Professional Documents
Culture Documents
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made for use with Index Card RPG Core 2nd Edition. the conversions are easy. Blood and Snow offers the
conceptual roots that can build a truly foreign hero
As a setting or region for your game… backstory. Let them cherry pick all of it for their own
The continents of the ice age are hidden, unfamiliar, vision!
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and rife with peril and promise. Blood and Snow can
be transplanted as a planet, region, nation or dimen- Let the dice conjure a snowbound campaign...
sion in any game. When the ice stretches on forever, The table below gets you started. Often, the begin-
when the wind is as deadly as the claw, when the sun ning can be the most puzzling time for both player
is a pale grey ghost... this is your setting. and Game Master, as there are so many possibilities.
Blood and Snow takes a focused, small-scale approach
Mechanics for a far-North adventure… to campaign building. Make it human, make it desper-
If you’re looking to lend gravity to a cross-glacier ex- ate, make it tangible. As the details of survival play
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pedition, or make an ice dungeon feel cold, or smite
over-bold heroes with a true wasteland, Blood and
Snow can give you the weapons you need to drive
it home. Your players will never underestimate the
out, the larger story can take form. This is a ruthless
world, so with all the gravity I can muster, I say to you:
May your dice roll high.
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wind-scoured cold again. Good travels, wanderer.
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FUNDAMENTALS
‘The dead we left unburied on the steppe, laid in rows, for they were beyond count. Lo, the grim
faces we wore that day, trudging forward to The Relic without our kin. Our tears froze in their salted
tracks.”
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FUNDAMENTALS
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HAZARDS OF THE ICE AGE ICE SHEET
In the frozen world of Blood and Snow, death is always Traveling on the ice sheets is only done as a last re-
close. It can be important to forewarn the danger of TREKKING
sort. Some stretch for a hundred or more uninterrupt-
this world with players, so they are not shocked or dis- ed miles of perfect desolation. No rock, no plants, no
couraged. It has been said ‘danger is the great unifi- shelter, and the winds here are never ending. Any ef-
er.’ This is true, but worth mentioning with emphasis. fects from cold are twice as harmful and likely when
Expect players to lose two or more characters on any on the ice sheets, as the cooling effect from the glacier
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one quest. To mitigate this, consider three or more
characters per player when embarking. With so many
heroes afield, the lifeblood of an entire village can be
drops temperatures terribly, especially by night. Hunt-
ing and foraging are utterly impossible here, unless
the quarry be other humans.
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spent in one sojourn, and so the gravity of this deadly
game is revealed. BROKEN ICE
At the glacier’s edge, near lakeshores, or in the low
There are no HEART STONES, resurrections, or healing foothills, ice forms and breaks into a baffling landscape
spells in Blood and Snow. This is due to a larger truth of leaning shards, frozen boulders, and bottomless fis-
that should chill a player’s blood: there is no magic, sures. While not as desolate as the ice sheets, broken
in any form. Beyond this frightening truth, there are ice is far more difficult to traverse, requiring four times
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a thousand dooms to discover here. Listed below are the travel time and supply than open ground. Cover is
the mechanics of these dooms, and their applications. ubiquitous here, as the ice forms all kinds of maze-like
May the strong survive. corridors and micro-canyons. The average sight dis-
tance in only ten to fifty feet. A dangerous recipe for
TREKKING any who dare wander there.
To move from place to place is no small undertaking
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FUNDAMENTALS
OUTCROPS THAW
In all environs besides the ice sheet, jagged knives of Even more rare than pine forests are the warm places
stone pierce the white expanse. These are often uti- of the world. These include deciduous woods, grassy
lized as shelter by all kinds of creatures and serve as lakebeds, and cool-watered peat bogs. Here, some of
landmarks for travelers. The particularly large ones the strangest beasts make their lairs, like the River Gi-
are valuable territory for any alpha-level predators, ant or Hook. The insects are horrific here, but the val-
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including human kind. ue of oil-black peat tar make excursions worthwhile.
Sucking tar and other perils make travel here twice as
PINE LANDS costly and hazardous as open ground.
The rare green jewels of a frozen world are crowd-
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ed with pine trees, succulent undergrowth, and li- DICE AND TREK TABLES
chen-coated stones. Flowing water, fish, and small an- When heroes are traveling great distance by foot, they
imals of kinds can be found here. Large enough pine must cross the landscape rolled below and are bound
lands are the seats of the largest human tribes and by three key rules of TREKKING:
fought over fiercely. When a cave coincides with pine
lands, it is an ideal place for a large tribe to set per- 1 DAY = 10 MILES TRAVELED = 1 SUPPLY
manent camp. In these places, human technology and Roll at least 1 HAZARD per day traveled
culture is the most advanced.
Roll at least 1 WEATHER per day traveled
1: Ice Sheet
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ROLL 1D20 LANDSCAPES ENCOUNTERED
2D10 miles of featureless ice stand ‘tween you and your goal
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2: Ice Sheet: Vast 4D10 miles of ice must be crossed to reach your goal
3: Broken Ice Roll 1D4 Broken Ice hazards to cross
4: Broken Ice: Maze Roll 1D4 hazards, and travel at 1/10th your typical speed
5: Snow Lands 1D10 miles of deep snow
6: Snow Lands: Known Trails and way-stops make travel here FAST and EASY
7: Snow Lands: Frontier Log fences hold warring PEOPLES at bay
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FUNDAMENTALS
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5: Alpha Predator You are hunted by a colossal Sword Tooth or Anacon
6: Injury Sprained ankle! Travel at half speed for 1D4 days
7: Bad Omen Haunting weirdness in the wild. All rolls are HARD this trek
8: Earthquake Cut off! Re-roll your landscape and lose all progress
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9: Predator Your group is stalked by 1D8 Black Wolves each night
10: Trap A hunter’s trap ensnares one of you! Take 1D6 damage
11: Fissure Go around. Expend 3 extra SUPPLY
12: Mold Your food is spoiled far too soon. Expend 2 SUPPLY
13: Clumsy Oops! Destroy 1 piece of equipment
14: Bad Hunt No game to hunt out here, expend 1 extra SUPPLY
15: Barren Foraging yields nothing
16: Hopeless One member of your group is simply gone one morning
17: Wrong Way
18-20: No Hazard e
You waste a day looking for the trail
A good day
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ROLL 1D20 WEATHER AND DEADLY COLD
1: Stratofall Super-chilled air from space. Make a CON roll or drop to 0 HP
2: Ice Storm Travel impossible. Take 1D6 damage, expend 2 SUPPLY
3: Howling Gales Roll twice on the HAZARDS table
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4: Hard Frost All rolls are HARD. If below 3 hp, lose 1D4 more
5: Bone Chilling Make a STR roll to move in battle, travel a maximum of 1 mile
6: Snow Storm Change current landscape to snow lands, roll 1 HAZARD
7: Sticky Ice All equipment is unusable for 1 day
8: Magnetica A maddening hum in the brain. Reverse 1D20 miles of progress
9: The Green Dragon Chase the borealis effect to a new landscape roll
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10: Swarm of Flies A thaw causes a hatch. 1D4 SUPPLY is ruined, take 1D4 damage
11: Sudden Thaw Sloppy mud and slush, encounter 1 MEGAFAUNA
12: Sulfur Cloud Geo vents form a poison cloud. If at 1 hp, drop to 0
13: Fog Lose 1D10 miles of progress, HUNTING is EASY
14: Smoke Forest fires nearby! Foraging is HARD
15: Snow Light, drifting flakes. HUNTING and STEALTH are EASY
16: Thunderstorm An amazing display of nature’s fury. Roll 1 OMEN
17: Eclipse Travel twice your normal distance for this landscape
18-20: Clear Skies Bright, calm skies on the steppe
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FUNDAMENTALS
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listed beast indicates a direct confrontation, encoun-
ter, or altercation unles specifially mentioned other- 100 LBS. mass = 1 HEART EFFORT TO
wise. See the full entries for all MEGAFAUNA in the
BUTCHER, YIELD 1D4 SUPPLY
BEASTS chapter (p. 26).
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100 LBS. mass = 1 FORAGED LOOT ROLL
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FUNDAMENTALS
PREHISTORIC LIVING
Most folk never dare the wilderness expanses be-
tween settlements. They stick to a life in the relative
safety of the camp, cave, fort, or village. Nevertheless,
the challenges continue even for them. The following
outlines most aspects of that life, as useful for players
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as GM’s.
SHELTER
The first task of any tribe struggling to survive is to find
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or build shelter against BEASTS, warring PEOPLES, and
WEATHER. The following rules apply:
• Even if not TREKKING, roll HAZARDS when not in
shelter of some kind
• For each day spent building shelter, it will offer
protection for 10 people for 10 days and have 1
HEART of hp
• Spend an additional day to add an additional fea-
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ture: cavalry spikes, archer perches, well, forge, or
4: Nomads Common and Rare items 4: Hunter Mighty but humble folk
5: Nomads Common and Rare, thieves 5: Hero A storied adventurer
6: Traders Rare, triple prices 6: Heir Offspring of the once-mighty
7: Traders Rare, fair trades 7: Warlord Unforgiving and violent
8: Heir Rare and Wonders, no trust 8: Warlord Just and beloved
9: Heir Rare and Wonders, liar 9: Ancient An enlightened seer
10: Warlord Wonders, Savage values 10: Legend Everyone knows this chief
11: Ancient Wonders, fair trades 11: Immortal A luminous, inhuman thing
12: Wonder Wonders given freely 12: Choose Player’s choice
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FUNDAMENTALS
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ROLL 1D20 TRIBE DISTINGUISHING FEATURES
1: Mud Men Frightening, feral hunters who build huge mud headdresses
2: Tattooed A complex society that uses tattoos to mark the stars and the gods
3: Jewelcrafters Intelligent craft folk who have discovered flourite, diamond and rubies
4: Cruelty This brutish clan rejects all weakness and flogs its folk for purification
5: Matriarchy A band of explorers led by an ancient woman with impressive garb
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12: Giant These Nordish folk are no less than 8 feet tall
13: Artistic Cave dwellers mostly, who depict hunts and pastures with colorful paint
14: Slaggers Soot-coated stout folk who continually work to refine slagg
15: Explorers True nomads who believe redemption is beyond known lands
16: Kin This band is one large family, and their genetics are beginning to decay
17: Cannibals The worst of us
18: Skull Men Those who wear the bones of their dead and seek new victims
19: Snake People Anacon worshippers who feed and care for the aging beasts
20: Urban A rare group of building-makers with advanced settlements
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FUNDAMENTALS
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6: Rare Stone crafts of +1 quality, leather gear to make WEATHER EASY
7: Rare Leather crafts of +2 ARMOR, makes WEATHER EASY
8: Rare Leather and Stone crafts of +3 quality
9: Wonder Metal craft of +1D6 quality, makes one roll type EASY
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10: Wonder Metal craft of +1D8 quality, makes two roll types EASY
11: Legendary Relic fragment
12: One of a Kind GM’s discretion, Player’s desire
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crystals refract the sun to aid in finding true North.
They are considered WONDERS when trading. Naviga-
tion rolls apply to land and sea journeys. Failed naviga-
tion rolls may also cost time, which will expend more
Success Subtract 1D20 miles to goal
Crit. Success Shortcut! Arrive in a few hours
Sunstone All naviagtion rolls are EASY
Bad Weather All navigation rolls are HARD
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precious SUPPLIES.
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LANDSCAPE TARGETSe,
Here are some suggested TARGETS by LANDSCAPE type:
Ice Sheet 18, Broken Ice 16, Snow Lands 14, Outcrops 14,
Pine Lands 12, Thaw 12
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