Hands of Destiny

August 10, 2017 | Author: Yael Fridmann | Category: Role Playing Games, Tabletop Role Playing Game, Playing Cards, Gaming, Leisure
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HANDS OF DESTINY

A TABLETOP RPG BY

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Hands of Destiny 2016 Ill Gotten Games Published by Ill Gotten Games www.illgottengames.net [email protected] This work is licensed under a Creative Commons Attribution-NonCommercialShareAlike 4.0 International License.

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CONTENTS Introduction to Hands of Destiny Core Game Mechanics Creating Your Character Skills Personality Traits Species Templates Random Species Random Character Creation Equipment Magic Conflicts Experience NPC Compendium

6 7 10 10 11 12 24 26 29 33 38 41 47 48

Written by Dutchmogul Game design by Dutchmogul Additional material by Cam Croft, and Jeremy Larsen Illustrations by Cam Croft Edited by Laurel Larsen

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HANDS OF DESTINY

Welcome to Hands of Destiny, a quick-play, tabletop roleplaying game built to emphasize narrative and choices over rules. In Hands of Destiny (HoD), the numbers are there to give you a guideline, not to set anything in stone, and the Game Master (GM) should be ready to reward player initiative and creativity, while keeping things true to their vision of the game they want to run. Unlike the majority of roleplaying games, HoD uses playing cards in place of dice. Each player will want to bring their own deck of cards (removing the jokers), and the GM will want one of their own as well. Other than that, you'll want some paper and pencils, character sheets, and some miniatures/game mats (if you care to bother with that kind of thing).

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THE “HAND” OF DESTINY In games of HoD, each player draws a hand of five cards at the start of a session. When the player characters need to make a test, the player must choose a card from their hand and play it, adding the value of the appropriate skill. The total number is compared against a Difficulty Value (DV) set by the GM (or by the test of another character, if two characters are opposed). Hands are not revealed to other players or the GM. Unless a special ability or circumstance dictates otherwise, a player must use the cards from their hand. Once all five cards have been used, the player re-draws back up to five cards. When making a test, the degree by which the test value exceeds (or falls below) the DV determines how successful (or unsuccessful) the character is in their efforts: TEST DIFFERENTIAL

SUCCESS

FAILURE

0

Minor Success

Minor Success

1-3

Moderate Success

Minor Failure

4-6

Solid Success

Moderate Failure

7-9

Spectacular Success

Spectacular Failure

10+

Overwhelming Success

Overwhelming Failure

Generally, it's up to the GM to determine the difference between, say, a “Spectacular Success” and an “Overwhelming Success,” though various tasks and abilities throughout this book will reference the degrees of success.

DIFFICULTY VALUES When a character makes a test (that isn't opposed by a test made by another character or NPC) it's up to the GM to determine the DV. DVs can either be a static value, or, if the GM doesn't feel like a hard value is called for, may be randomized by drawing cards from their deck: TASK DIFFICULTY

STATIC

RANDOM

Easy

5

Lowest of two cards drawn

Moderate

10

Draw a card

Challenging

15

Draw two cards and add them together

Formidable

20

Draw three cards and add them together

Daunting

25

Draw four cards and add them together

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CARD VALUES When making a test, add your character's skill value to the value of the card being played. Numbered cards (2-10) have a value equal to their number. Face cards (Jacks, Queens, and Kings) are worth 10 (though some special abilities or circumstances may require a certain face card). Aces are worth 11, though certain abilities or effects can force an Ace to count as 1 instead.

THE “STRONG SUIT” Every character in HoD has a “Strong Suit,” one of the four suits (Hearts, Diamonds, Clubs, or Spades) chosen at character creation. Whenever a character makes a test using a card belonging to their chosen suit, they may immediately draw an extra card from the deck and, if it also belongs to that suit, may add that additional value to their test. A character may only benefit from their Strong Suit once per test (in other words, you can't draw another card off of a Strong Suit draw).

ERRANT TESTING Players are bound to the cards they have in their hand. If the GM suspects that a player is proposing a superfluous test with the purpose of ditching unfavorable cards from their hand, they may choose to resolve this either by deciding the outcome without the use of a card or, in a more interesting way, may force the player to resolve the test with a blind draw from their deck. Such a test needn't be restricted to “punishing” a player, however, as it may be used whenever the GM feels that a test being made is unimportant to the overall narrative.

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SKILLS Characters in a game of HoD are largely defined by their proficiency with a series of 15 skills: ACADEMICS Academics is the measure of a character's knowledge of mathematics, science, literature, and other scholastic fields. AEROBICS ARCANA

Aerobics is the measure of a character’s general health and ability to resist fatigue, disease, and suffocation. Arcana is the measure of a character's ability to cast magic spells, pray to powerful gods, or use inherent psionic talents.

ATHLETICS

Athletics is the measure of a character’s propensity for physical feats, such as running, jumping and climbing.

BALLISTICS

Ballistics is the measure of a character's proficiency with ranged weaponry such as bows, pistols, and rifles.

BRAWN

Brawn is the measure of a characters combined size and strength.

DETECT

Detect is the measure of a character's perceptiveness and attention to detail in their surroundings.

DOMESTICS

Domestics is a “catch all” skill that covers knowledge and use of apparatuses common to civilian life in a character's setting.

INTUITION

Intuition is the measure of a character's insight, problemsolving, and general ability to discern the truth.

LARCENY

Larceny is the measure of a character's ability to work outside the laws that govern society and perform various criminal acts.

MELEE

Melee is the measure of a character's proficiency with hand-tohand weapons or unarmed combat.

PRESENCE

Presence is the measure of a character's strength of willpower, courageousness, and force of personality.

SURVIVAL

Survival is the measure of a character's ability to thrive in the wilderness or similarly harsh environments.

TECHNICAL

Technical is the measure of a character's proficiency with use, maintenance, and engineering of the technology of their era.

THROWING

Throwing is the measure of a character's proficiency with thrown weapons such as stones, grenades, and javelins.

WORDPLAY

Wordplay is the measure of a character's social skills and is used to persuade, deceive, and seduce others. Combined with cards played from their player's hand, character's value in each of these 15 skills will determine how effective they are when taking actions during a game of HoD.

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CREATING YOUR CHARACTER There are a number of ways to create characters in a game of HoD, and players and GMs are encouraged to come up with their own. The following is the most generic method, wherein players are given a number of points and use those points to buy skills and traits (special ability packages that help to personalize the character). The amount of points a player receives to create their character is up to the GM, but 50 points is a good starting place. If you want to randomize the value, draw seven cards and add them together to get your total. Once you have your points, use them to purchase skill values and traits. There's no particular order to how you should purchase your character's components, but take your time to craft them how you see fit. BUYING SKILLS Skills define the core of your character's abilities when interacting with the game world. Each rank purchased in the skill adds a +1 value to the card you play when making a test with that skill. The following table may give you an idea of what ranks in a skill mean in regard to the character's potential. In general, a human character will not be able to exceed the third category (Skilled Human), with a +9 being their top-end potential. If you want to make a character belonging to a species that exceeds human potential in some aspects, but still stays close to that same range, make certain skills be purchasable up through Super-Human range while, for each skill you modify that way, hinder another skill by shortening the top-end to Average Human. LOW END HUMAN

AVERAGE HUMAN

SKILLED HUMAN

SUPER-HUMAN

SUPER-HEROIC

GOD-LIKE ABILITY

1-3

4-6

7-9

10-12

13-15

16+

When buying skill ranks, just pay a number of points equal to the skill value you want. So, as an example, if you want a +6 value for your Academics skill, pay 6 points. RANDOM METHOD: If you like, you can draw to randomly determine your skill values. When doing so, draw a card for each skill. 2s-9s are worth their value, but treat aces as 1s, other face cards as 4, and 10s as 5. You may either draw for each skill in order or, if you prefer, draw and decide where to place it (ultimately, it's up to your GM which method is available for the game they're running). You may use the same method for Personality, though disregard Jacks-Kings and count 10s as 10. CHOOSE YOUR “STRONG SUIT” There isn't much to this step. Just choose one of the four card suits (hearts, diamonds, spades, or clubs) and record it on the character's sheet.

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PERSONALITY The personality system serves as an interpretative guide for your character's motivation when making choices. While not as definitive as the other traits, you may find this system helpful when telling a story that relies on dramatic interactions. The five personality traits are Openness, Conscientiousness, Extroversion, Agreeableness, and Neuroticism. Your character's personality traits will go a long way toward describing their attitude throughout the game. Personality values range from 1-10. There are no hard systems based on the personality traits, and their values only serve as guidelines, so you should choose values appropriate to your character's concept. Openness A measure of the character's acceptance of new ideas and differing viewpoints. A 1 represents closed mindedness and traditionalism, while a 10 represents total openness to new ideas. Conscientiousness A measure of the character's organization and adherence to rules. A 1 represents a slovenly nature, while a 10 represents dedication to codes and order. Extroversion A measure of the character's tendency for social expression. A 1 represents extreme social withdrawal or shyness, while a 10 represents the consummate social butterfly. Agreeableness A measure of the character's compassion and sense of empathy. A 1 represents hatefulness toward others, while a 10 represents an unyielding desire to put others before oneself. Neuroticism A measure of the character's anxiety and compulsiveness. A 1 represents a generally carefree individual, while a 10 represents an ego crippled with fears, paranoia, or similar obsession.

Hands of Destiny - 12 SELECTING TRAITS While skills may serve as a solid baseline for determining a character's abilities, traits serve to flesh a character out and give them personality. Some traits provide bonuses, others penalties, and some may do a little of both. Traits have varying costs, some even giving points back to your creation pool. When selecting traits, the GM may wish to impose a total trait limit. For general purposes, that limit is 10, though it's entirely up to you and the GM to work that out. Many traits give you an extra draw when making certain types of skill tests. These are: BONUS DRAW: A bonus draw allows you to draw an additional card when making a test and choose which you will use, discarding the rest. PENALTY DRAW: A penalty draw means that you draw an additional card but must use the lowest card value drawn, discarding the rest. If you would find these systems at odds when making a test due to conflicting traits, reduce your number of bonus draws by the number of penalty draws. In addition to bonus and penalty draws, there are also superior draws: ADVANTAGE DRAW: An advantage draw means that you may draw an additional card and add it to the test value (along with the card played for the test and your skill value). Advantage draws are not negated by penalty draws. DISADVANTAGE DRAW: A disadvantage draw means that you must draw an additional card and subtract it from the test value. -GENERAL TRAITSThese traits are generally available to all characters and may be purchased with experience points during character creation or advancement. ACROBAT You gain a bonus draw whenever you make an Athletics test to dodge an attack or perform an acrobatic feat. Cost: -4 points ALERT You gain a bonus draw whenever you make a Detect test to notice hidden objects or hiding/sneaking characters. Cost: -4 points ARCING STRIKE You may include multiple opponents within reach of you when making a close combat attack, using the same attack test against all targets, though suffer a cumulative -1 penalty for each target added in this way. Cost: -5 points

13 - Hands of Destiny ATTRACTIVE You gain a bonus draw whenever you make a Wordplay test to influence someone who could be physically attracted to you. Cost: -1 points BACKSTAB You gain an advantage draw whenever you make an attack against a defenseless target or a target who suffers defense penalties for being surrounded. Cost: -4 BLIND You automatically fail Detect tests that require you to be able to see, and receive a -10 penalty to any skill test which requires the use of your eyes. Cost: +10 points BRUTE You gain a bonus draw when making an Athletics, Brawn, Melee, or Presence test. You receive a penalty draw when making an Academics, Intuition, Technical, or Wordplay test. Cost: 0 points BULLY You gain a bonus draw when making a Presence test to intimidate someone. When making a Wordplay test to use diplomacy, however, you receive a penalty draw. Cost: 0 points CLOSE QUARTERS SPECIALIST You gain a bonus draw when testing to attack or defend while you are both adjacent to your opponent and they are adjacent to a wall (or similarly impassable terrain). Cost: -5 points COLORBLIND You have a decreased ability to see colors or the difference between colors. Cost: -1 points COUNTERSTRIKE Whenever you parry a close combat attack with a Spectacular or greater success, you may immediately make a free close combat attack against the attacker, who suffers a -2 penalty to defend. Cost: -10 points CRACK SHOT You may spend an action aiming for a Ballistics or Throwing attack and, for each action spent in this way, you gain a bonus draw to the test. Cost: -5 points CRAVEN You receive a penalty draw when making Presence tests to combat the effects of fear. Cost: +5 points CROWD FIGHTER You do not suffer defense penalties for being surrounded by enemies. Cost: -5 points

Hands of Destiny - 14 DEAF You automatically fail Detect tests that require you to be able to hear, and receive a -10 penalty to any skill test which requires the use of your ears. Cost: +8 points DECEITFUL You gain a bonus draw when making a Larceny or Wordplay test to lie, misdirect, or otherwise cover up the truth. Cost: -2 points DEXTROUS You gain a bonus draw whenever you make a skill test that requires precision work with your hands (or similar manipulators). Cost: +2 points DIPLOMAT You gain a bonus draw when making a Wordplay test to change someone's attitude or opinion. Cost: -2 points DUELIST When making a skill test against another character who is opposing with a test of the same skill, you may force them to count any Aces played as 1s instead of 11s unless they also possess this trait. Cost: -6 points EIDETIC MEMORY You are able to remember things you have seen (such as strings of numbers or complex codes) with perfect detail. Cost: -2 points ENGINEERING (ANY) You may select this trait multiple times, selecting a specific field of engineering (civic, military, robotic, et cetera) each time the trait is selected. You are capable of building, repairing, and upgrading things covered by your chosen field of engineering and gain an advantage draw whenever you make a Technical test to do so. Cost: -2 points EXCEPTONAL HEARING You gain a bonus draw when making Detect tests that rely on your sense of hearing. Cost: -2 points

15 - Hands of Destiny EXPERT CLIMBER You gain a bonus draw whenever you make an Athletics test to climb. Cost: -2 points EXPERT DISARM You gain a bonus draw when testing to disarm an opponent. Cost: -2 points FIELDCRAFT (ANY) You may select this trait multiple times, selecting a different kind of wilderness (forest, mountains, swamp, et cetera) when the trait is selected. You gain a bonus draw whenever you make a Survival test within the chosen type of wilderness. Cost: -2 points FIT You gain a bonus draw whenever you make an Aerobics test to resist fatigue. Cost: -2 points FLUENCY (ANY) You may select this trait multiple times, selecting a language. You are fluent in the chosen language. Cost: -2 points FRAIL Whenever you receive Damage Counters, increase the number of counters received by +1. Cost: +5 points GUERRILLA You gain a bonus draw when making a defense test from a position that grants cover. Cost: -5 points HAGGLER You gain a bonus draw when making a Domestics or Wordplay test to negotiate price or other terms of business. Cost: -2 points HARD OF HEARING You receive a penalty draw when making Detect tests that rely on your sense of hearing. Cost: +2 points HEALTHY You gain a bonus draw whenever you make an Aerobics test to resist disease or poison. Cost: -2 points HUSKY You reduce incoming physical damage by 1 when defending (but failing) using your Strong Suit, though also receive a penalty draw to Aerobics and Athletics tests. Cost: +2 points

Hands of Destiny - 16 INNOVATIVE You gain a bonus draw when making Intuition tests to problem-solve. Cost: -2 points INTIMIDATING You gain a bonus draw when making Presence tests to intimidate others. Cost: -2 points IRON WILL You gain a bonus draw when making Presence tests to resist some form of temptation, resist fear, or to defend against magic spells or other supernatural powers that affect your mind. Cost: -4 points KEEN EYESIGHT You gain a bonus draw when making Detect tests that rely on your sense of sight. Cost: -3 points MARTIAL ARTIST You gain a bonus draw when using Melee to make an unarmed attack and gain a +1 bonus to your Melee value when determining unarmed damage. Cost: -3 points MASTERFUL COMMAND In place of taking a regular action, you may make a Presence or Wordplay test against a DV of 16. If you are successful, set aside the card used for the test. Until the start of your next turn, any allied character for whom you are within range of their Detect value (number of increments equal to their Detect) that can comprehend your commands may choose to use that card for any test they make during their actions. Cost: -10 points MEDICAL TRAINING You are a trained healer and may assist characters in healing damage. Provided you are able to care for a character when they make their Aerobics test to heal, you may make an Academics test and add ½ the result (rounding down) to their test value. With proper facilities (such as a hospital or a doctor's office) you may be able to add further bonuses at the GM's discretion. Cost: -10 points MULTI-STRIKE In place of attacking normally, you may discard a face card and make an attack with each limb/weapon you possess, drawing from the top of the deck for each attack test. Cost: -15 points

17 - Hands of Destiny MUSCLEBOUND You gain a +3 bonus to damage values with close combat and thrown weapon attacks, reduce incoming physical damage by 1 counter and gain an advantage draw when testing Brawn to perform feats of strength. When making an Athletics test, however, you receive a disadvantage draw. Cost: -10 points MUTE You are unable to speak, making Wordplay tests difficult without the use of sign language or technological aids. Cost: +6 points NAIVE You receive a penalty draw when making Intuition tests to see through lies and other deceptions. Cost: +2 points NERD You gain a bonus draw when making an Academics, Intuition, or Technical test. When making an Aerobics, Athletics, Brawn, or Melee test, however, you receive a penalty draw. Cost: +2 points NOBODY'S FOOL You gain a bonus draw when making Intuition tests to avoid being deceived. Cost: -4 points PHOBIA (ANY) You may select this trait multiple times, selecting a different phobia each time the trait is selected. You receive a disadvantage draw when testing Presence to resist fear when encountering the object of your phobia. Cost: +2 points PICKPOCKET You gain a bonus draw when making a Larceny test to steal someone's belongings without them noticing. Cost: -2 points POOR EYESIGHT You receive a penalty draw when making Ballistics or Detect tests that rely on your sense of sight. Cost: +4 points POWER LIFTER You gain a +2 bonus to damage values with close combat and thrown weapon attacks and gain a bonus draw when testing Brawn to perform feats of strength. Cost: -12 points PROJECTILE BLOCK You do not reduce your Throwing value by ½ when using it to defend against thrown weapon attacks. Cost: -4 point RAGE During a conflict, you may discard a Strong Suit card and enter a berserk fury,

Hands of Destiny - 18 gaining an advantage draw to Aerobics tests, Brawn tests, Presence tests, close combat and thrown weapon attack tests, and gain a +1 increase to Protection, though receive a penalty draw to all other tests, including tests made to defend. These effects wear off once the conflict has ended. Cost: -15 points RAPID ASSAULT When taking multiple actions, you don't suffer the standard penalty or disadvantage draw for attacks made with weapons for which you possess the Weapon Focus trait. Cost: -4 point RESILIENT Whenever you receive damage counters, draw a card and, if the value is either 6 or below or belongs to your Strong Suit, reduce the number of Damage Counters received by ½ (rounding down). Cost: -10 points RIPPED You gain a +1 bonus to damage values with close combat and thrown weapon attacks and a bonus draw when testing Brawn to perform feats of strength. Cost: -10 points SCHOLARLY FOCUS (ANY) You may select this trait multiple times, selecting a field of study (advanced mathematics, zoology, particle physics, et cetera) when the trait is selected. You gain a bonus draw when making an Academics test in the chosen field. Cost: -2 points SHY You receive a -2 penalty when making Wordplay or Presence tests during social situations with new (or otherwise intimidating) people. Cost: +4 points SICKLY You receive a penalty draw whenever you test Aerobics to resist the effects of disease or poison. Cost: +4 points SIDESTEP When you are targeted by an attack (and are aware of the source), you may discard a card with a value equal to or

19 - Hands of Destiny under your Athletics value and move a single increment before the attack is made, negating the attack if you are able to move out of range. Cost: -10 points SPRING HEEL You gain a bonus draw whenever you make an Athletics test to leap. Cost: -2 points STEALTHY You gain a bonus draw whenever you make an Athletics test to hide or sneak. Cost: -2 points STRONG SWIMMER You gain a bonus draw whenever you make an Athletics test to swim or an Aerobics test to hold your breath. Cost: -3 points SWIFT You gain a bonus draw whenever you make an Athletics test to rush. Cost: -4 points TECH FOCUS (ANY) You may select this trait multiple times, selecting a specific form of technology (computers, fighter jets, 3D printers, et cetera) each time the trait is selected. You gain a bonus draw whenever you make a Technical test to operate the chosen technology. Cost: -2 points TOUGH You gain a +1 bonus to Protection. Cost: -5 points UNATTRACTIVE You receive a penalty draw whenever you make a Wordplay test to influence someone who could be physically attracted to you. Cost: +1 points UNCIVILIZED You gain a bonus draw when making Detect or Survival tests. When making Technical or Wordplay test, however, receive a penalty draw. Cost: 0 points WAR DANCER You may move a single increment for free either before or after making an attack. Cost: -4 points WEAPON FOCUS (ANY) You may select this trait multiple times, selecting a specific form of weapon (sword, revolver, crossbow, et cetera) each time the trait is selected. You gain a bonus draw whenever you make an attack with the chosen weapon type. Cost: -2 points WILD SWING You may choose to gain a bonus draw to a close combat attack test, though will receive a penalty draw to all defense tests made until the start of your next turn. Cost: -2 points

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-SPECIES TRAITSThese traits typically come with a species template (those inherent to a type of creature), though may also be available as mutations, super powers, or similar effects. In general, these traits may not be purchased with experience points. ADAPTIVE You gain a bonus draw whenever you make a test with a skill in which you possess 3 or less ranks. Cost: -4 points ADVANCED SCENT You gain an advantage draw when testing Detect to pick up a scent. Cost: -10 points AMPHIBIOUS You don't suffer movement cost penalties in water. Additionally, when making an Athletics test to swim or an Aerobics test to hold your breath, you may draw an additional card and add it to your test. Cost: -10 points AQUATIC You don't suffer movement cost penalties in water, though do while traveling on land. You are able to breath under water (either fresh or sea water, your choice when you select this trait), though suffocate while outside of it. Additionally, when making an Athletics test to swim, you may draw an additional card and add it to your test. Cost: -5 points CALCULATIVE You gain an advantage draw when making Academics or Technical tests to call upon rote memory or perform mathematical equations. Cost: -4 points CONSTRUCT You are immune to fatigue, poison, disease, and to Stunning and Knocked Out effects when taking damage. You do not heal damage naturally, and may only do so with the use of magic (usually the Earth component) or through a crafter's skill test. Constructs are imbued with magical energy, and always have the Magical Pool trait. Cost: -20 points (Characters with this trait have no need of the Aerobics skill.)

21 - Hands of Destiny EXTRA LIMB (X) This trait may be purchased multiple times. Each purchase gives the character an additional manipulator limb (arm, tentacle, et cetera). Cost: -10 points FEARLESS You automatically pass any Presence test made to resist fear. Cost: -10 points FERAL WARRIOR When attacking with a melee weapon, you may add the bonus from your Natural Weapons trait to the damage value, provided that attack was activated with a face card. Cost: -5 points FIREBORN You are immune to the effects of heat and fire, though suffer double the Damage Counters from cold effects and receive a disadvantage draw to aerobics tests made to resist cold weather. Cost: -20 points FLEET (ANY/X) This trait may be purchased multiple times. Choose a mode of movement of which your character is capable when selecting this trait (ground movement, swimming, climbing, flying, et cetera). Whenever you move or make an Athletics test to rush, you gain a bonus to your movement value equal to the value of this trait. Cost: -10 points FROSTBORN You are immune to the effects of cold, though suffer double the Damage Counters from heat and fire effects and receive a disadvantage draw to aerobics tests made to resist hot weather. Cost: -20 points INCORPOREAL You may not affect and are not affected by physical objects (characters and things without this trait) and may move through solid objects, moving by hovering in any direction. Cost: -40 points INFERIOR SKILL (ANY) Choose a skill when selecting this trait. You receive a disadvantage draw whenever you make a test with that skill. Cost: +10 points LATERAL PREFERENCE You favor one side of your body (are either right or left-handed), and receive a penalty draw whenever you make a test using your “off hand.” Cost: +4 points LIGHT SENSITIVITY You receive a penalty draw to tests that require vision in conditions of bright light. Cost: -4 points

Hands of Destiny - 22 MAGICAL RESISTANCE You gain an advantage draw whenever you make a test to resist a magical effect. Cost: -10 points MAGIC POOL (X) Each time this trait is purchased, you increase your available MP by 1. Your MP returns at a rate of 10% per hour spent meditating. The maximum value of your Arcana skill is increased by 1 for every 10 full ranks in this trait. Cost: -2 points (Any spellcaster, psion, or similar arcane-wielding character should be allowed to purchase ranks in this trait at character creation and when spending EXP.) NATURAL ARMOR (X) This trait may be purchased multiple times to reflect the quality of the characters natural armor. You gain a Protection value equal to the value of this trait. Cost: -6 points NATURAL WEAPONS (X) You possess horns, claws, fangs, or similar forms of natural weaponry and, when making unarmed attacks, may gain an increase when factoring damage equal to the value of this trait. Cost: -2 points NIGHT VISION You never suffer penalties to Detect tests or other vision-dependent skill tests at night time or during similar conditions of low light. Cost: -2 points PRECISION PROGRAMMING When making a test with a skill in which you possess a +10 value or greater, you may treat all cards played in a suit the same color as your Strong Suit (black and red) as counting as your Strong Suit (though not the card drawn for the Strong Suit test). Cost: -25 points (This trait generally belongs to robotic or cybernetic characters, though you could conceivably make an identical supernatural version.) ROBOTIC You are immune to fatigue, poison, disease, and to Stunning and Knocked Out effects when taking damage. You do not heal damage naturally, and may only do so with the use of the Technical skill (and with proper materials, time, and conditions). You are vulnerable to EMP effects. Cost: -20 points (Characters with this trait have no need of the Aerobics skill.) SERPENTINE You gain an advantage draw when making an Athletics or Melee test to grapple with another character and when making an Athletics test to contort your body to fit through tight spaces. Cost: -10 points SHAMBLING When rushing, your movement value is equal to either your Athletics value or the value of the card being played (your choice). Cost: +10 points

23 - Hands of Destiny SHAPESHIFT (X) As an action, you may alter your physical form a number of points equal to the value of this trait. Cost: -5 points STOUT You gain a +1 bonus to Protection and double your total Protection value when defending with your Strong Suit. In addition, you gain a bonus draw to Brawn tests made to lift. Cost: -10 points SUPERIOR SKILL (ANY) Choose a skill when selecting this trait. You gain an advantage draw whenever you make a test with that skill. Cost: -20 points (You may select this trait at -10 points if it only applies to a single use of a skill, such as Superior Skill (Climbing) for Athletics.) UNDEAD You are immune to fatigue, poison, disease, and to Stunning and Knocked Out effects when suffering damage. Furthermore, the penalty from accrued Damage Counters is only applied to defense tests that you make and you gain an advantage draw when defending against attacks from piercing weaponry (spears, arrows, bullets, et cetera). Cost: -40 (Characters with this trait generally have no need of the Aerobics skill.) UNDIFFERENTIATED You are immune to Stunning and Knocked Out effects when suffering damage. Furthermore, the penalty from accrued Damage Counters is only applied to defense tests that you make and you gain an advantage draw when defending against attacks from piercing weaponry (spears, arrows, bullets, et cetera). Cost: -30 VENOMOUS (ANY) The character's natural weapons delivers a toxin. Whenever a living being would take damage from this creature's poisonous attack, confer with the following variants for the effects: [Paralytic:] A damaged character must succeed at an Aerobics test (DV 20 + damage inflicted) or be paralyzed for a number of rounds equal to the difference by which they fail. Cost: -10 points [Enfeebling:] A damaged character must succeed at an Aerobics test (DV 20 + damage inflicted) or suffer a -10 penalty to all physical skill tests. Cost: -5 points [Lethal:] A damaged character must succeed at an Aerobics test (DV 20 + damage inflicted) or be killed. Cost: -20 points WINGS The character possesses a set of powerful wings (or other means to fly) and is able to move in all directions. Certain difficult flying maneuvers may require that the character pass an appropriate Athletics test. Cost: -30 points

Hands of Destiny - 24

SPECIES TEMPLATES When you're creating your characters, you may find it useful to build using species templates, a collection of skill and personality modifiers and auto-selected traits that describe the baseline effects of being a member of a species. All of the costs are factored into the total species template value, so you pay for the effects in one lump sum. When you're factoring your skills, adjust the value (and the minimum/maximum values) by the species modifier. The following are a few examples, but you should feel free to work with your GM to create your own within the guidelines of their game setting. -----------------------------------------------------------------------------------------------------Android -100 points SKILLS: Academics +5, Aerobics +0, Arcana -5, Athletics +5, Ballistics +5, Brawn +5, Detect +5, Domestics -5, Intuition +5, Larceny +5, Melee +5, Presence +5, Survival +5, Technical +5, Throwing +5, Wordplay +0 PERSONALITY: Openness +0, Conscientiousness +5, Extroversion +0, Agreeableness +0, Neuroticism +0 TRAITS: Fearless, Robotic, Precision Programming -----------------------------------------------------------------------------------------------------Dwarf -41 points SKILLS: Academics +0, Aerobics +2, Arcana +0, Athletics +0, Ballistics +0, Brawn -1, Detect +0, Domestics +0, Intuition +0, Larceny +0, Melee +0, Presence +1, Survival +0, Technical +0, Throwing +0, Wordplay -1 PERSONALITY: Openness -3, Conscientiousness +3, Extroversion -1, Agreeableness +0, Neuroticism +1 TRAITS: Magical Resistance, Magic Pool 20, Stout -----------------------------------------------------------------------------------------------------Elf -31 points SKILLS: Academics +0, Aerobics +0, Arcana +1, Athletics +2, Ballistics +1, Brawn +0, Detect +2, Domestics +0, Intuition +0, Larceny +0, Melee +0, Presence +0, Survival +0, Technical +0, Throwing +1, Wordplay +1 PERSONALITY: Openness -3, Conscientiousness +3, Extroversion -1, Agreeableness +0, Neuroticism +1 TRAITS: Fleet 2, Magic Pool 15, Night Vision, Timeless -----------------------------------------------------------------------------------------------------Fungaloid -24 points SKILLS: Academics +1, Aerobics +2, Arcana +2, Athletics -2, Ballistics +0, Brawn +1, Detect -1, Domestics +0, Intuition -1, Larceny -1, Melee +0, Presence +1, Survival +2, Technical +0, Throwing +0, Wordplay -1 PERSONALITY: Openness -4, Conscientiousness -2, Extroversion -6, Agreeableness +1, Neuroticism -4 TRAITS: Night Vision, Shambling, Undifferentiated

25 - Hands of Destiny Goblin -19 points SKILLS: Academics -1, Aerobics -1, Arcana +1, Athletics +3, Ballistics +2, Brawn -4, Detect +3, Domestics +0, Intuition +0, Larceny +1, Melee +0, Presence -1, Survival +1, Technical +0, Throwing +2, Wordplay -1 PERSONALITY: Openness -1, Conscientiousness -4, Extroversion +0, Agreeableness -4, Neuroticism +2 TRAITS: Magic Pool 10, Night Vision, Stealthy -----------------------------------------------------------------------------------------------------Grey (Alien) -15 points SKILLS: Academics +4, Aerobics -2, Arcana -2, Athletics -1, Ballistics +1, Brawn -3, Detect +2, Domestics +0, Intuition +2, Larceny +2, Melee +0, Presence +0, Survival +2, Technical +4, Throwing +0, Wordplay +0 PERSONALITY: Openness +1, Conscientiousness +4, Extroversion -3, Agreeableness -1, Neuroticism -1 TRAITS: Calculative -----------------------------------------------------------------------------------------------------Human -0 points SKILLS: Academics +0, Aerobics +0, Arcana +0, Athletics +0, Ballistics +0, Brawn +0, Detect +0, Domestics +0, Intuition +0, Larceny +0, Melee +0, Presence +0, Survival +0, Technical +0, Throwing +0, Wordplay +0 PERSONALITY: Openness +0, Conscientiousness +0, Extroversion +0, Agreeableness +0, Neuroticism +0 TRAITS: Adaptive, Lateral Preference -----------------------------------------------------------------------------------------------------Insectoid -69 points SKILLS: Academics +1, Aerobics -4, Arcana +0, Athletics +2, Ballistics +0, Brawn +1, Detect +1, Domestics +0, Intuition -1, Larceny -1, Melee +1, Presence -1, Survival +1, Technical +1, Throwing +0, Wordplay -4 PERSONALITY: Openness -4, Conscientiousness +1, Extroversion +0, Agreeableness -4, Neuroticism -2 TRAITS: Extra Limbs 2, Natural Armor 3, Natural Weapons 2, Wings -----------------------------------------------------------------------------------------------------Reptilian -17 points SKILLS: Academics -2, Aerobics -2, Arcana +0, Athletics +1, Ballistics +0, Brawn +2, Detect +1, Domestics +0, Intuition -2, Larceny -2, Melee +0, Presence +0, Survival +2, Technical -2, Throwing +0, Wordplay -2 PERSONALITY: Openness -2, Conscientiousness -2, Extroversion -1, Agreeableness -3, Neuroticism -1 TRAITS: Amphibious, Natural Armor 1, Natural Weapons 3 -----------------------------------------------------------------------------------------------------Troll -21 points SKILLS: Academics -1, Aerobics +0, Arcana +0, Athletics -1, Ballistics +0, Brawn +4, Detect +0, Domestics +0, Intuition -2, Larceny -2, Melee +0, Presence +0, Survival -1, Technical -2, Throwing +0, Wordplay -1 PRESONALITY: Openness -1, Conscientiousness -2, Extroversion +0, Agreeableness -2, Neuroticism +0 TRAITS: Light Sensitivity, Magic Pool 15, Natural Weapons 2

Hands of Destiny - 26

RANDOM CREATURE GENERATOR The following tables may be used to create a completely random creature from scratch. While creatures created in this manner could be wildly unbalanced in relation to the player characters, they can be a great way to inject something unexpected into your games. Each creature you draw will be unique, and you can use these tables to populate your fantasy wilderness, alien cantinas, or any other setting that would benefit from a bit of the otherworldly. STEP ONE: SKILLS: To begin with, every creature starts with the normal human range (1-9 in each skill). Beginning with the top skill (Academics) and moving downward, draw a card and consult the table below to determine a skill modifier. This value is added (or subtracted) from both the minimum both maximum values for this species. Making the modifier apply to both the minimum and maximum at once is convenient as it allows you to apply that modifier to a character's skill value during creation, and is especially convenient when you are drawing for random skill values. STEP TWO: PERSONALITY: Once the skill modifiers are drawn, draw on the same table for each of the five personality values. If you'd prefer less extreme personality modifiers, reduce the modifiers by ½. Remember, regardless of the modifiers, the personality values of an individual character will not go above 10 or below one. SKILL/PERSONALITY MODIFIERS DRAW

Hearts/Diamonds

Spades/Clubs

2

-1 to skill min/max

+1 to skill min/max

3

-1 to skill min/max

+1 to skill min/max

4

-2 to skill min/max

+2 to skill min/max

5

-2 to skill min/max

+2 to skill min/max

6

-3 to skill min/max

+3 to skill min/max

7

-3 to skill min/max

+3 to skill min/max

8

-4 to skill min/max

+4 to skill min/max

9

-4 to skill min/max

+4 to skill min/max

10

-5 to skill min/max

+5 to skill min/max

Jack

-5 to skill min/max

+5 to skill min/max

Queen

Draw twice more for this skill

Draw twice more for this skill

King

Draw twice more for this skill

Draw twice more for this skill

Ace

No adjustment

No adjustment

27 - Hands of Destiny STEP THREE: TRAITS: After skill ranges have been determined for the creature's species, it's time to draw for the creature's inherent traits. These are traits that are automatically attached to characters that belong to this species. First, draw a single card and check the value. That will be the number of draws you'll take from the following table. When using your trait draws, draw once to determine the trait then, if the trait is ranked, draw again to determine the value (treat all face cards as 1s). INHERENT SPECIES TRAITS CARD

TRAITS

CARD

TRAITS

2 of Spades

Acrobat

8 of Diamonds

Keen Eyesight

2 of Hearts

Adaptive

8 of Clubs

Mute

2 of Diamonds

Advanced Scent

9 of Spades

Natural Armor (X)

2 of Clubs

Amphibious

9 of Hearts

Natural Weapons (X)

3 of Spades

Aquatic

9 of Diamonds

Night Vision

3 of Hearts

Attractive

9 of Clubs

Poor Eyesight

3 of Diamonds

Blind

10 of Spades

Power Lifter

3 of Clubs

Colorblind

10 of Hearts

Rage

4 of Spades

Construct

10 of Diamonds

Resilient

4 of Hearts

Craven

10 of Clubs

Robotic

4 of Diamonds

Deaf

Jack of Spades

Serpentine

4 of Clubs

Dextrous

Jack of Hearts

Shambling

5 of Spades

Eidetic Memory

Jack of Diamonds

Shapeshift (X)

5 of Hearts

Exceptional Hearing

Jack of Clubs

Spring Heel

5 of Diamonds

Extra Limb (X)

Queen of Spades

Stealthy

5 of Clubs

Expert Climber

Queen of Hearts

Strong Swimmer

6 of Spades

Fireborn

Queen of Diamonds

Superior Skill*

6 of Hearts

Fleet (X)

Queen of Clubs

Superior Skill*

6 of Diamonds

Frail

King of Spades

Swift

6 of Clubs

Frostborn

King of Hearts

Tough

7 of Spades

Incorporeal

King of Diamonds

Unattractive

7 of Hearts

Inferior Skill*

King of Clubs

Undead

7 of Diamonds

Inferior Skill*

Ace of Spades

Undifferentiated

7 of Clubs

Inferior Skill*

Ace of Hearts

Venomous

8 of Spades

Iron Will

Ace of Diamonds

Wings

8 of Hearts

Lateral Preference

Ace of Clubs

Innate Magic**

*When Inferior or Superior Skill is drawn, draw on the table below for the skill. **When Innate Magic is drawn, draw a card and draw that many times below.

Hands of Destiny - 28 RANDOM SKILL TABLE DRAW

SKILL

DRAW

SKILL

2

Academics

10

Presence

3

Aerobics

Jack

Survival

4

Athletics

Queen

Wordplay

5

Brawn

King (Red)

Arcana

6

Detect

King (Black)

Ballistics

7

Intuition

Ace (Red)

Domestics

8

Larceny

Ace (Black)

Technical

9

Melee

INNATE MAGIC TABLE DRAW

SKILL

DRAW

SKILL

2 (Red)

Conversion (X)

8 (Black)

Shadow (X)

2 (Black)

Creation (X)

9 (Red)

Water (X)

3 (Red)

Earth (X)

9 (Black)

Wind (X)

3 (Black)

Essence (X)

10 (Red)

Magic Pool (X)

4 (Red)

Fire (X)

10 (Black)

Magic Pool (X)

4 (Black)

Frost (X)

Jack (Red)

Magic Pool (X)

5 (Red)

Ken (X)

Jack (Black)

Magic Pool (X)

5 (Black)

Light (X)

Queen (Red)

Magic Pool (X)

6 (Red)

Lightning (X)

Queen (Black)

Magic Pool (X)

6 (Black)

Mind (X)

King (Red)

Magic Pool (X)

7 (Red)

Necrosis (X)

King (Black)

Arcana +1

7 (Black)

Passage (X)

Ace (Red)

Arcana +5

8 (Red)

Ruination (X)

Ace (Black)

Arcana +10

29 - Hands of Destiny

RANDOM CHARACTER CREATION While hand crafting a character can be rewarding, sometimes it's nice to let the luck of the draw sculpt a character for you. This is a great option if you don't have anything in particular in mind, and is especially good for GMs who want to make some interesting NPCs for the game world. The first step when making a random character is to determine skill values. Beginning with Academics and going down the line, draw for each skill to determine the base value. (Before doing so, draw a single card to determine your Strong Suit.) TABLE A: SKILLS DRAW

BASE VALUE

DRAW

BASE VALUE

2

2

9

9

3

3

10

4

4

J

Draw again and add +1 value (if Strong Suit color) or -1 value (if non-Strong Suit color).

5

5

Q

6

6

K

7

7

A

8

8

1

Once your base skill values are established, it's time to draw for personality. Starting with Openness and ending with Neuroticism, draw for each personality trait and consult the table below to determine the value. Remember that values in personality traits can't go above 10 or below 1, even after you apply your modifiers from species (see below). TABLE B: PERSONALITY DRAW

BASE VALUE

DRAW

BASE VALUE

2

2

9

9

3

3

10

10

4

4

J

5

5

Q

Draw again and add +1 value (if Strong Suit color) or -1 value (if non-Strong Suit color).

6

6

K

7

7

A

8

8

1

Once your base skill and personality values have been determined, it's time to draw for species. The following table includes the meager list of species shown as an example in this codex (plus the random creature option) but you should feel encouraged to make your own species templates/tables, or to pull as you like from those found in modules and setting books. Once your species has been determined, apply any modifiers to skills and personality scores inherent to your species template. Once that's done, record any traits that are inherent to that species.

Hands of Destiny - 30 TABLE C: SPECIES DRAW

SPECIES

DRAW

SPECIES

2

Android

9

Human

3

Dwarf

10

Insectoid

4

Elf

J

Reptilian

5

Fungaloid

Q

Troll

6

Goblin

K

Random Creature

7

Grey

A

Random Creature

8

Human

Once you've determined your species, it's time to generate the character's traits. Unlike the trait inherited by species type, these will be universally available traits that come from background, body type, training, and similar sources. From interpreting these draws, you may determine a lot about the character, including their history, occupation, and other factors. Draw a single card and draw from the table below a number of times equal to the value of the card: TABLE D: TRAIT TABLES DRAW

TRAIT TABLE

DRAW

TRAIT TABLE

2-5

Personal Trait

Q

Professional Training

6-8

Athletic Training

K

Background Trait

9-J

Martial Training

A

Arcane Training

These traits represent physical and psychological features inherent to the character. TABLE D-1: PERSONAL TRAITS DRAW

TRAIT

DRAW

TRAIT

2 (Red)

Attractive

8 (Black)

Intimidating

2 (Black)

Blind

9 (Red)

Iron Will

3 (Red)

Colorblind

9 (Black)

Keen Eyesight

3 (Black)

Craven

10 (Red)

Mute

4 (Red)

Deaf

10 (Black)

Naive

4 (Black)

Dextrous

Jack (Red)

Nobody's Fool

5 (Red)

Eidetic Memory

Jack (Black)

Phobia (Any)

5 (Black)

Exceptional Hearing

Queen (Red)

Poor Eyesight

6 (Red)

Frail

Queen (Black)

Rage

6 (Black)

Hard of Hearing

King (Red)

Shy

7 (Red)

Healthy

King (Black)

Sickly

7 (Black)

Husky

Ace (Red)

Tough

8 (Red)

Innovative

Ace (Black)

Unattractive

31 - Hands of Destiny These traits represent physical training undergone by the character. TABLE D-2: ATHLETIC TRAINING DRAW

TRAIT

DRAW

TRAIT

2

Acrobat

9

Ripped

3

Expert Climber

10

Sidestep

4

Fit

J

Spring Heel

5

Healthy

Q

Stealthy

6

Musclebound

K

Strong Swimmer

7

Power Lifter

A

Swift

8

Resilient

These traits represent military training or abilities learned while fighting to survive. TABLE D-3: MARTIAL TRAINING DRAW

TRAIT

DRAW

TRAIT

2

Arcing Strike

10

Guerrilla

3

Backstab

J (Red)

Multi-Strike

4

Close Quarters Specialist

J (Black)

Projectile Block

5

Counterstrike

Q

Weapon Focus (Any)

6

Crack Shot

K (Red)

Martial Artist

7

Crowd Fighter

K (Black)

Rapid Assault

8

Duelist

A (Red)

War Dancer

9

Expert Disarm

A (Black)

Wild Swing

These traits represent abilities acquired from education and vocational training. TABLE D-4: PROFESSIONAL TRAINING DRAW

TRAIT

DRAW

TRAIT

2

Deceitful

9

Medical Training

3

Diplomat

10

Pickpocket

4

Engineering (Any)

J

Scholarly Focus (Any)

5

Engineering (Any)

Q

Scholarly Focus (Any)

6

Fluency (Any)

K

Tech Focus (Any)

7

Haggler

A

Tech Focus (Any)

8

Masterful Command

These traits represent the effects of social and environmental conditions and events. TABLE D-5: BACKGROUND TRAITS DRAW

TRAIT

DRAW

TRAIT

1-2

Brute

8-9

Nerd

3-4

Bully

10-Q

Phobia (Any)

5-7

Fluency (Any)

K-A

Uncivilized

Hands of Destiny - 32 These traits represent training in magical or psionic disciplines, magical or superscience mutations and powers, or other supernatural abilities. TABLE D-6: ARCANE TRAINING DRAW

TRAIT

DRAW

TRAIT

2 (Red)

Conversion 1

8 (Black)

Shadow 1

2 (Black)

Creation 1

9 (Red)

Water 1

3 (Red)

Earth 1

9 (Black)

Wind 1

3 (Black)

Essence 1

10 (Red)

Magic Pool 1

4 (Red)

Fire 1

10 (Black)

Magic Pool 1

4 (Black)

Frost 1

Jack (Red)

Magic Pool 5

5 (Red)

Ken 1

Jack (Black)

Magic Pool 5

5 (Black)

Light 1

Queen (Red)

Magic Pool 10

6 (Red)

Lightning 1

Queen (Black)

Magic Pool 10

6 (Black)

Mind 1

King (Red)

Draw again, multiply value by 5

7 (Red)

Necrosis 1

King (Black)

Draw again, multiply value by 10

7 (Black)

Passage 1

Ace (Red)

Mutation/Power (draw a random species trait)

8 (Red)

Ruination 1

Ace (Black)

Mutation/Power (draw a random species trait)

33 - Hands of Destiny

Hands of Destiny - 34

EQUIPMENT WEAPONS Each weapon adds a modifier to the skill being used to attack when dealing damage. Ranged weapons will also provide a modifier (added together with the character's Detect value) to determine range (in increments). Finally, a weapon may provide special effects, such as being able to attack multiple targets at once, subdue an enemy rather than kill them, or any other number of effects. Here's a few examples:

MELEE WEAPONS

DAMAGE

RANGE

FEATURES

FANTASY WEAPONS Axe

Brawn +7

-

Penetrating 1

Club

Brawn +3

-

Bashing

Great Weapon

*

-

*As the smaller version, but +2 to the damage value and suffers a -1 penalty to attack/parry tests (requires two hands to wield)

Knife/Dagger

Brawn +3

-

N/A

Mace

Brawn +5

-

Bashing

Spear

Brawn +6

-

Reach 1

Staff

Brawn +2

-

Reach 1

Sword

Brawn +6

-

Balanced

MODERN WEAPONS

-

Baton

Brawn +4

-

Balanced, Bashing

Combat Knife

Brawn +4

-

Balanced, Penetrating 1

Wood Axe

Brawn +6

-

Penetrating 1

SCI-FI WEAPONS

-

Plasma-Sword

Brawn +20

-

Penetrating 5

Vibro-Blade

Brawn +12

-

Penetrating 2

35 - Hands of Destiny

RANGED WEAPONS

DAMAGE

RANGE

SPECIAL EFFECTS

Bow

Ballistics +6

Detect +5

N/A

Crossbow

Ballistics +7

Detect +6

Capacity 1

Sling

Brawn +2

Detect +4

Capacity 1

Throwing Knife

Brawn +3

Detect -2

N/A

Thrown Spear

Brawn +6

Detect -1

N/A

Throwing Star

Brawn +2

Detect -1

N/A

FANTASY WEAPONS

MODERN WEAPONS Assault Rifle

Ballistics +15

Detect +10

Capacity 30, Burst 4, Penetrating 2

Automatic Pistol

Ballistics +10

Detect +3

Capacity 10, Burst 2, Penetrating 2

Machine Gun

Ballistics +12

Capacity 50, Burst 6, Penetrating 2

Revolver

Ballistics +11

Rocket Launcher

Ballistics +26

Detect +4

Capacity 6, Penetrating 2

Semi-Auto Pistol

Ballistics +10

Detect +5

Capacity 10, Penetrating 2

Semi-Auto Rifle

Ballistics +15

Detect +12

Capacity 12, Penetrating 2

Shotgun

Ballistics +14

Detect +2

Capacity 2, Penetrating 2

Sniper Rifle

Ballistics +17

Detect +20

Capacity 5, Penetrating 2, Scope

Capacity 1, Blast 2, Penetrating 8

SCI-FI WEAPONS Energy Pistol

Ballistics +15

Detect +8

Capacity 30, Burst 3, Penetrating 3

Energy Rifle

Ballistics +20

Detect +18

Capacity 60, Burst 3, Penetrating 3

Rail Rifle

Ballistics +22

Detect +24

Capacity 10, Penetrating 4

Hands of Destiny - 36

ARMOR Armor provides a Protection value against incoming attacks. When hit, each point of Protection reduced the number of Damage Counters you will receive by 1. ARMOR

PROTECTION

SPECIAL EFFECTS

FANTASY ARMOR Hides

1

Bonus draw when testing Aerobics to resist cold.

Leathers

1

N/A

Mail

2

Athletics -1

Plate

3

Athletics -2

Shield

-

Defender 1 (requires a hand to equip)

Tower Shield

-

Defender 2. Athletics -1 (requires a hand to equip)

4

Athletics -1

Space Suit

4

Your suit provides you with life support while in space or similarly oxygen-deprived conditions.

Impact Armor

5

N/A

Power Armor

6

Brawn +2

MODERN ARMOR Ballistic Armor SCI-FI ARMOR

37 - Hands of Destiny

FEATURES The following special abilities may be applied to weapons, armor, and other equipment. CAPACITY (X) The weapon has an ammo limit equal to the value of this feature and must be reloaded after it has been emptied before it may be fired again. BALANCED You gain a bonus draw when using Melee to parry with this weapon. BASHING When damage is inflicted by this weapon, the opponent must skip their next action. BLAST (X) When making an attack with a weapon that has this ability, the attack covers a number of increments equal to the value of this feature extending from the target, affecting anything within that radius. If a target affected isn't adjacent to an unaffected tile, the minimum defense result still counts as a moderate success for the attacker. BURST (X) When making an attack with a weapon that has this ability, you may use each rank to either; A) cause the attack to affect any additional targets in an increment adjacent to the first target (or any subsequent targets) or; B) increase the damage counters inflicted by the attack by +1. Weapons with a Capacity feature drain about 5 ammo per rank of this feature used. DEFENDER (X) You gain a bonus to defense tests equal to the value of this feature when equipped with this item and defending with a face card or Strong Suit. Additionally, you may use this item to parry ranged attacks made with thrown weapons or with primitive projectile weapons such as bows. PENETRATING (X) When damaging an opponent with the weapon, reduce their Protection value by the value of this feature. REACH (X) The weapon may be used to attack targets up to a number of increments away equal to the value of this feature. SCOPE You may spend an action aiming with this weapon and, if attacking with your next action, negate penalties for range.

Hands of Destiny - 38 SHOCKING When attacks with this weapon deal at least one Damage Counter, the damaged character is also Stunned (must skip their next action). Additionally, treat the Stunned and Knocked Down results as Knocked Out (DV 10 to wake up).

DEVICES/OTHER GEAR There are innumerable kinds of special equipment that can be utilized to grant a user special abilities normally beyond them. Whether it's a high-tech jetpack or a magic amulet that protects against fire, you should feel free to create items that grant characters traits and skill boosts.

DEVICE/TOOL

SPECIAL EFFECTS

Grappling Hook/Rope

Superior Skill (Athletics tests made to climb)

Infra-Red Goggles

Night Vision, Detect -1

Jetpack

Fleet 12 (flying), Flight (counts as Wings trait)

Med Kit

Advantage Draw when making skill tests to heal

Smart Phone

Makes calls/texts and grants a +4 bonus to Academics tests with internet access

Stim Injection

+10 bonus to Aerobics for several minutes

39 - Hands of Destiny

MAGIC If you're including magic in your game (or a similar supernatural power system such as psionics) the Arcana skill can open access to dynamic, reality-bending abilities. A character that possesses ranks in the Arcana skill may purchase ranks in special arcane traits called “components.” These components may be creatively combined to create spells effects, which are proposed by the player on the fly and moderated by the GM. When a spell would have a numeric effect, use the rank values being combined. If an effect would deal damage, it should deal a number of Damage Counters equal to the total component ranks being used in the spell. CONVERSION (X) This component is used to transform shape and to transmute from one material (or energy type) into another, and must be used in conjunction with other components that govern the materials in question. Cost: -10 points CREATION (X) This component is used to conjure matter or energy out of thin air, and must be used in conjunction with other components that govern the materials in question. Cost: -10 points EARTH (X) This component is necessary to control or effect stone, metal, and other mineral materials. Cost: -5 points ESSENCE (X) This component may be used to heal or otherwise positively affect living beings. Cost: -5 points FIRE (X) This component is necessary to control fire and thermal energy above zero °C. Cost: -5 points FROST (X) This component is necessary to control thermal energy below zero °C. Cost: -5 points KEN (X) This component may be used to perceive things normally beyond your ability or to magnify your current perceptions. Cost: -10 points LIGHT (X) This component is necessary to control light. Cost: -5 points

Hands of Destiny - 40 LIGHTNING (X) This component is necessary to control electricity. Cost: -5 points MIND (X) This component may be used to influence mental states. Effects from this component are usually resisted by Presence. Cost: -10 points NECROSIS (X) This component may be used to negatively impact the biology of living creatures or to coerce spirits to inhabit and control corpses. Cost: -5 points PASSAGE (X) This component may be used to alter time and space. Such uses could include magnifying the range of a spell, speeding or slowing time, or teleporting matter from one location to another. Cost: -10 points RUINATION (X) This component may be used to control kinetic energies or manipulate physical objects from afar. Cost: -5 points SHADOW (X) This component is necessary to manipulate shadow and void. Cost: -5 points WATER (X) This component is necessary to control water and other liquids. Cost: -5 points WIND (X) This component is necessary to control wind and atmosphere. Cost: -5 points CASTING SPELLS: As a general rule, when casting a spell, the Arcana test DV is equal to the total combined ranks from components. For example, a wizard wishing to create a fireball that deals 8 fire damage in a 5 increment area might need to use 8 ranks of Fire (for the damage) along with 8 ranks of Creation (to summon the fire out of thin air) and 5 ranks Passage (to create the area the spell affects), making the spell a DV 21 to cast (8 + 8 + 5). Spells have a range equal to the caster's Detect value. Each time a character casts a spell, they subtract a number of Magic Points (MP) equal to the same value from the total they are allotted. A character must have MP to cast a spell, and it is spent whether or not the spell is successful. Any caster may pay a multiple of the effect in MP to multiply the effect of a spell. [For example, a mage wishing to invoke a powerful fire spell could use 3 ranks of fire and, instead of spending 3 MP, spend 9 MP (three times the value) to have the spell deal 9 fire damage.] When multiplying your effect, increase the DV to cast by the value of a single card drawn from the top of your deck. If a spell causes damage, consider the caster's Arcana test to cast as the attack value.

41 - Hands of Destiny EXAMPLE SPELL EFFECTS The magic system in HoD is highly interpretive and the components should be looked at as a jumping-off point for ideas rather than a hard limiter. The following spell ideas should give you a reference point when you're creating your own spell effects, whether on the fly or as an ability for a magical creature. Aura of Domination- If the spell is successfully cast, all living beings within 10 increments of the caster (Passage 10) must either succeed at a Presence test with a DV equal to the casting test +5 (Mind 5) or fall into a stupor and may only act to obey the caster's commands for the duration of 50 rounds (Passage 5 magnified x5). Arcana DV: 20 + random card MP Cost: 40 Cleansing Waters- The caster imbues 50 increments of a body of water (Water 5 magnified x10) with the ability to grant an automatic healing test to anyone immersed within, granting a +10 bonus to their Aerobics test made to heal (Essence 10). Arcana DV: 15 + random card MP Cost: 60 Fireball- The caster creates a ball of flame (Creation 4, Fire 5) that deals 9 fire damage to everything in a 5 increment radius (Passage 5) from a target point within the caster's Detect range. Arcana DV: 14 MP Cost: 14 Petrification- The caster chooses a biological target within Detect range x3 (Passage 3) and may turn their body to stone (Conversion 5, Earth 5, Essence 5) provided their Brawn is 15 or lower and they fail a Presence test against a DV equal to the casting test. Arcana DV: 18 MP Cost: 18 Telekinisis- The caster has a remote Brawn value of 12 (Ruination 12) that can affect anything within 5x their Detect range (Passage 5), functioning as a massive, invisible hand. Arcana DV: 17 MP Cost: 17 Wind Burst- The caster pushes everything within a 3 increment radius surrounding them (Passage 3) away with a blast of wind that pushes equal to a Brawn value of 20 (Wind 4 magnified x5). Arcana DV: 7 + random card MP Cost: 23

Hands of Destiny - 42

CONFLICTS Combat (and similar conflicts) in a game of HoD is handled quickly, though there are some guidelines to follow when staging a battle or other time-sensitive encounter. INITIATIVE At the beginning of a conflict, each character involved must make a Detect test. The GM then lists the characters in order of their test value, going from highest to lowest. Characters that are tied will be listed at the same numeric value. This is called the “initiative queue.” TAKING A TURN Each turn, a character may take an action. This action could be to move, make an attack, have dialogue with another character, operate a device, or otherwise behave in a way one might within an approximate three-second time frame. After all actions have been taken, the GM goes back to the top of the initiative queue and turns are taken in order again. Ultimately, it's up to the GM what you'll be able to accomplish with your turn, though a player may petition ideas to the GM based on their circumstances. The following are a few examples of actions: Make an attack: Whether swinging a sword, throwing a punch, or firing off a steam-powered, shoulder-mounted mega-cannon, you can devote your action to attacking another character, object, or whatever else stokes your need for senseless violence. Move: When moving, your character's movement potential is based on their Athletics modifier. If you're playing with miniatures and a grid map (or similarly measured representation), your character should be able to move a number of tiles equal to their Athletics. If they want to rush, the player may play a card from their hand to make an Athletics test and the character will be able to move that distance. Similarly, a character can charge, getting a close combat attack in at the end of the charge, though must use the same card value for their Athletics test and for their attack test at the end of the charge. Some terrain may be difficult to traverse (water, sludge, steep inclines, rocky ground, et cetera) and the GM may make certain areas cost extra movement points (between 1 and 3 extra, generally) and may even require an Athletics test to climb, leap, swim, or maintain balance. Do something else: Your character might need to operate a computer console, relay complicated plans to an ally, pull a lever, or do any number of other actions that might take up one or more rounds worth of actions. The GM will decide how to approach these myriad possibilities. A character may speak (briefly) during another action, though the GM may choose to apply a -1 penalty to any skill tests while their attention is being divided.

43 - Hands of Destiny TAKING MULTIPLE ACTIONS: When acting during your turn, you may choose to take more than one action, though doing so applies penalties to all actions made during the turn. ACTIONS

PENALTY

One action

No penalty.

Two actions

Receive a penalty draw to all tests.

Three actions

Receive a disadvantage draw to all tests.

ATTACKING AND DEFENDING Melee:

Test Melee to make an attack with a close combat weapon (or attack while unarmed, though Athletics may also be used for this).

Ballistics:

Test Ballistics to make an attack with a ranged weapon (such as a bow, pistol, or rifle).

Throwing:

Test Throwing to make an attack with a thrown weapon (such as a spear, stone, or throwing star).

Once the attack has been made, the target makes a defense test appropriate to the attack being made: Dodge:

Test Athletics to dodge an attack. Athletics may be used to defend against any physical attack, close combat or ranged.

Parry:

Test Melee to parry the attack with a held weapon. (This form of defense may only be attempted against a close combat attack.)

Deflect:

To deflect an incoming thrown weapon, a character may choose to defend using their Throwing skill, though may only use ½ the value (rounding down). (This method of defense may be used to catch the incoming projectile, though such a defense suffers a further -2 penalty.) A GM may reason that some projectiles (such as a boulder being hurled by a giant) may not be deflected or caught.

Resist:

Test Brawn to resist an attack using sheer toughness. This is a common way for larger, more brutish characters to defend.

DEFENSLESS TARGETS: Attacks made against an unaware or defenseless target only use the card value for the target's defense result. If the defense test exceeds the attack test, the attack is avoided and the target is safe from harm. If the defense test is failed, the defender may be injured, incapacitated, or killed.

Hands of Destiny - 44 DEALING DAMAGE Once an attack has succeeded, confer with the following chart with the differential: DIFFERENTIAL SUCCESS EFFECT 0

Minor Success

The target loses their next action

1-3

Moderate Success

The attack deals ½ damage (rounding down)

4-6

Solid Success

The attack deals normal damage

7-9

Spectacular Success

The attack deals double damage and may cause a severe injury

10+

Overwhelming Success

The defender is killed/destroyed (or incapacitated if the attack is particularly non-lethal)

When a character receives a Damage Counter, either tick off a mark on their record sheet or have the player hold onto a physical token (whatever works best for you). While a character has damage on them, they receive a penalty to all tests (reasonably applicable, as judged by the GM). This penalty will always apply to defense tests, meaning that a damaged character will show diminishing returns when trying to avoid being damaged further. You may wish to reduce the character's initiative value when damaged as well, meaning that the more damaged a character becomes, the lower their place will be in the initiative queue. When a Moderate Success is achieved, the defender has been struck soundly by the attack and suffers a number of Damage Counters as indicated by the attack's damage total. The damage total is recorded on the character's record sheet or NPC stat block. The damage value of the attack is calculated by combining an appropriate skill with the weapon's damage modifier (Brawn for close combat and thrown weapons, Ballistics for other ranged weapons). ATTACK DAMAGE VALUE

DAMAGE COUNTERS INFLICTED

0

0 damage

1-3

1 damage

4-6

2 damage

7-9

3 damage

10-12 (et cetera)

4 damage

45 - Hands of Destiny When a Spectacular Success is achieved, the character not only takes double Damage Counters (and will receive a minimum of 1, regardless of armor or other sources that reduce damage), but also suffers some manner of grievous injury. The nature of this injury will be up to the GM, taking the type of damage the attack would inflict and other situational variables into account before adjudicating. Often, this can simply mean that the character is knocked out or otherwise incapacitated, though once it's in the GM's hands, the character is at the mercy of their judgment. GMs may wish to adapt their own randomized way of determining the harshness of this effect, though this basic injury chart may work for most situations (just draw another card and refer to the chart on the following page with the value). When an Overwhelming Success is achieved, it's basically “game over” for the defender. The GM may elaborate on that, but such a result should always come with dire effects. DRAW VALUE

SPECTACULAR DAMAGE EFFECT

2

Stunned: Skip your next action

3

Knocked Down: You are knocked prone and must use an action to stand

4

Knocked Out: Detect test (DV 10) to wake up

5

Knocked Out: Detect test (DV 12) to wake up

6

Knocked Out: Detect test (DV 14) to wake up

7

Knocked Out: Detect test (DV 16) to wake up

8

Knocked Out: Detect test (DV 18) to wake up

9

Knocked Out: Detect test (DV 20) to wake up

10

Bleeding: You receive an automatic Damage Counter at the start of your turn and must pass an Academic, Domestics, or Survival test to stop the bleeding (DV equal to the total Damage Counters) or die from blood loss

Jack

Limb Destroyed: Bleeding (as above) plus a limb is destroyed: (Spades: Left arm, Hearts: Right arm, Diamonds: Left Leg, Clubs: Right leg)

Queen

Weakened: Bleeding (as above) plus permanently reduce a random skill value (and its maximum) by 1

King

Crippling Injury: Bleeding (as above) plus draw a card and permanently reduce a random skill value (and its maximum) by ½ the value of the card (round down)

Ace

Grievous Injury: Bleeding (as above) plus permanently reduce all skill values (and their maximums) by 1

PROTECTION: Some traits and equipment (such as armor) grant a “Protection” value. For each point of Protection, reduce incoming Damage Counters by 1.

Hands of Destiny - 46 HEALING DAMAGE: When a character has had a solid period of rest (usually about 24 hours with no strenuous activity and plenty of sleep/sustenance), they may make an Aerobics test (DV 10) and, if successful, remove a Damage Counter for each point by which they succeed the DV. Grievous injuries generally can't be healed on their own, requiring special medical attention or healing by magical or supernatural means. FUMBLED ATTACKS When an attack is made that achieves an Overwhelming Failure, the GM may wish to penalize the attacking character. This can include such events as falling over, dropping their weapon, or even doing harm to themselves with their own attack. USING MINIATURES HoD is meant for quick and off-the-cuff resolution, but if you and your group like, you can represent battles and other conflicts using miniatures or similar representation. Doing so can give good sense of place, and even marks on a sheet of grid paper can achieve this. COUNTING RANGE If you're using miniatures, you may wish to account for range values for Ballistic and Throwing attacks. Generally, a character can make a ranged attack up to a number of tiles equal to their Detect value plus or minus a modifier included with the weapon. A GM may allow an attack to exceed these values, though should apply a penalty (usually -1 for each increment past their range value). Intervening objects that provide cover can give a bonus of +1-+4 to the defender, and the GM should decide the value of cover based on the scenario. INCREMENTS Several abilities and effects will reference “increments.” These are the measurement system you're using for your battles, so an increment could refer to an inch, centimeter, et cetera (if using rulers to measure between models), a square or hex tile in a grid map, or a box on a piece of graph paper.

INTERRUPTS At any point during the initiative sequence, any character may choose to interrupt an acting character before their action is resolved, provided the character hasn't acted yet. To do so, the character must discard a card from their hand with a value equal to or under their Detect value. Once this is done, they must make an opposed Detect test with the acting character, each character drawing from the top of the deck for their test rather than play a card from their hand. If the interrupting character wins this test, they may take their action first. If they fail, they must take their action immediately afterward. In the case of a tie, both actions are resolved simultaneously. Whatever happens, the interrupting character is moved to that point in the initiative queue going forward.

DISARMING Whenever a character parries a close combat attack, or when a close combat attack they make is parried, they may choose to discard a face card from their hand and attempt to disarm the opponent's weapon (provided the opponent is wielding one).

47 - Hands of Destiny When doing so, both parties make an opposed weapon damage test (Brawn + damage value modifier), drawing the top card from their deck for the test value. (If disarming a ranged weapon, treat the weapon as a club if one-handed, or a great club if the weapon required two hands.) Refer to the following chart with the differential. SUCCESS

SUCCESS

EFFECT

0

Minor Success

Both you and the opponent are disarmed

1-3

Moderate Success

The opponent is disarmed

4-6

Solid Success

The opponent is disarmed and receives 1 Damage Counter

7-9

Spectacular Success

The opponent's weapon is destroyed

10+

Overwhelming Success

The opponent's weapon is destroyed and they receive 1 Damage Counter

ADVANCED CONSIDERATIONS The following table illustrates some further situational effects that may crop up during combat: SITUATION

DAMAGE COUNTERS INFLICTED

Multiple Attackers

During a round, each additional attacker beyond the first imposes a -1 penalty to your defense tests.

Higher Ground

A combatant standing on higher ground than their opponent gains a +1 bonus to attack and defense tests made against that opponent.

Prone

While prone, you suffer a -4 penalty to make and defend against close combat attacks, though gain a +2 bonus to defend against ranged attacks that suffer penalties for being out of range.

Hands of Destiny - 48

AWARDING AND SPENDING EXPERIENCE As characters adventure, the GM will award experience points (EXP) for their many trials and tribulations. Generally, a GM will have to ad-hoc the amount of EXP that is awarded for a given task or event, especially as they seek to reward players for exceptional ideas, successes, and even failures (one should learn from one's mistakes, after all). The following table should give you some guidelines on how to award EXP during your sessions: TASK/EVENT

EXP REWARD

The character spends a small amount of time training.

1

The character overcomes a difficult obstacle.

2

The character suffers a devastating failure.

3

The character defeats a major antagonist.

4

The character achieves a breakthrough that alters the story.

5

The character spends a long time training

2/3 of Intuition

In addition to in-game rewards, all players may have their characters test for bonus EXP at the end of a session. To do so, each character makes an Intuition test and receives a number of EXP equal to 1/3 of the total test value (rounding down). SPENDING EXP: EXP may be spent much in the same way as the points allotted during “point-buy” character creation. Generally, EXP is spent between sessions, though a GM may permit a player to spend it during the session if it makes sense for the story. The following chart shows cost for spending EXP: CHARACTER ABILITIES

EXP COST

Skills*

Value of next rank

Traits**

Value of trait

Arcane Components*** Value of the component *The minimum cost to raise a skill is 1 (in the case of raising from a negative value). Generally, a single skill may only be raised once during an EXP spending session. A skill may not be increased in excess of the limits set by the character's species. **General traits may be purchased when spending EXP. Unless the GM gives permission, non-general traits are off limits. Traits that function as flaws may not be purchased, though may be bought off with an appropriate number of EXP with the GM's permission. If a flaw would be inflicted upon a character during the course of the game, the GM may choose to award the character with bonus EXP equal to the trait's cost value. ***Like skills, arcane components may only be increased once per EXP spending session.

49 - Hands of Destiny

NPC COMPENDIUM The following section provides a host of common NPC types found in fantasy, science-fiction, horror, and other genres, as well as some real-world entries such as animals. While not comprehensive, you may find this to be a useful resource, especially when it comes to having a reference point when creating your own NPCs. EARTH ANIMALS Elephant SKILLS: Academics -6, Aerobics 4, Arcana -6, Athletics 4, Ballistics -10, Brawn 22, Detect 7, Domestics 5, Intuition -2, Larceny -6, Melee 6, Presence 6, Survival 10, Technical -10, Throwing -2, Wordplay -6 PERSONALITY: Openness 4, Conscientiousness 3, Extroversion 4, Agreeableness 5, Neuroticism 3 TRAITS: Extra Limb 1 (prehensile trunk), Fleet 5 (land movement), Natural Weapons 3 (+6 to hit, 8 damage), Strong Swimmer, Uncivilized Gorilla SKILLS: Academics -5, Aerobics 6, Arcana -5, Athletics 8, Ballistics -5, Brawn 12, Detect 10, Domestics 5, Intuition 1, Larceny -5, Melee 7, Presence 7, Survival 10, Technical -5, Throwing 3, Wordplay -5 PERSONALITY: Openness 3, Conscientiousness 2, Extroversion 3, Agreeableness 5, Neuroticism 2 TRAITS: Expert Climber, Natural Weapons 2 (8 to hit, 4 damage), Superior Skill (Climbing), Uncivilized

Hands of Destiny - 50 Horse SKILLS: Academics -10, Aerobics 10, Arcana -10, Athletics 5, Ballistics -10, Brawn 14, Detect 7, Domestics 5, Intuition -6, Larceny -10, Melee 4, Presence 4, Survival 10, Technical -10, Throwing -10, Wordplay -10 PERSONALITY: Openness 2, Conscientiousness 3, Extroversion 2, Agreeableness 5, Neuroticism 6 TRAITS: Fleet 12 (land movement), Natural Weapons 1 (+5 to hit, 5 damage), Uncivilized Wolf SKILLS: Academics -10, Aerobics 5, Arcana -10, Athletics 7, Ballistics -10, Brawn 6, Detect 9, Domestics 5, Intuition -5, Larceny -10, Melee 8, Presence 5, Survival 10, Technical -10, Throwing -10, Wordplay -10 PERSONALITY: Openness 2, Conscientiousness 2, Extroversion 5, Agreeableness 4, Neuroticism 5 TRAITS: Advanced Scent, Fleet 8 (land movement), Natural Weapons 3 (+8 to hit, 3 damage), Uncivilized FANTASY PERSONALITIES Dwarf Warrior SKILLS: Academics 4, Aerobics 7, Arcana 2, Athletics 6 (*4), Ballistics 3, Brawn 7, Detect 5, Domestics 5, Intuition 4, Larceny 1, Melee 8, Presence 8, Survival 5, Technical 2, Throwing 4, Wordplay 3 PERSONALITY: Openness 3, Conscientiousness 8, Extroversion 3, Agreeableness 5, Neuroticism 7 TRAITS: Iron Will, Fluency (Trade Common), Fluency (Dwarvish), Magical Resistance, Magic Pool 20, Stout, Tough, Weapon Focus (axes) EQUIPMENT: Battleaxe (+8 to hit/parry + bonus draw, 4 damage, Penetrating 1), Dwarvish Plate Mail* (3 Protection/5 with traits), Shield (Defender 1) Elf Ranger SKILLS: Academics 5, Aerobics 5, Arcana 6, Athletics 8, Ballistics 9, Brawn 4, Detect 9, Domestics 5, Intuition 5, Larceny 2, Melee 6, Presence 6, Survival 8, Technical 1, Throwing 5, Wordplay 5 PERSONALITY: Openness 4, Conscientiousness 9, Extroversion 2, Agreeableness 6, Neuroticism 6 TRAITS: Fieldcraft (Forest), Fleet 2 (land movement), Fluency (Trade Common), Fluency (Elvish), Magic Pool 15, Night Vision, Rapid Assault, Sneaky, Timeless, Weapon Focus (bows) MAGIC: Essence 2, Ken 2, Wind 1 EQUIPMENT: Cloak of Elven Kind (advantage draw to Athletics tests made to hide in natural environs), Elvish Bow (+9 to hit + bonus draw, 5 damage, 15 range), Quiver (50 arrows), Sword (+6 to hit/parry, 3 damage, Balanced)

51 - Hands of Destiny Goblin Thief SKILLS: Academics 2, Aerobics 5, Arcana 3, Athletics 10, Ballistics 6, Brawn 1, Detect 10, Domestics 4, Intuition 6, Larceny 8, Melee 6, Presence 3, Survival 4, Technical 3, Throwing 7, Wordplay 4PERSONALITY: Openness 5, Conscientiousness 3, Extroversion 4, Agreeableness 2, Neuroticism 9 TRAITS: Backstab, Craven, Deceitful, Fluency (Trade Common), Fluency (Goblin), Magic Pool 10, Night Vision, Pickpocket, Stealthy EQUIPMENT: Daggers (+6 to hit/parry, +7 to hit when thrown, 1 damage, 8 range), Studded Leather Armor (1 Protection) Human Barbarian SKILLS: Academics 1, Aerobics 8, Arcana 1, Athletics 7, Ballistics 2, Brawn 8, Detect 6, Domestics 5, Intuition 3, Larceny 2, Melee 8, Presence 8, Survival 7, Technical 1, Throwing 6, Wordplay 2 PERSONALITY: Openness 2, Conscientiousness 2, Extroversion 6, Agreeableness 4, Neuroticism 4 TRAITS: Adaptive, Brute, Crowd Fighter, Fit, Fluency (Trade Common), Lateral Preference, Musclebound, Phobia (magic), Rage, Ripped, Resilient, Uncivilized, Weapon Focus (greatswords) EQUIPMENT: Greatsword (+8/ to hit + two bonus draws, +7 to parry, 9 damage, Balanced) Human Knight SKILLS: Academics 4, Aerobics 6, Arcana 1, Athletics 6 (4*), Ballistics 5, Brawn 7, Detect 6, Domestics 6, Intuition 6, Larceny 1, Melee 7, Presence 7, Survival 4, Technical 1, Throwing 5, Wordplay 5 PERSONALITY: Openness 4, Conscientiousness 8, Extroversion 5, Agreeableness 7, Neuroticism 6 TRAITS: Adaptive, Fluency (Trade Common), Lateral Preference, Weapon Focus (swords) EQUIPMENT: Full Plate* (3 protection), Shield (Defender 1), Sword (+7/ to hit/parry + bonus draw, 4 damage, Balanced) Human Mage SKILLS: Academics 7, Aerobics 2, Arcana 8, Athletics 3, Ballistics 1, Brawn 3, Detect 5, Domestics 5, Intuition 6, Larceny 1, Melee 4, Presence 5, Survival 4,

Hands of Destiny - 52 Technical 2, Throwing 2, Wordplay 6 PERSONALITY: Openness 7, Conscientiousness 8, Extroversion 4, Agreeableness 5, Neuroticism 6 TRAITS: Adaptive, Lateral Preference, Magic Pool 65, Scholarly Focus (history) MAGIC: Conversion 2, Creation 4, Fire 5, Ken 3, Light 2, Passage 4, Ruination 5 EQUIPMENT: Robes, Staff (+4 to hit/parry, 1 damage, Reach 1) Troll Raider SKILLS: Academics 0, Aerobics 2, Arcana 4, Athletics 4, Ballistics 1, Brawn 12, Detect 3, Domestics 3, Intuition -1, Larceny 0, Melee 7, Presence 7, Survival 6, Technical -1, Throwing 5, Wordplay 0 PERSONALITY: Openness 4, Conscientiousness 1, Extroversion 5, Agreeableness 1, Neuroticism 5 TRAITS: Bully, Feral Warrior, Husky, Intimidating, Light Sensitivity, Magic Pool 15, Natural Weapons 2, War Dancer, Wild Swing MAGIC: Creation 3, Earth 3, Fire 1, Ruination 2 EQUIPMENT: Great Club (+7 to hit, +6 to parry, 9 damage, Bashing), Hefty Rocks (+5 to hit, 5 damage, 2 range, Bashing), Hide Armor (1 protection) Town Guard (Human) SKILLS: Academics 4, Aerobics 6, Arcana 1, Athletics 6 (4*), Ballistics 5, Brawn 7, Detect 6, Domestics 6, Intuition 6, Larceny 1, Melee 7, Presence 7, Survival 4, Technical 1, Throwing 5, Wordplay 5 PERSONALITY: Openness 4, Conscientiousness 8, Extroversion 5, Agreeableness 7, Neuroticism 6 TRAITS: Adaptive, Alert, Fluency (Trade Common), Lateral Preference EQUIPMENT: Chainmail* (3 protection), Shield (Defender 1), Sword (+7/ to hit/parry + bonus draw, 4 damage, Balanced) SCIENCE-FICTION PERSONALITIES Alien Researcher (Grey) SKILLS: Academics 12, Aerobics 2, Arcana 0, Athletics 4, Ballistics 5, Brawn 2, Detect 10, Domestics 7, Intuition 6, Larceny 7, Melee 3, Presence 4, Survival 5, Technical 13, Throwing 1, Wordplay 3 PERSONALITY: Openness 8, Conscientiousness 10, Extroversion 2, Agreeableness 3, Neuroticism 4 TRAITS: Calculative, Medical Training, Scholarly Focus (Biology), Scholarly Focus (Xenobiology), Tech Focus (Computers), Tech Focus (Flying Saucer), Tech Focus (Surgical Equipment) Hyper-Evolved Psychovore (Fungaloid) SKILLS: Academics 6, Aerobics 8, Arcana 10, Athletics 4, Ballistics 5, Brawn 7, Detect 11, Domestics 5, Intuition 5, Larceny 4, Melee 4, Presence 9, Survival 7, Technical 5, Throwing 3, Wordplay 2 PERSONALITY: Openness 5, Conscientiousness 6, Extroversion 5, Agreeableness 6, Neuroticism 5

53 - Hands of Destiny TRAITS: Iron Will, Magic Pool 65, Night Vision, Shambling, Undifferentiated PSIONIC COMPONENTS: Ken 5, Mind 10 Intergalactic Bounty Hunter (Human) SKILLS: Academics 4, Aerobics 6, Arcana 1, Athletics 7, Ballistics 8, Brawn 6, Detect 8, Domestics 4, Intuition 7, Larceny 7, Melee 7, Presence 8, Survival 7, Technical 5, Throwing 4, Wordplay 4 PERSONALITY: Openness 6, Conscientiousness 7, Extroversion 2, Agreeableness 3, Neuroticism 6 TRAITS: Adaptive, Crack Shot, Duelist, Lateral Preference, Nobody's Fool EQUIPMENT: Baton (+7 to hit/parry, 3 damage, Balanced, Bashing), Energy Rifle (+8 to hit, 9 damage, 36 range, Capacity 60, Burst 3, Penetrating 3), Impact Armor (5 protection) MODERN PERSONALITIES Civilian SKILLS: Academics 5, Aerobics 4, Arcana 1, Athletics 5, Ballistics 1, Brawn 5, Detect 5, Domestics 7, Intuition 5, Larceny 3, Melee 3, Presence 5, Survival 4, Technical 5, Throwing 1, Wordplay 5 PERSONALITY: Openness 5, Conscientiousness 5, Extroversion 6, Agreeableness 6, Neuroticism 6 TRAITS: Adaptive, Lateral Preference EQUIPMENT: Smart Phone Commando (Human) SKILLS: Academics 4, Aerobics 7, Arcana 1, Athletics 7(6*), Ballistics 7, Brawn 6, Detect 7(6**), Domestics 5, Intuition 5, Larceny 4, Melee 6, Presence 7, Survival 7, Technical 5, Throwing 5, Wordplay 5 PERSONALITY: Openness 5, Conscientiousness 7, Extroversion 5, Agreeableness 5, Neuroticism 6 TRAITS: Adaptive, Crack Shot, Guerrilla, Lateral Preference, Martial Artist, Rapid Assault, Ripped, Stealthy, Weapon Focus (knives), Weapon Focus (rifles)

Hands of Destiny - 54 EQUIPMENT: Assault Rifle (+7 to hit + bonus draw, 7 damage, 17 range, Capacity 30, Burst 4, Penetrating 2), Automatic Pistol (+7 to hit, 5 damage, 10 range, Capacity 10, Burst 2, Penetrating 2), Ballistic Armor* (4 protection), Combat Knife (+6 to hit/parry, 3 damage, Balanced, Penetrating 1), IR Goggles (grant the Night Vision trait, Detect -1**) Investigator (Human) SKILLS: Academics 6, Aerobics 6, Arcana 1, Athletics 6, Ballistics 5, Brawn 5, Detect 8, Domestics 6, Intuition 8, Larceny 6, Melee 5, Presence 6, Survival 6, Technical 6, Throwing 4, Wordplay 7 PERSONALITY: Openness 7, Conscientiousness 6, Extroversion 7, Agreeableness 6, Neuroticism 7 TRAITS: Adaptive, Deceptive, Diplomat, Fieldcraft (Urban), Lateral Preference, Nobody's Fool, Stealthy EQUIPMENT: Camera MONSTERS Dragon SKILLS: Academics 1, Aerobics 3, Arcana 4, Athletics 7, Ballistics -10, Brawn 25, Detect 14, Domestics 0, Intuition 0, Larceny 0, Melee 9, Presence 9, Survival 15, Technical 0, Throwing 0, Wordplay 0 PERSONALITY: Openness 3, Conscientiousness 7, Extroversion 2, Agreeableness 2, Neuroticism 9 TRAITS: Fiery Breath* (spell effect- Creation 1, Fire 9, Passage 10), Fleet 4 (land movement), Fleet 10 (flight), Magic Pool 100, Multi-Strike, Natural Armor 5, Natural Weapons 5 (+9 to hit + bonus draw, 10 damage), Night Vision, Weapon Focus (Unarmed), Wings *Fiery Breath* (spell effect- Creation 1, Fire 9, Passage 10) [As a full-turn action, the dragon may make an attack against all occupants within an area of 10 connected increments, shaped as the dragon wishes, that must be within 14 increments of the dragon. The attack has a modifier of 14 (10+the dragon's Arcana skill) and deals 10 fire damage. Those attacked may only use Athletics or Brawn to defend. Each use costs the dragon 20 magic points.] Gargoyle SKILLS: Academics 0, Aerobics N/A, Arcana 3, Athletics 10, Ballistics 1, Brawn 10, Detect 9, Domestics 0,

55 - Hands of Destiny Intuition 6, Larceny 4, Melee 8, Presence 8, Survival 6, Technical 0, Throwing 5, Wordplay 0 PERSONALITY: Openness 1, Conscientiousness 10, Extroversion 1, Agreeableness 1, Neuroticism 1 TRAITS: Construct, Intimidating, Light Sensitivity, Magic Pool 50, Multi-Strike, Natural Armor 6, Natural Weapons 4 (+8 to hit/block, 4 damage), Night Vision, Superior Skill (Athletics tests to use stealth), Wings Giant Rat SKILLS: Academics -10, Aerobics 4, Arcana -10, Athletics 8, Ballistics -10, Brawn 3, Detect 11, Domestics 5, Intuition -3, Larceny -5, Melee 6, Presence 3, Survival 12, Technical -10, Throwing -10, Wordplay -10 PERSONALITY: Openness 4, Conscientiousness 1, Extroversion 2, Agreeableness 2, Neuroticism 8 TRAITS: Advanced Scent, Backstab, Expert Climber, Fleet 4 (land movement), Natural Weapons 1 (+8 to hit, 1 damage), Superior Skill (Athletics made for stealth and contortion) Mimic SKILLS: Academics 0, Aerobics 0, Arcana 0, Athletics 5, Ballistics -10, Brawn 6, Detect 14, Domestics 0, Intuition 0, Larceny 0, Melee 7, Presence 9, Survival 15, Technical 0, Throwing 0, Wordplay 0 PERSONALITY: Openness 1, Conscientiousness 5, Extroversion 1, Agreeableness 1, Neuroticism 1 TRAITS: Natural Weapons 6 (+7 to hit, 4 damage), Shapeshift 12, Stealthy, Venomous (Paralytic)

Hands of Destiny - 56 Slime SKILLS: Academics N/A, Aerobics 0, Arcana N/A, Athletics 4, Ballistics N/A, Brawn 8, Detect 2, Domestics N/A, Intuition N/A, Larceny N/A, Melee 6, Presence N/A, Survival 9, Technical N/A, Throwing N/A, Wordplay N/A PERSONALITY: Openness N/A, Conscientiousness N/A, Extroversion N/A, Agreeableness N/A, Neuroticism N/A TRAITS: Natural Weapons 10 (acidic touch) (+6 to hit, 9 damage), Shambling, Undifferentiated Tentacle Beast SKILLS: Academics -10, Aerobics 4, Arcana -10, Athletics 8, Ballistics -10, Brawn 15, Detect 12, Domestics 5, Intuition -10, Larceny -10, Melee 10, Presence 8, Survival 9, Technical -10, Throwing 0, Wordplay -10 PERSONALITY: Openness 1, Conscientiousness 1, Extroversion 1, Agreeableness 1, Neuroticism 1 TRAITS: Extra Limbs 6, Fearless, Multi-Strike, Natural Weapons 2 (tentacle barbs/fangs + to hit, damage), Serpentine, Venomous (Lethal) Zombie SKILLS: Academics N/A, Aerobics N/A, Arcana N/A, Athletics 2, Ballistics -5, Brawn 8, Detect 3, Domestics N/A, Intuition -1, Larceny N/A, Melee 5, Presence N/A, Survival N/A, Technical N/A, Throwing -5, Wordplay N/A PERSONALITY: Openness N/A, Conscientiousness N/A, Extroversion N/A, Agreeableness N/A, Neuroticism N/A TRAITS: Shambling, Undead, Undifferentiated

57 - Hands of Destiny QUICK REFERENCE TABLES

TASK DIFFICULTY

TEST DVs and OUTCOMES STATIC RANDOM

Easy

5

Lowest of two cards drawn

Moderate

10

Draw a card

Challenging

15

Draw two cards and add them together

Formidable

20

Draw three cards and add them together

Daunting

25

Draw four cards and add them together

MULTPLE ACTION EFFECTS PENALTY

ACTIONS One action

No penalty.

Two actions

Receive a penalty draw to all tests.

Three actions

Receive a disadvantage draw to all tests.

DISARMING EFFECTS SUCCESS

SUCCESS

EFFECT

0

Minor Success

Both you and the opponent are disarmed

1-3

Moderate Success

The opponent is disarmed

4-6

Solid Success

The opponent is disarmed and receives 1 Damage Counter

7-9

Spectacular Success

The opponent's weapon is destroyed

10+

Overwhelming Success

The opponent's weapon is destroyed and they receive 1 Damage Counter

SITUATION

SITUATIONAL COMBAT EFFECTS DAMAGE COUNTERS INFLICTED

Multiple Attackers

During a round, each additional attacker beyond the first imposes a -1 penalty to your defense tests.

Higher Ground

A combatant standing on higher ground than their opponent gains a +1 bonus to attack and defense tests made against that opponent.

Prone

While prone, you suffer a -4 penalty to make and defend against close combat attacks, though gain a +2 bonus to defend against ranged attacks that suffer penalties for being out of range.

Hands of Destiny - 58 DEALING DAMAGE ON A SUCCESSFUL HIT DIFFERENTIAL SUCCESS EFFECT 0

Minor Success

The target loses their next action

1-3

Moderate Success

The attack deals ½ damage (rounding down)

4-6

Solid Success

The attack deals normal damage

7-9

Spectacular Success

The attack deals double damage and may cause a severe injury

10+

Overwhelming Success

The defender is killed/destroyed (or incapacitated if the attack is particularly non-lethal)

DRAW VALUE

SPEACTACULAR DAMAGE EFFECTS SPECTACULAR DAMAGE EFFECT

2

Stunned: Skip your next action

3

Knocked Down: You are knocked prone and must use an action to stand

4

Knocked Out: Detect test (DV 10) to wake up

5

Knocked Out: Detect test (DV 12) to wake up

6

Knocked Out: Detect test (DV 14) to wake up

7

Knocked Out: Detect test (DV 16) to wake up

8

Knocked Out: Detect test (DV 18) to wake up

9

Knocked Out: Detect test (DV 20) to wake up

10

Bleeding: You receive an automatic Damage Counter at the start of your turn and must pass an Academic, Domestics, or Survival test to stop the bleeding (DV equal to the total Damage Counters) or die from blood loss

Jack

Limb Destroyed: Bleeding (as above) plus a limb is destroyed: (Spades: Left arm, Hearts: Right arm, Diamonds: Left Leg, Clubs: Right leg)

Queen

Weakened: Bleeding (as above) plus permanently reduce a random skill value (and its maximum) by 1

King

Crippling Injury: Bleeding (as above) plus draw a card and permanently reduce a random skill value (and its maximum) by ½ the value of the card (round down)

Ace

Grievous Injury: Bleeding (as above) plus permanently reduce all skill values (and their maximums) by 1

EXPERIENCE COSTS CHARACTER ABILITIES

EXP COST

Skills*

Value of next rank

Traits**

Value of trait

Arcane Components***

Value of the component

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