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Destined

This document describes a playbook for a character type called 'The Destined' in a roleplaying game. The Destined gets visions of potential bad futures and must work to prevent them from coming true. They have special abilities to gain clues about their visions and strengthen their inner strength. The document provides details on the character's flaws, vision clues, basic moves, and experience improvement options.

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0% found this document useful (0 votes)
45 views2 pages

Destined

This document describes a playbook for a character type called 'The Destined' in a roleplaying game. The Destined gets visions of potential bad futures and must work to prevent them from coming true. They have special abilities to gain clues about their visions and strengthen their inner strength. The document provides details on the character's flaws, vision clues, basic moves, and experience improvement options.

Uploaded by

kohin2785
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE DESTINED

STYLE THE ORDEAL ABILITY TYPE Power RANGE


The Flaw (pick two):
FORCE From a Different World/Time ‐ Only get a clue on a 7+.
Memory Loss ‐ Des ned can't use your playbook moves
un l you know at least 1 Vision clue.
SMARTS In Over Their Head ‐ Can't get more than 3 Vision clues.
Mysterious ‐ Can't tell other heroes about your Vision.
ATTITUDE Withdrawn ‐ Can only get clues in a calm environment.
Unstable ‐ Every me Des ned gets a new Vision clue,
ask GM to change their Ability Type.
MOVES BASIC MOVES PLAYBOOK DIGEST
MYSTIC Restless ‐ Cut Des ned's Max Stamina by 2, restore 1 Vision ‐ Before every stage you will get a worrying vision, showing you a poten al unfavorable future.
each me they get a Vision clue. When rolling Mys c once per unique move, check against your Flaws and then you can choose to learn a
XP Vision Clue Questions: clue which will spell out what to do to prevent the bad future. On a miss, establish a boss fact with your clue.
If you succeed, everyone gets 2 XP and 1 Ring. If you fail, it will come true.
"To prevent the bad future from happening..."
MM Target? ­ What is person or object
Where? ­ Where does the target needs to be
When you're close to the resolu on of the vision, you might get a hint from the GM.
Inner Strength ‐ Des ned gets two +1s to A ributes of their choice (max +3). Style Style
RN When? ­ When does the target needs to be there
Doing what? ­ What the target needs to do
GEAR & PETS A Yes/No question of your own wording.

Experience is gained on accep ng a miss result, or when a move tells you.


When you have 5 XP, clear your experience bar and pick one of the following:

Improvements
Take a move from your playbook or a move that includes a Mys c roll........
Take a move from another playbook.............................................................
Get a piece of Gear or a new Pet......................................................................
Mark one A ribute as a Star A ribute and take a (revival) move..................

Advanced Improvements (a er 3 improvements)


Take a move from your or another playbook................................................
Mark one A ribute as a Star A ribute...........................................................
Remove one of your Flaws..............................................................................
Get +1 to any A ribute, max +3....................................................................
Increase your maximum Rings by 1..............................................................
Increase your maximum Stamina by 1..........................................................
Take another playbook’s Feature (required moves: 3 base, 2 other)..............

Final Improvement (a er 9 Improvements)


On successful Vision resolu on, dictate the exact outcome..........................
THE DESTINED
SPECIES CHARACTER BACKSTORY

GENDER
AGE
APPEARANCE

CHARACTER GROUP BACKSTORY

OTHER NOTES

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