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Character Creation. Oracle. State your Yes or No question. Roll 1D6 and consult the table below.

1. Pick a Name 3. Pick 2 Attributes 4. Pick 3 skills D6 Oracle. Twinterupt Dice


1 = No, and… Each time you ask the oracle anything, roll
Attributes. (S)trength, (A)gility, (I)ntelligence, (W)ill, (C)harm, (D)exterity 2 = No another D6 at the same time. If this second D6
3 = No, but… comes up with 1 a twist happens, on a 6 an
Skills. Academics(I), Acrobatics(A), Bluff(C), Craft(D), Forbidden Knowledge(I), Larceny(D), Melee(S), 4 = Yes, but… interrupt happens.
Ranged(W), Stealth(A), Sway(C), Tech(I). Add whatever you want to this list! 5 = Yes
6 = Yes, and...
Do things. To do things you simply roll 1D6 and consult the list below.
If the thing you are trying to do correspond with a skill or attribute you picked roll 2D6 and pick the highest.
If it corresponds with a skill and an attribute you picked, roll 3D6 and pick the highest. Twist Interrupt
On a twist, the scene plays out largely as intended An interrupt stops the current scene and
Combat. See “Do things”. Example, want to hit the guy in the face, roll as you would for “Do things” 1, 2, 3 but some small changes will occur. For good or something completely different happens. The PC
you fail to hit the guy in the face and it might have some consequences good or bad. 4, 5 and 6, guy is hit bad. is taken in a completely different direction and
in the face and it might have some consequences. something unexpected happens.
You want to avoid getting hit in the face by the guy? Roll dice 1, 2 and 3 you get hit in the face, 4, 5, 6 you
get out of the way and are safe and sound.
If a twist or interrupt occurs take 2 different colored D6, declare which one is the “first”, roll them and
consult the chart.
Result Result
1 - Failure at a cost 4 - Success at a cost 1st D6 2nd D6
2 - Failure 5 - Success 1 - NPC. 1 - Appears.
3 - Failure with advantage 6 - Success with advantage 2 - Organization. 2 - Alters the location.
3 - Hazard. 3 - Helps the PC.
Cost. Something that give the PC a harder time. 4 - Physical Event. 4 - Hinders the PC.
Advantage. Something that give the PC an easier time. 5 - Emotional Event. 5 - Change the goal.
6 - Item. 6 - Ends the scene.
Taking Damage and/or Stress. If you fail a roll, tick 1 box of damage or 1 box of stress, whatever makes
most sense in the current narrative. If you reach 10 ticks in either, that’s it, you’re done, Game Over! Journey. Each time you travel from one point to another. Roll 1D6 and consult the table below.
This only applies to scenes where it actually makes sense that damage or stress would be taken. Logic
people! It’s a thing! Use it! 1. Uneventful, arrive as expected. 4. Turned around.

2. Twist. 5. Hostile Encounter.


Progress. Each time you do anything that takes you closer to your current goal such as traveling, find
clues, squeeze someone for information, shadowing someone that might help you get to where you need
3. Environmental Hazard. 6. Interrupt.
to go or anything similar. Mark 1 tick on the progress track. When the progress track is full you have
fulfilled you quest, play out the scene that led up to this and mark the quest as complete.
N.B. You can have multiple questlines active at the same time. If a new quest present itself add it to your Heading out. If you have a hard time starting off the adventure, roll 1D6 and consult the table below.
quest list, you can finish any quest in any order. Whatever makes most sense to you and the narrative.
1. Supplies are low, you have volunteered to head out into the wilderness to try and gather more.
Getting better, Level Up. Each time you finish a quest you can level up. Pick a new Attribute or a new
Skill (and remember that you can add whatever skill you want; the list above is just examples). 2. People are going missing, you cannot contain yourself, you must get to the bottom of it.

3. You are the lone survivor after the raid. Revenge is all the motivation you need.
Adversaries. These are bad guys, you hit them with a shovel until they go away! They do not have Stress
or HP tracks; simply state what you want to do and roll, if you succeed you “win” if you fail the adversary
4. The melting snow suddenly reveals dead bodies - a lot of them. And they all look like you!
either got the better of you, ran away or something else thematically appropriate.
You take stress (none combat) or damage (combat) and the story continues.
5. You have been poisoned, you only have a few months left, there is an antidote, you must find it.
Recovery. If you feel you are uncomfortably close to death you might want to take a breather and recover
6. You wake up, the city is quiet, everyone is gone. Where did they all go?
your lost health or stress. This can be done by removing equal amount of “Progress” to the amount you
want to “Recover”. After all, you are sitting down, making camp, licking your wounds. The world doesn’t
stop for you, and things around the world will change, thus your progress towards your goal will suffer. Fail Forwards: The show must go on. Even if you fail it’s important to keep going. A beaten hero may rise
You can remove progress from any current quest, even multiple quests at once. again! Use the failure to further the story. Act on it, use it to find success!
Character Sheet.

Name:

Attribute: Attribute:

Skill: Skill: Skill:

Damage:

Stress:

Progress.

Main Quest:

Quest:

Quest:

Quest:

Quest:

Quest:

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