Fenestra is a world, built on a single question.
How would normal people actually live in a world of wandering monsters?
In the myriad walled baileys, archers guard the fields and the farmers during daylight.
When night comes, people bar their doors, as large predators crawl across their rooves, and feel over the little house for an opening.
And someone has to guard the barrier between civilization and the predators in the dark. Someone has to walk with the traders from the baileys to the town.
So the town sends their unwanted, unwashed, and understandably bitter brutes, scamps, and political upstarts.
They send you.
Rules
The rules come in three layers.
- Layer 1 is a single page of flexible rules, which folds into a little booklet.
- Layer 2 comes at the start of each module; these are still the basic rules, but with some extra details on situations presented inside the module.
- Layer 3 is the Extended Core Rules - a collection of all rules, with examples, and full details on each Trait.
Overview
- The entire system uses 2D6 for rolls.
- Only players roll to hit in combat.
- If they miss, the monster hits the player’s character.
- Every NPC statblock in the modules is printed on the same page as it’s referenced, or the next page.
- Spellcaster NPCs have a short selection of their spells printed next to them.
- Character generation requires 8 rolls of 2D6 to generate the Attributes, concept, and Skills.
- Random character generation ensures players make their first character quickly.
- Players can then hand-craft their allies with Story Points.
Story Points
The story will follow a group of Night Guards.
Players use Story Points to build their characters’ backstory in-game, as they introduce allies and old friends, or explain how they know a language.
Once the character dies, they take up one of the characters they previously introduced, and the group continues to expand and change.