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Critical Matters

If David hadn't used this book . . . Goliath would have won.

Criticals are great.  Criticals are fun.  Everyone loves getting a crit. However, crits can also be boring.  They're just damage.  Character can't bleed to death or break a bone or lose a limb.  They have no cinematic impact. They can never be spectacular.

No more.

Introducing Critical Matters, a complete Critical Effects system.  We know you like to keep your game moving, but we also know you don't mind leaning forward in anticipation as you wait to see what the critical is.  Would you rather say, "That twenty damage," or would you rather say:

"Blow to collarbone leaves foe with a bruise, a –2 penalty, and the need for strong drink."

"Point slides into upper abdomen, nicking several important organs and arteries. That’s the whole shooting match. Foe has 8 rounds to wonder how bad it is before he dies. Stunned for 7 rounds. Use the last one wisely."

"Neatly remove foe’s head. You have just enough time left in the attack to strike a pose."

"Thunk. Wait for the pain. Wait for it. There it is."

"Hack cuts foe’s neck. Doesn’t hit anything too major, but there’s a lot of blood. Foe is dazed for 1 round as he works out that he’s only bleeding every hour."

"Point slices foe’s spine. He collapses, paralyzed from the waist down. He nudges his legs, as if to restart them. Stunned for 1 round, dazed for 3 more. Bleed every round."

"Blow chips off a piece of the foe’s xiphoid process. The foe feels a slight discomfort under his sternum. Foe has 10 rounds of movement until death. Any round when he doesn’t move his chest doesn’t count. Every round where he moves causes increasing discomfort. –1 per round of movement."

"Pound foe in the stomach. Foe seems uninjured but foe receives a –1 penalty next round from the pain. The penalty increases one every round until it hits –10, then it drops one a round every round after that."

"Blow to foe’s spine causes a –2 penalty from the searing pain. If not magically healed, the foe will be able to predict rain."

"Blow is so devastating that foe’s arms are only technically still attached to his body."

 

The Echoes of Heaven Line Elements


The Echoes of Heaven contains two main elements. They are source books and adventures.  Each are packaged together in product bundles.

 

Products (See our store for pricing on PDF and Print Products)

The Echoes of HeavenThe Throne of God

The Echoes of HeavenThe Echoes of Heaven details the world of Meridrin and includes a bonus supplement--detailing the kingdom of Ludremon--at no extra charge.

The Throne of GodAn adventure that spans 10,000 years.  Here the players learn the lay of the land in Meridrin and fight to find an ancient relic--a diamond splinter said to come from the Throne of God Himself.

 

The Last Free CityThe Festering Earth

The Last Free CityThis book details the city of Felric's Redubt. Sheltered in the lands of Ingrast but beyond the notice of the Elves, this city has remarkable freedom . . . but with freedom comes danger.

The Festering EarthThe characters travel to Felric's Redoubt. There they must solve a series of murders before the serial killer brings the entire city to its knees.

 

The Lost Kingdom of the DwarvesOn Corrupted Ground

The Lost Kingdom of the DwarvesCenturies ago an ulcer opened inside the Dwarven kingdom of Uzarâg. Now this land is more Hell than earth and it fills to overflowing with a multitude of dark and evil creatures, most notably the Cambionic Orcs and worse yet, the Great Fiend known only as the Warlord.

On Corrupted GroundStill reeling from their adventures in Felric's Redoubt, the characters must now delve into the heart of Hell on earth--Uzarâg. Inside the fallen kingdom, it will take all their skill, faith and mettle to survive.

 

BestiaryThe Tainted Tears

Bestiary—The book you currently hold. The Mortal Realm is filled with many horrific creatures and some that merely terrify. Here you will find creatures unique to The Echoes of Heaven from the Nephilim to Angels and Demons, to the Cambionic Beastmen and beyond.

The Tainted Tears—The adventure packaged with this product. With the characters’ success in Uzarâg, they must now make a mad dash across Belkanâth in an attempt to stop the end of the world.

 

In His NameThe Last Hallowed Place

In His Name–The churches of the Mortal Realm hold great power over their citizens, but what are they like? Are they corrupt or noble? What do the Priests believe, what do they preach, and are these the same?

The Last Hallowed Place—Now the characters have freed themselves from the tragedies of The Tainted Tears, they must race to the Holy City in the vain hope they aren’t already too late.

 


 

 

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Last modified: September 25, 2007