sheet.
... Go ahead and make the coin exchange for the extras. 2 cn for the stacking items, 1 cn for nonstacking.
So we have 10 copper to spend

NamePrice
Torches and oilInstead of 6 torches each, maybe we can do 3 each and some oil?
rations and waterI think that's part of the 3 rations
2 or 3 empty sacks2 copper
3-meter pole (semi-cit.)1 copper
rope1 copper
grappling hook1 copper
crowbar1 copper
chalk1 copper
metal mirror (for looking around corners)1 copper
caltrops2 copper
Bandages2 copper

That's 12 copper in total, so we'll have to cut some things from that list @Tartarosso. As Mart mentioned IC, is the grappling hook necessary?
@DocLeadfoot If I got the prices above wrong, let me know :)
May 18, 2026 10:57 am
The idea for the grappling hook comes from the fact that you never know how far down we’ll go or what kind of situations we’ll find ourselves in. Maybe huge rock walls deep underground. Or maybe it could even just be useful for climbing some massive statue. But anyway, I agree. Let’s just get rid of the grappling hook.
May 18, 2026 4:37 pm
We could try to convince Magnus to bring the stuff we can't afford IC :)
May 19, 2026 9:35 am
We can assume that Magnus packed a grappling hook with the supplies on one of the horses.

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