GENERAL INFORMATION

Introduction

Have you ever wondered what it would be like to be an animal. To howl at the moon as a wolf, to roam the woods as a bear, to scale the trees as a squirrel, or even to cut through the waves as an otter. And not any ordinary animal either, but one from the beloved fables of the Grimm brothers, for example. Although you retain a normal animal appearance, you can be smart, conniving, just, ruthless, resourceful, and whatever the animals were portrayed as in these tales. You can also use tools if you are dexterous enough, move with not only four but with two legs also, and perform feats usually associated with humans.

This game is inspired by and designed to make use of the enchanting world of fables. Therefore, it can be quite far from reality. Although the animals' physical qualities have been made to reflect those of their real-life counterparts as well as possible, some liberties have been taken to serve the fact that this is a game. All animals in this game's world are roughly as intelligent as humans would be. They can also use tools to some extent, while still having arms useable for walking.

This game is based on the assumption of "why not", so strictly following the rules of realism is not a concern. More important is to attain the atmosphere of fables and be able to produce sessions and campaigns that reflect their world.

How to play a Roleplaying Game

A roleplaying game (RPG for short) is a game that lets you take a role of character in a story that’s very much like a play. Each player plays a character, making the decisions and saying the things the character would say in the situations that come across. One player acts as the Gamemaster (GM). He is the author and director of the play; he “sets the stage,” telling the players where they are, describes the surroundings, what is happening, and what other characters (the Non-Player Characters, or NPCs) are saying and doing. The GM guides the action but does not control it. The results of the game depend both on the players and the GM, and the rules of the game.

Each player (except the GM) generates a character he controls in the game. The rules for generating a character are given in the Character Generation section. Although the GM doesn't play any one character, he can control several NPCs, that are also generated with the same rules.

To begin playing, one player becomes the GM and decides the setting of the game, the rules to be used, starting points for characters, and all other necessary options presented in the rules. The other players ready their characters based on what the GM tells them about the rules. The GM prepares a story, and begins to tell the players what their characters see and hear, and starts asking the players what their characters will do in the described situation. When something comes up where the result isn’t obvious (like whether or not you hit someone or whether you can pick a lock), use the rules to find the answer. The rules to almost all situations can be found in the Characteristics, Special Skills, Combat, Movement, and World sections.

Individual games can last from a couple of hours to as long as you like. As the game progresses, the characters grow older, evolve - become more experienced at what they do. To determine how this affects a character, see the Experience section.

Terms summary

During the course of the game you might come in contact with the following terms.

Terms summary
Attempt Value (AV) The value of the active character used for testing whether an attempted action succeeds or not. Usually the total of Characteristic + Skill + die roll.
Characteristic Indicates what a character is like in physical and mental departments when compared to other characters. The higher the value, the more powerful the characteristic is.
Difficulty Value (DV) Used for testing whether an attempted action succeeds or not. The value of the opposing character or a general difficulty value when unopposed. Usually the total of Characteristic + Skill + die roll or determined from the general difficulty table.
Dice Used to obtain random values in certain situations. This game uses a 20-sided dice, D20, in most situations. The number of times to roll a dice is indicated before the letter D and amount of sides in the dice is indicated after the letter D. For example, 3D20 means that you have to roll a 20-sided dice three times.
Experience Points (EP) Indicate the experience a character has gained from living, performing tasks, etc. These are usually traded to increase Characteristic and Special Skill values, but can also be used to modify a character's AV momentarily.
The Gamemaster (GM) The person who runs the game. He describes the surroundings, events, etc., and also plays the part of any NPCs.
Non-player character (NPC) A character controlled by the GM. For example, the villains, fellow adventurers, and other supporting characters in the game.
Special Skill A learned or taught ability, like swimming.

Availability

The most recent version of Faunæ can always be found at: faunae.atolonen.cjb.net

Acknowledgments

My appreciation to brothers Grimm and all other authors of the most enchanting fables I've had the pleasure have heard or read, Games Workshop for Warhammer Fantasy RPG, and Talsorian Games for FUZION.

This game was written by A. Tolonen between summer 1999 and spring 2000. It was thoroughly revised in autumn 2002.

Contact

Should you need to contact me, A. Tolonen, use the following:

E-mail: i@atolonen.cjb.net
WWW: http://atolonen.cjb.net