Beneath the Fell Eye
Par Witch House Games
Statut actuel
The quiet peace of the world has been cracked...
As the Fell Eye rises once more, giant worms writhe from the depths, dragons tear trees to shreds with their wings, trolls and giants crush boulders for bone meal, and the darkest of undead howl from the hellish blackness to terrorize the living.
Only you can resist this creeping doom.
Take up the mantle of great Lords, Heroic Rangers, powerful Dwarves, wise Elves, liberated Orcs, and small Halflings with larger than life spirit; as you adventure into the wilderness, connect long disconnected peoples, beat back fell enemies, and survive stupendous battles for the very life of the natural world!
Welcome to Beneath the Fell Eye! A fantasy TTRPG of deep dungeons, grand landscapes, grim monsters, and small men performing great deeds.
A SYSTEM FOR GRAND STORIES
Beneath the Fell Eye uses a single six-sided die to resolve obstacles and conflicts. On top of that, these enemies and environments, obstacles, travel, and traps are all the penalty for failed roles. Each character can perform 1 Action on their turn, choosing a Quality (Beneath the Fell Eyes take on Stats and Attributes), and rolling the d6.
Success brings... success, while failure deals allows evil to strike out at you. Chiefly by dealing Exhaust (a measure of the mental, physical, and spiritual harm inflicted onto Heroes) to your character; gain more than 5 Exhaust and down your Hero goes into death and despair. However, there is hope! These Heroes can take the darkest of failure and Rally their inner courage and will to turn failure to success.
Each character has a set of 12 attributes (called Qualities), each with a value of 0-5+, that they can use to transform bad rolls into great ones (called Rallying); pushing through deadly enemies and dangerous environments.
The Game Master also enjoys a system built around reactions and games. Enemies do not take individual turns, instead functioning as obstacles that must be defeated by the actions of the characters; each enemy having a unique set of special consequences when a character fails their rolls.
With this unique low-friction system this system is easy to pick up, easy to learn, and can be adapted into any world that cares about Heroes, Villains, the moss on the trees, the birds of the sky, and the glow of fading light as the sun sets.
SIMPLE CHARACTERS, COMPLEX CUSTOMIZATION
Heroes are, of course, the heart and soul of Beneath the Fell Eye. Players build them up, and pilot them through the world. Gaining allies, enemies, experiencing hallowed halls, haunted tombs, and devious dungeons.
These character elements are first fleshed out by the four basic steps of Character Creation. A process has an overflow of options, but that only takes a handful of minutes.
And that's just the beginning! While simple, once your character begins to grow in strength you can become the jack of all trades, a master of one, or a mishmash of seemingly unconnected bits that add up to a heroic whole!
WAR, PEACE AND THE WILDS BETWEEN
While not controlling the actions of monsters and villains directly, the Game Master has huge influence over three key areas of play: Traveling, great Councils, and sweeping Combats. Within the rulebook are presented two different systems for resolving these events:
- A methodical puzzle-based system called Tasks (used for warfare, asymmetrical clashes, and grueling journeys).
- A beat-the-clock method that requires in-the-moment collaboration between the Players and the Game Master (used for chases, hasty escapes, and chaotic battles).
Each method opens up room for a grand narrative driven scenes instead of a number based war-game.
REWARD TIERS
STRETCH GOALS
ABOUT WITCH HOUSE GAMES
Witch House Games is a burgeoning indie studio. With a love for all things RPG and a desire to carve out its own niche in the ever growing landscape of tabletop. We pride ourselves on a unique outlook on the genre. Always trying to bring in new ways to play. New systems that emphasize variety and storytelling, using simple tools and quick rules to get games up on their feet with as gentle a learning curve as possible.
This is our second project, our first being Stars are Right, a horror ttrpg that used the actual function of a tarot reading as a replacement for dice.
This project, like the last, is on the smaller side budget wise; with the money being raised in aid of compensating artists, recouping costs, and printing our 1st round of books along with Backer rewards.
We also have a series of Stretch Goals. Additions to the game that would provide even more depth, and unique ways to dive into the atmosphere of the game.
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