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civilization to pillage

harsh life and try to come to


Quiver Mountain range they leave a
the “Far Cold” region beyond the
Ice Giant (Club) HD18 Some tribes of man still leave on
Mammoth (Charge) HD 20
Giant (HD 16 > 20) coin exists here.
Wolf’s Bane used and trade of goods, no actual
Crocodile (Bite) HD 10 A part of Iron, copper is commonly
Occupation + skills Python (Wrap) HD 12
Boar (Charge) HD 8 in iron, the main currency
Destiny
Bear (Bite) HD 10 south called Tip and is a place rich
Large creatures (HD 8 > 12) the same name. The third is at
Name Eastern part at the large bay with
HD Giant ba (Flying) HD 4 poorest is The Mouth located in the
Wolf (Pack 1d4+2) HD 6 western peninsula. The Second the
Physical
Snake (Poison) HD 4 The Island that actually is on a
Small creatures (HD 4 > 6) The first Settlement and larger is
Lvl Name
Enemies Setting

Character creation Rules Rules Setting


Distribute the following points
between the 3 attributes available Rolls for challenges and combat Dealing damage = If above both 2 Long time ago coming from a far
(Physical, Mental and Destiny) 1d6 + attribute (+1 if skilled*) hit damage, if between 1 hit land many criminals were exiled to
+2 = strong Against challenge set by 2d10 Taking damage = If below both take this land known as the Northern
+1 = average This game uses player facing rolls 2 hit damage, if between 1 hit Shield
+0 = week
HD = 1d8 + Physical If above both results from d10 Destiny can be used to test your Due to the fact that most of the
Success (no throw back) ods against “The oracle” (d4) or be people who came were of the
Describe weapon of choice burned to re roll the d6 worse type there is they never
If between d10 results brought their believes and new
Skills (5 points) based on Partial success (something not To acquire destiny points that were ones were created with time
occupation planned happened) burned a character must complete
Describe the occupation and skills a quest and/or rest for 8 hours Tribes and little villages believe
should be describe on the go If below both d10 results more in their mystical leaders then
(when needed). Skills give a +1 to Fail Weapons are mainly aesthetical in Gods
a test 1 on d6 result = fumble**
Last attack against the last stand There are 3 big settlements each
* Skills on the go can not be used for combat enemy needs to be cinematical with its one “King” and war between
Leveling up allow the player to **There are no crits
add a extra point per level to any (equivalent of a crit move) them are very common
stats (max. 5)

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