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You venture out into potential hazards and peril.

Maybe you relish it, or you are compelled. Or perhaps it’s a little of both.
Do you travel back after? Are you drawn further on?

Acknowledgements
Many rules have been inspired by (or quietly copied from) the following games and blogs.
Into the Odd - most of the rules Maze Rats - Character tables
Cairn & Mausritter - Items, magic Wicked Ones - Flexible magic
Fate Core - Traits Blades in the Dark - Clocks
2400 - Running the game, rulings Errant - Projects
Stonetop - Companions, persuasion The One Ring - Journeys
CATS - Setting up a game Electric Bastionland - Luck roll
Necropraxis - Event roll Mythic Bastionland - Slow actions
d66 Classless Kobolds - Cast templates Odd Skull - Manoeuvres
Heart - Portraying a cast The Scones Alone - Expedition resources

Version 2.0
Text & Layout by Benji T • benji-t.itch.io
Cover illustration generated by Wombo Dream.
Interior illustrations are from the public domain.
Into the Odd is by Chris McDowall.
1. Introduction
What is This
Ventureborn is a small set of rules to allow
quick setup and no-frills play. All that’s
missing is a world to play in. Pick one from
a book, movie, or show, or make a world up,
and jump in.

What You Need


At least one set of polyhedral dice: d4, d6,
d8, d10, d12, d20. And imagination.

Setting Up
Concept – What is this world? What are its
Player Best Practices
truths? Portray a compelling character. Show
what you care for. Pursue goals. Connect
Aim – What do our characters want to do?
with others.
How do they meet?
Engage with the world. Describe how and
Tone & Playstyle – What kind of story
why you do things. Help build the world. Be
do we want to tell? How do we feel about
part of the conversation.
drama, challenge, optimism, violence, etc.?
Play to find out. Be bold, take risks.
Subjects & Themes – What ideas do we
Embrace difficulty and setback.
explore? What do we exclude (just no)
or veil (only off-camera)? Any special
requests? No reasons have to be provided. GM Best Practices
Bring the world to life. Give characters
How to Play and places personality. Ask questions. Be
generous with information.
Flow. The GM presents a scene, players
describe what their characters do, and Fill their lives with adventure. Assume
the GM describes the outcome and character competence. Root for them.
consequences. The GM continues by Present threats and challenges and
developing the scene further, or by opportunities to shine.
wrapping up and presenting a new scene. Play to find out. Convey the world and
Rules. Each group should agree on how to rules honestly. Plant seeds, give players
use them, and fill in gaps during play. agency, and let stories grow.
Care. Play with care, respect, and
communication. At any time, anyone can
bring up concerns.

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2. Making a Character
► Roll 2d6 + 3 for each attribute, and d6 for health points. Write each in their matching
[current] / [max] spaces.
Strength (str): Fighting, agility, toughness, might
Wits (wit): Cleverness, cunning, sharpness, know-how
Heart (hea): Resolve, empathy, presence, connections
Health Points (hp): Capacity to shrug off harm or stress

► Write up to three traits.


Traits define your character and their place in the world. Each trait can be as simple
as Kind or Rebel Dinosaur, or as complex as Runaway Heir of Clan Stormwok.
You need at least one trait to start playing, and the rest may be created during play.
Example types of traits:

1 Origin / Roots
2 Attitude / Approach
3 Quirk / Quality
4 History / Past
5 Trade / Training
6 Bond / Affiliation

► Write up to three items.


Items may be tangible or intangible assets: equipment, tools, specialties, contacts,
favours, secrets, resources, etc.

► If the play group is small, or if you just feel like it, make companions.
A companion might be a hireling, apprentice, childhood friend, steed, familiar, etc.
Roll 2d6+3 for each attribute, d6 hp, and write one starting trait or item.

The tables on the following pages can be used as inspiration: for best results, roll or pick two
entries and combine them. Or just invent from your imagination.

Add as few or as many other details as you care to.

Start playing.

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Sample character sheet. Feel free to add details, diagrams, and doodles.

Name / Pronouns

Strength / Traits

Wits /

Heart /

HP /

Items

3
d66 tables: roll d6 for section, and d6 for entry.

Motif Archetype
Dye Dust Food Nomad Doomed Jester
Air Junk Heart Adamant Marshal Romantic
Key Water Chaos Scoundrel Brain Beast
Light Void Gear Caretaker Keeper Reformed
Mask Gem Faerie Face Elder Prodigy
Earth Poison Hive Scion Idealist Hammer
Wheel Fire Electricity Mystic Weaver Harbinger
Ice Dark Ghost Foundling Pillar Revenant
Plant Mind Iron Rebel Masked Outsider
Knot Order Dream Tinkerer Troubadour Exemplar
Word Star Beast Seeker Legacy Jaded
Bone Shell Song Rookie Razor Guardian

Outfit Ability
Utility Flashy Tailored Burrow Force Reflexes
Chic Uniform Eccentric Strike Swim Shapeshift
Sleek Mismatched Regal Summon Transmute Retrocognition
Oversized Vintage Sigils Drain Snare Telepathy
Patched Fashionable Punk Chance Strength Bioform
Worn Rugged Mobile Pulse Poison Sharp sense
Dyed Many pockets Cosy Fly Aura Absorb
Faded Heraldry Ripped Illusions Element Precognition
Elegant Hand-sewn Stained Prehensile Phase Learn
Formal Meditative Singed Heal Stretching Technology
Goth Ceremonial Undersized Resist Blast Duplicate
Frayed Embroidered Rumpled Wall-crawl Constructs Invisibility

Stuff Weaponry
Urn Brush Fishing rod Staff Bow Whip
Hat Net Pot / skillet Axe Crossbow Sai
Doll Biscuits Tambourine Sword Sling Nunchaku
Horn Wrench Ribbon / twine Spear Bolas Trident
Bell Honey Knitting pins Club Pistol Fan
Charm Badge Spyglass Hammer Musket Tonfa
Herbs Umbrella Nuts / seeds Mace Explosives Spade
Cards Slippers Prosthetic Flail Boomerang Wheel
Scarf Flute Tea set Wand Shuriken Cane
Incense Plunger Concertina Orb Claws Gauntlets
Novel Mirror Handkerchief Knife Polearm Helm
Soap Medal Diary Scythe Hook Shield

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Mission Drive
Follow Exchange Replace Safety Truth Notoriety
Retrieve Eliminate Investigate Glory Power Excitement
Impress Impersonate Raid Defiance Meaning Tenacity
Escort Discredit Catch Indulgence Cultivation Mystery
Build Interrogate Locate Wonder Courage Restoration
Convince Refute Observe Justice Honour Harmony
Infiltrate Plant Delay Revenge Pride Trickery
Chart Destroy Mediate Mercy Recognition Conscience
Smuggle Deliver Rescue Drama Faith Wisdom
Protect Seize Rally Curiosity Care Creativity
Fix Threaten Teach Redemption Loyalty Tradition
Sabotage Burgle Salvage Freedom Challenge Peace

Vibe Place
Busy Jagged Cobbled Plains Islands City
Familiar Dynamic Ageless Mangroves Savannah Factory
Eerie Uplifting Warm Glacier Steppe Outpost
Neon Cosy Mossy Highlands Taiga Crypt
Gritty Hollow Fierce Forest Caves Ship
Pastel Yawning Dusty Mountain Coast Port
Cluttered Ornate Stereo Falls Lake Village
Chilly Sturdy Herbal Canyon Desert Temple
Eclectic Tidy Solemn Tundra Valley Manor
Brittle Magnetic Breezy Sea Oasis Academy
Crisp Spare Foggy Clouds Swamp Castle
Faded Sprawling Adapted Moor Jungle Sewers

Animal
Octopus Turtle Owl Seal Fox Rabbit
Jellyfish Crocodile Vulture Whale Wolf Squirrel
Ray Snake Falcon Manatee Leopard Porcupine
1–3
Marlin Lizard Sparrow Otter Kangaroo Camel
Catfish Chameleon Crow Platypus Mole Boar
Starfish Frog Toucan Beaver Mongoose Goat
Clam Spider Crane Bat Raccoon Buffalo
Crab Moth Parrot Pigeon Bear Giraffe
Lobster Bee Goose Quail Lemur Deer
4–6
Seahorse Cricket Gull Ostrich Gibbon Rhinoceros
Centipede Beetle Penguin Peafowl Sloth Horse
Earthworm Snail Flamingo Hummingbird Pangolin Elephant

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3. How to Play
Tests Attacks
When you attempt something risky or An attacker rolls the associated die,
opposed, you make a test: roll a d20. If it subtracts the target’s defence, then deals
is equal to or less than the appropriate that much harm.
attribute, you pass and avoid danger. A roll If an attack is impaired, roll d4 instead.
of 1 is a critical success, and a 20 is a critical Examples: through cover, while distracted
failure. or injured.
If an attack is enhanced, roll d12 instead.
Advantage & Disadvantage Examples: helpless target, exposed weak
When a circumstance gives an advantage, spot.
roll an additional die and take the better When attacking with multiple dice, take the
result. For disadvantage, roll an additional highest result. Examples: multiple attackers,
die and take the worse result. Advantage d6+d6 pair of daggers, quick volley.
and disadvantage cancel out.
Blast attacks affect all targets in the noted
You may assist someone and share in the area. Roll harm separately for each affected
consequences and risks. All involved make character. If unsure how many targets are
rolls; take the best result. affected, roll the attack die for a number.
Examples: explosions, huge cleaving swings,
Traits meteor impact.
Exhaust a trait for a relevant benefit:
explain how the trait helps, then pick one: Defence
● Add advantage for a roll Defence, typically from armour and shields,
● Increase die size (e.g., d6 ► d8) for a reduces harm from attacks. Maximum
roll defence is 3. A ready shield may be broken
● Declare you have an item, within to ignore one attack.
reason
Restore a trait by introducing a relevant Harm & Critical Harm
complication. Restore all traits after a long Taking harm reduces hp by that amount. If
rest. you have 0 hp, remaining harm reduces the
The GM may also offer a restored trait for relevant attribute: str for physical, wit for
other complications, or give everyone a mental, hea for emotional or spiritual.
restored trait for good roleplaying. Traits Any time you take attribute harm, make a
may be used for other characters, places, test with that attribute. Failure means you
and situations. take critical harm: you can barely move or
act, and you require tending and rest.
Turns
When timing is crucial, such as in conflict, Taken Out
characters take turns. On your turn, you get If any attribute is reduced to 0, you are
1 move and 1 action. taken out: unconscious, gasping for breath,
Players usually take their turns before panicking, trapped, captured, etc. If the
opponents, if any, and may act in any order. situation is lethal, you are dying and need
If surprised, you must pass a wit test to immediate help if you are to survive.
take a turn in the first round. If a player’s character dies or retires from
adventuring, introduce a new character
(make or take over one) as soon as possible,
favouring inclusion over realism.

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Rest Growth
Short Rest. A few minutes of rest and calm. Characters grow more interesting, not
Restore all hp. necessarily stronger. Growth is qualitative,
and measured in quests completed, bonds
Long Rest. Several hours of rest and a
forged, places discovered, stuff collected,
meal. Restore d6 of one attribute, all hp,
things built, skills learned, favours owed,
and all traits.
reputation earned.
Full Rest. A week of downtime in safety
Alternatively, the GM may consider these
and comfort. Restore all attributes, hp, and
options at the end of a session:
traits.
● Change a trait.
● Increase scores. Players roll 3d6 for
Morale each attribute and d6 for hp. If the
An individual or group makes a hea test in roll is higher, increase the score by 1.
the following situations. If they fail, they Attributes may not exceed 15.
are routed and attempt to flee or parley.
● Lone opponent reduced to half hp
● Group (opponents or allies) loses half
Rulings
their number If there isn’t a rule for something, make
● Group’s leader is defeated a ruling by adapting existing rules or
● Other scary events, such as facing making one up. During a break, revisit
more danger than expected unsatisfactory rulings as a group.

Players do not make morale tests. They may


try to flee or parley as they wish.

Companions
Ordering or asking them to do things takes
your action. If the thing is against their
instincts or interests, this requires passing
a hea test, paying their cost, or both. Failing
could mean they do the thing, but poorly.
Cost. Pick an appropriate cost for the
relationship: coin, tutelage, safety,
respect, companionship, etc. Costs must
be paid regularly, at least weekly or
between expeditions. Not paying their
cost repeatedly may result in loss of the
companion.

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4. Items & Magic
Item Slots Weapons
You have 10 slots for items and burdens. Melee weapons. Light: (d6) one-handed,
If carrying more, you move slowly, have usually easy to conceal and throw. Medium:
disadvantage on tests, are impaired on (d6) one-handed, or (d8) using both hands.
attacks, and are treated as having 0 hp. Heavy: (d10) bulky.
Bulky items are large or heavy, requiring 2 Ranged weapons. Light: (d6) usually
slots and typically both hands to use. Some one-handed or easily carried in one hand.
may take more slots. Heavy: (d8) bulky.
Unwieldy items cannot be ordinarily Ammunition. Don’t bother tracking. If
carried. relevant, check depletion with creative
use or risky situations, as with expedition
Tiny items like coins, and “items” like
resources.
shaggy fur, don’t usually take a slot.
With creativity, other things could be
improvised as a weapon: other items, the
Burdens environment, etc.
Burdens take up 1 item slot each, and come
from hazards, conflict, and other events.
Clear with the listed actions or suitable in- Armour
game actions. Examples of burdens: Most armour is bulky and gives 1 defence.
Deprived. A crucial need (e.g., food, sleep, Heavier armour takes 2 more slots for each
additional defence. Special-made armour
warmth) is not met. You do not benefit from
may take less slots.
rests. Clear by meeting the need.
Shields give +1 defence and may be broken
Fatigue. Clear with long rest. Gained in
to ignore one attack, but must be held for
these events:
these benefits.
● Go a day without long rest
● Deprived for more than a day, and for Maximum defence is 3.
each following day
● Use certain types of magic or skills Expedition Resources
Weakened / Dazed / Miserable. If at least one character is carrying the
Disadvantage on str / wit / hea tests resource, there is enough for the group.
respectively. Clear with full rest. They take up 1-2 item slots each. Not having
them will have relevant consequences.
Muddied. Pass a str test to grab items from
your pack. Clear with a shower or bath. Examples: Food, water, lanterns, fuel,
camping equipment, climbing equipment.
Stuck. You can’t move, but you may still
perform actions. Clear by removing what Expected use does not deplete the resource.
restricts you. Creative use, or a situation that puts the
resource at risk, triggers a d6 luck roll.
1 Depleted
2–3 One use remaining
(expected or creative)
4–6 Unchanged

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Casting Spells Option: Flexible Magic
Casting is demanding: hold the magic Some settings have a sort of magic or
item with two hands and speak the trigger “magic” tied more to broad specialties
words. You cannot move on the same turn instead of individual spells. Examples:
you cast a spell. Characters with fewer superpowers, hacking, witchcraft, sorcery.
hands or don’t speak have other equally The costs of using this magic are based on
demanding ways of casting. the intended effect.
Casting while in danger or under stress ● Minor: cosmetic, stylistic, no impact.
may require a test.
No test, usually no cost.
Spells may be altered (duration, range, ● Moderate: equal other actions in
scale) given sufficient time and safety. impact. Test if risky. Fatigue.
● Major: equal to a team’s action, or one
person over time. Always test. Fatigue,
Magic Items take d6 harm.
Many types of magic items exist, and these ● Monumental: equal to a team over
are some examples: time, or impossible effects. Always test
Scroll. Holds one spell. Does not take up a with disadvantage. Fatigue ×2, take
slot, but disappears after cast. d12 harm.

Spellbook. Holds one spell. May be cast Example costs used are fatigue and harm,
multiple times, but causes fatigue. and alternative costs include: limited casts,
obligations, recovery rituals, doom clocks,
Relic. Holds one spell. Usually good for 1–3
special equipment.
casts. Restored through special rituals. The
stronger the spell, the less casts and the
harder to restore. Repurposing Items & Magic
Focus. Does not hold spells itself, but saves Techniques can use rules from items if
the effort of digging through your pack. meant to be used frequently, or magic if
While holding your focus, you may cast meant to be limiting. Adjust as needed.
spells from other magic items you carry. Examples: dragon uppercut (d8, free hand),
Requires one full day to attune to the electric riff (d6+d6 ranged, holding guitar),
chosen item. shadow slide (move or avoid harm, fatigue,
Potion. Holds 1-3 doses. Use by drinking, free action), aerial strike (d10 blast, one use).
rubbing, throwing, etc., and not through Talents represent feats, abilities, or powers,
casting. Fragile. and can be repurposed from magic. Talents
don’t use slots, provide a specified benefit,
and may have costs if they’re especially
strong: these may be used once each day for
free. Each additional use may cost fatigue,
d6 harm, or both.
Depending on the game, you may start with
a talent, and perhaps get one talent each
time you advance.

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5. Running the Game
Procedure Event Roll
Centre play on the fiction rather than the When entering a new area (e.g., room,
rules. Start with envisioning the situation, region) or time period (e.g., 6-hour watch,
giving information generously. week), roll a d6. Useful for exploration and
making a living world.
When players act, determine which rules
to apply, and how, to show impact and 1 Setback, encounter
consequences. Follow up with what using 2 Exhaustion: need some rest
those rules means in the fictional world. 3 Depletion: low/threatened resources
Ask clarifying questions if needed, and 4 Environment change
invite players to do the same. 5 Clues, signs, foreshadow
6 Opportunity, beneficial find

Responding to Players
Consider these options when a player Reaction & Instincts
describes action and intent: Example 2d6 reaction or mien rolls if
unsure. Roll with dis/advantage if desired.
1. Impossible – Say why, offer
alternatives. 2 Hostile / Spiteful / Angry
2. Costly – Offer that option, or multiple 3–5 Wary / Unfriendly / Upset
unappealing options. 6–8 Uncertain / Indifferent / Busy
3. Risky – Advise on risks before rolling. 9–11 Talkative / Social / Curious
4. Safe – Player succeeds. 12 Friendly / Helpful / Joyful
Let players revise intended actions to Most opponents do not attack intending to
reduce cost or risk, perhaps try something kill, and stop when no longer threatened.
more modest or thoughtful. Careful opponents (and players) will avoid
conflicts unless sure of a win, and fight
Bad Rolls dirty if needed.
Ideally, players know risks beforehand. On
a bad roll, something bad happens, and Estimating Harm
you decide if the action failed or succeeded
Compare to weapons or the table below, or
partially. Ideas:
default to d6 if unsure.
1 unintended consequences d4 slap scrape singe unsettle
2 extra cost: time, resource, or harm d6 pound wound pain scare
3 foe takes opportunity to act d8 pummel slash burn frighten
4 something interrupted you d10 batter gouge scorch terrify
5 someone or something is threatened d12 crush mangle maim horrify
6 new complication introduced
Harm could instead use existing or new
burdens, and clear with suitable actions or
Luck Roll sufficient rest. Examples: furious (can only
attack for your actions), terrified (must pass
For when you need randomness that
a test to approach source of fear), poisoned
doesn’t fit tests or attacks. Roll a d6:
(disadvantage on all tests).
1 Crisis Extraordinary
2–3 Warning Unusual
4–6 Safe Mundane

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Creating a Cast Cast Templates
A short vivid description is often enough. [Minions] rabble, skellingtons, imps, coyotes,
Add more details as needed. hired guns
● Numbers: An average person has ~10 3 hp, 10 str / wit / hea. Weapon (d6)
str / wit / hea and ~3 hp. Maximum ● Simple quirk and obvious weakness
20 str / wit / hea and 30 hp. ● Behaviour, strength, or annoyance
● Weapons: One or more. Examples: ● Critical harm: impactful and very
horns (d8+d6), fire whip (d10 blast). likely weird
● Flavour: Instincts, talents, quirks.
Effects may trigger on dealing or [Rivals] knights, trolls, raptors, bears,
suffering critical harm. commandos
8 hp, 13 str / wit / hea. Weapons (d8+d6)
● Intimidating presence or magical
Portraying a Cast effect
Play up mannerisms, ways of speaking, and ● Possible blast damage or spells
exaggerate them to make them stick. ● Critical harm: context-altering and
Do bad impressions, adjust body language, dangerous
or just be conversational. It all works. [Bosses] liches, hell pigs, dragons, t-rexes,
Each NPC could have something the players mecha
can help with, even if they don’t know it yet 12 hp, 17 str / wit / hea. Weapons
or don’t say it up-front. (d10+d8, blast)
● Context-altering effects and strategies
● Highly intelligent and/or crafty, will
Persuasion
exploit players
Persuading a reluctant NPC may be ● Critical harm: death
structured as one or a few tests or a conflict,
whichever fits the situation. Outcomes are
based on the player’s approach, and the
NPC’s disposition, knowledge, and wants.
Successful persuasion may mean they
comply, or reveal the best way to get their
help.
Failure may mean that they won’t comply,
that what you’d need for their help is
difficult or distasteful, or that the attempt
at persuasion has made the situation worse.

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6. Optional Tools
These may help in adjudicating different types and scopes of conflicts.

Squads Zones
A large group of similar attackers or a Zones are abstractions to divide larger
colossal being may be treated as a squad. physical or social spaces into smaller
When a squad takes critical harm, it is spaces, like rooms in a building.
routed or significantly weakened. When an Examples zones: areas of a sports field,
attribute reaches 0, it is destroyed. parts of a colossal opponent, layers of a
Squad attacks against individuals are corporation, city districts.
enhanced and are blast attacks. Exact distance is not important. A reference:
Individual attacks against squads are
impaired, unless using blast attacks or other Close Same zone. Most actions affect
effective strategies. things in your zone.
Near 1 zone away, one move takes
you here. Ranged weapons
Vehicles & Structures usually reach here. Thrown
These are usually only harmed by similar- items and shouts probably do.
scale things like squads, some blast attacks, Far 2 zones away. Ranged weapons
and other vehicles and structures. likely reach here.
Distant 3+ zones away.
Alternative attributes could be Hull,
Fittings, and Crew or Fuel. Alternatively, Obstacles like terrain, size, and engaged
just use hp, destroyed if reach 0 hp. Repairs opponents may hinder your moves or
take a day or more. actions.
Examples: ships, crawlers, large wagons, Example hindrances: you now need a test,
possibly structures. you are disadvantaged, it costs both your
move and action, you take a hit or lose
Manoeuvres something.

When attempting a non-attack manoeuvre


against an opponent, make a test. If you
pass, the opponent chooses to either let
the manoeuvre happen, or resist and take
increased attack harm (e.g., d8►d10).
If you are in a position to make an
enhanced attack, you may instead perform
a reasonable manoeuvre without a test.
Examples: shove, distract, trip, grab, disarm,
slip past.

Slow
Actions and items that are slow must have
the action declared on the previous turn.
You may still move on the turn you perform
the slow action, but if something interrupts
or stops the slow action, you can’t replace it
with another action.

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These provide optional structure to zoom in on certain aspects of play.

Progress Clocks Journeys


Used for complex tasks, or to pace a scene For going from one place to another,
differently from conflicts. Clocks use 4/6/8 focusing on what happens along the way
ticks. Fill the clock when action is taken to and what shape you arrive in.
overcome the obstacle, usually 1–2 ticks Use a 4–8 tick clock. For each leg of the
at a time. Or empty the clock when acting journey, roll 2d6 and modify for the
against it. Clocks can begin partially filled. following conditions (limited to –2 or +3):
1/4 1/6 1/8 ● Weather is great (+) or bad (–) or
Example uses: projects, countdowns, linked terrible (– –)
clocks, races (2 opposing clocks), tug-of-war ● Following a clear road, path, or chart
(compete to fill or empty). (+)
● Knowledgeable guide (+)
Projects ● On vehicles or steeds (+)
● Carrying heavy load (–)
Projects are longer-term endeavours that ● Terrain is hard (–) or daunting (– –)
are not completed in one or a few actions,
or even scenes. Examples: craft, study, Roll result: 6– Fill 1 tick
harvest, build, scavenge, train. 7–9 Fill 2 ticks
Use a 4–8 tick clock and estimate time for 10+ Fill 3 ticks
each undertaking (e.g., few hours, a day, a If the journey is still incomplete, make an
week). When a player attempts to progress, event roll, plus another d6 to see what this
roll 2d6, modified for helping and hindering event relates to:
circumstances (limited to +0 and +3). 1–2 Supplies and foraging
7–9 Complication: prevents progress 3–4 Shelter and camping
until cleared. After cleared, next 5–6 Safety and dangers
attempt will succeed.
10+ Success. Fill 1 tick.
Exploration
For exploring potentially dangerous places.
Factions Timekeeping here is not exact, and meant to
A faction starts with 1–3 resources and measure some amount of activities before
2–3 goals. Goals should interact with other encountering things or requiring rest.
factions or compete for limited resources.
One day has four watches of six hours each,
When goals complete, update any new or
and one watch per day must be long rest or
lost resources. Each goal has a clock of 2/4/6
you are deprived.
ticks. 0/2 0/4 0/6
Sites: Use a 6-tick clock for each hour 0/6. Fill
Between sessions, each faction works
one tick per exploration turn. Make an event
towards one goal. Roll 2d6, modifying
roll when each hour is filled, with more
+1 for each relevant resource, and –1 for
bad events if the group is noisy or careless.
each relevant resource of an affected rival
Assume players are cautious and will notice
faction, if any, (limited to –2 or +3).
hazards and traps. Example turns: move to
7–9 Fill 1 tick next room, search room, a fight, short rest,
10+ Fill 2 ticks parley, tinker with something.
If desired, players may be a faction: Hexes: Spend one watch per exploration
they represent a group, head a domain, turn. Make an event roll when entering
own a turf, or are simply a faction unto an unexplored hex. Example turns: travel
themselves. Their collective actions have to next hex, explore, forage, search, set up
stronger influence, impact, and interaction shelter, long rest.
with other factions.
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