Rough
Destiny
      A Post Apocalyptic RPG
                 v1.20
        2024 Squidhead Games
           Based On Flexpiel
https://squidhead-games.itch.io/flexpiel
Table Of Contents
      What Is This?              2
      Characters                 3
      Rolling Dice               5
      Combat                     6
      Optional Rules             8
      Running The Game           9
      Play Samples               10
      Tomorrow's Ashes           12
         Exposure                13
         Adventure Hooks         14
         NPCs                    16
         Bestiary                19
      Mutant Generator           20
      Adventure Hook Generator   21
      Oracles                    22
      Scavenging Tables          23
      Rules Summary              24
      Acknowledgements/License   26
Rough Destiny v1.20                   1
What Is This?
This is a “fiction-first” adventure game in a post
apocalyptic setting where the referee describes the
surroundings and situation. The players explain how
their characters react. When the outcome is unclear or
the character is trying something risky, the referee
will call for a roll of the dice to see what happens.
Fiction-first means the story that develops around the
characters drives the game, not the rules. The referee
makes rulings based on the fiction and uses rules to
assist them rather than guide them. For that reason,
the rules are intentionally sparse.
As a group, decide on who will be the referee. The
referee will apply the rules, set the scenes, and run the
non-player characters. Once that is decided, the
players can create characters and the referee will
need to get started figuring out the adventure. See the
Running The Game, Play Samples, Tomorrow’s
Ashes and Adventure Hook Generator sections for
assistance. Everyone will need 3d6 of one size/color
and 3d6 of another size/color (see Rolling Dice), a
note card, and a pencil.
See the Characters section for instructions on
creating a character and some character build outs to
get you started.
Rough Destiny v1.20                                    2
Characters
                               Names
Pick A Name                    Jonas        Margery   Tao
Choose or roll 1d3 for the     Atticus      Indigo    Cassius
                               Malcolm      Talia     Opal
section and 1d6 for the row.   Carrington   Ember     Alexis
                               Nasra        Sage      Kiana
Have A Role                    Aurora       Idris     Nasra
Role is used for narrative purposes, determining what
the character is generally good at, and gear. Roles
include: Scavenger, Tinkerer, Guardian, Shaman,
Historian, or custom.
Have 2 Traits
Make up your own or select from the following:
Acrobatic • Agile • Alchemist • Analytical • Biologist •
Brawler • Charismatic • Climber • Crafty • Deceptive •
Diplomatic • Engineer • Gambler • Innovative •
Intimidating • Marksman • Martial Artist • Medic •
Melee Master • Navigator • Negotiator • Nimble
Fingers • Outdoorsy • Perceptive • Performer •
Spiritually Attuned • Stealthy • Strong • Survivalist •
Swordmaster • Technical • Tracker
Rough Destiny v1.20                                             3
Have Gear
Characters start with gear which aligns with the role
and a weapon of choice. Gear grants narrative
permission and improves the odds of success. The
referee will help determine starting gear.
Can Advance
Characters improve as they gain experience allowing
the player to pick a new trait. The referee will
determine when it is appropriate to advance the
characters.
Have 3 Wound Slots
See Who’s Wounded?
Character Build Outs
 Guardian: Traits: Strong, Marksman
   Gear: Crowbar, Bow, Knife
 Historian: Traits: Analytical, Medic
   Gear: Extensive Notebook, Library, Binoculars
 Scavenger: Traits: Perceptive, Stealthy
   Gear: Backpack, Flashlight, Knife, Gloves
 Shaman: Traits: Alchemist, Spiritually Attuned
   Gear: Herbs, Totem, Pestle & Mortar, Staff
 Tinkerer: Traits: Technical, Crafty
   Gear: Toolbelt, Scrap Parts, Club
Rough Destiny v1.20                                     4
Rolling Dice
The referee will call for a dice roll when the outcome
is unclear or risky. They will also determine how
many Check dice to add to the pool based on the
situation.
      Disadvantage        Normal         Advantage
          1d6               2d6             3d6
Players will then add one Edge die to the pool for each
of these statements that is true:
  The characters role will help
  The character has a trait which will help
  The character has gear which will help
  Important: Edge dice should be a different size or
             color than the Check dice.
Roll all dice together. The roll is a success if any of the
Check dice are 5+ or any of the Edge dice is a 6.
Rough Destiny v1.20                                       5
Combat
Only the players roll dice during combat. One roll
represents the character and an opponent trading
blows. The result of the roll determines who’s
wounded.
Opponents
Opponents will counter every attack against them if
they are able and have an Attack Rating which
indicates how challenging of an opponent they are.
            Easy      Moderate      Hard
             1           2            3
Opponents also take wounds similar to characters,
however, some opponents may require fewer wounds
to be knocked out of the game and others may require
more - referee discretion.
Who’s Wounded?
The opponent is wounded when the roll is a success.
The character is wounded when the number of rolled
successes (5+ on Check dice or 6’s on Edge dice) is
less than the opponent's Attack Rating.
Rough Destiny v1.20                                   6
Wound Severity
Consider the number of rolled successes for the
opponent's wound severity. Subtract the rolled
successes from the opponent's attack rating for the
character's wound severity. For deadlier games: 1 =
minor, 2+ = severe.
Describe the wound and write it in an empty wound
slot. If all 3 wound slots are full, a new minor wound
causes an existing minor wound to become severe. A
new severe wound causes 2 existing minor wounds to
become severe.
When the character has 3 severe wounds, they are out
of the game and must be healed to return. Death is a
discussion between the player and the referee.
Healing                     Shields
A short rest removes one    Break the shield to avoid
minor wound. A longer       taking a wound. Broken
rest removes two minor      shields need to be
wounds. A full night's      repaired in order to be
rest removes all wounds.    used again.
Armor
Use armor to avoid one wound per combat encounter.
Rough Destiny v1.20                                   7
Challenging Tasks (optional rule)
There are times where one roll to resolve a task just
doesn’t seem right. For example, a very challenging
puzzle, or picking a lock created by a master
locksmith. When that happens, try to get 3 successful
rolls before 3 failed rolls. For easier tasks, require 2
before 3. For more difficult tasks, require 4 before 3.
Durability (optional rule)
Items are difficult to come by in a post-apocalyptic
world and found items are in various states of
disrepair. Items which could break down after
frequent use have a Durability number. After use or
combat, ask the Yes/No Oracle if the item broke down
more. If it did, reduce the durability by 1. Items with 0
durability must be repaired or replaced before using
again.
             Fragile   Weak    Sturdy Hardy Tough
Durability      2       4        6      8    10
Rough Destiny v1.20                                     8
 Running The Game
 The following is intended for the referee. Running the
 game may seem daunting, but it doesn’t have to be.
✘ For your first game, start simple. Have the party go
  scavenging in a deserted building that is falling
  apart and has freaky mutants roaming around.
✘ Assign 4 traits when running a 1 shot.
✘ The characters are heroes. Be a fan. You’re not
  trying to kill them, you’re presenting situations for
  them to handle.
✘ Play situations, not plots. Don’t pre-determine the
  order in which the players need to complete tasks.
  Even if you do, they won’t follow it, so don’t bother.
✘ Say “yes” - a lot. The players are going to ask if they
  can try something crazy you don’t expect. Let them.
  Call for a dice roll to see what happens. It’ll be epic!
✘ Lean on the players! Ask them to help describe
  things and situations. They’ll surprise you.
✘ When unsure, use the Yes/No Oracle. It can help
  you answer questions and set the scene.
✘ There are two variables for opponents. Attack
  Rating and Wound Slots. The harder an opponent
  is, the higher the Attack Rating is and the more
  wounds they require to be taken out. An opponent
  with an Attack Rating of 2 and 2 Wound Slots will
  be a decent challenge for a character rolling 2
  Check dice and 2 Edge dice.
 Rough Destiny v1.20                                    9
Play Samples
General Test
Wilson, the scavenger, is trying to climb up to a
mysterious door in the side of a cliff. The rocks are
loose, so the referee determines it will be a
Disadvantage roll. The player adds 1d6 Check die to
the pool. Being a scavenger Wilson has experience
climbing to difficult locations, so his role will apply. He
doesn’t have a trait that will help, but he does have a
rope. The player adds 2d6 Edge dice to the pool for his
role and rope. The player rolls and gets a 3 on the
Check die and a 4 and 6 on the Edge dice. One success
so Wilson successfully climbs to the door.
Save Test
Let’s say Wilson failed his roll when trying to climb up
to the door. Since he was climbing up a rock cliff, he
likely bounced off the rocks on the way down and may
take a wound. The referee calls for a roll of the dice to
see if Wilson is hurt. It won’t be a severe wound, but it
will likely hurt! The referee determines it is a Normal
roll, so the player adds 2d6 Check dice to the pool.
Wilson doesn’t really have any equipment which will
help, so he just rolls the Check dice, and gets a 2 and 4,
a failure! The player writes “Scrapes and bruises on
side” for a wound. Had there been at least one success,
Wilson would not have taken a wound.
Rough Destiny v1.20                                     10
Combat
Wilson reaches the door on the cliff. It is guarded by a
hidden giant mutant spider which saw Wilson coming,
so it attacks first forcing Wilson to roll an attack. The
spider has an Attack Rating of 2. The referee
determines it will be a normal attack, so the player
adds 2d6 Check dice to the pool. Wilson has the Melee
Master trait and a axe, so the player adds 2d6 Edge
dice to the pool and rolls. The player gets a 5 and 4 on
the Check dice and 4 and 3 on the Edge die. One
success is a hit! The referee ticks a wound on the
spider. Because Wilson only got 1 success and the
spider has an Attack Rating of 2, that means the
spider hit Wilson for 1. The player writes “Spider bite
on arm” for a wound.
Had Wilson not been able to fight back, he would not
have inflicted a wound on the spider and just taken 1
wound.
Had Wilson rolled 2 or more successes, he would not
have been wounded and the spider would have taken
a serious wound.
Had Wilson rolled no successes, he would have taken
a serious wound from the spider.
Had Wilson been wearing armor or had a shield, the
player could have elected to use one of them to block
the spider bite.
Rough Destiny v1.20                                   11
Tomorrow’s Ashes
Decades have passed since the Cataclysm warped the
world into a harsh, unforgiving landscape. Pockets of
dangerously high radiation scatter the ruins of
civilization, inflicting mutations or a slow, agonizing
death upon those exposed for too long. Resources are
scarce, picked over by scavengers just trying to
survive. Small communities of survivors barely cling
to existence, defending their meager supplies behind
barricaded walls.
The scattered remnants of humanity struggle against
inhospitable environments, violent mutants, and each
other. Man and beast alike have felt the twisting
effects of the radiation’s genetic corruption – some
gaining great size and strength while others receive
strange mental abilities. They prey upon lonely
travelers and isolated outposts.
Only the most cunning and stalwart dare walk the
blasted lands alone. They face loneliness, despair, and
the risk of dying far from any aid. For those who brave
the hazards, hope still flickers dimly like a dying fire
waiting to be rekindled.
Rough Destiny v1.20                                   12
Exposure
In the wild there are hot-spots which are dangerous to
all living things. Prolonged exposure may lead to
death.
Exposure Test
The referee will ask the players to roll an exposure
test to see if they have been over exposed. The longer
they are in a hot-spot, the more difficult the test will
become. Start with an Advantage test and work
towards Disadvantage. Failing the test will result in an
exposure wound.
Exposure Wound
The only way to recover from an exposure wound is to
receive medical attention. Non-exposure wounds will
worsen an exposure wound. An exposure wound
causes an existing minor wound to become a severe
exposure wound.
Exposure Protection
At the referees discretion, there may be gear which
can help protect characters from being exposed.
Perhaps shamans are able to prepare medicinal
treatments which could build up characters tolerance.
Rough Destiny v1.20                                   13
Adventure Hooks
Toxic Caravan: A caravan arrives, offering precious
preserved food in exchange for help hauling barrels of
mysterious toxic chemicals over ravaged roads to an
abandoned factory. They seem evasive about the
cargo’s origins. Do you take the risky job or
investigate their purpose?
Ruined Reactor Raid: Raiders plot to steal
radioactive reactor cores, intending to craft
explosives. Though the complex decays, its cores
could devastate more lands if weaponized. As the
nearest settlement, tribal elders implore you sabotage
the extremists’ vehicles, stopping catastrophic
environmental harm. Move swift and quiet through
industrial graveyard – greed battles desperation out in
the rusting ruins.
Rough Destiny v1.20                                 14
Mutant Raiders: A plume of smoke coming from a
nearby friendly bunker raises an alarm. As the nearest
settlement of survivors, are you going to see what
happend? Mutant raiders are ravaging the bunker
when you arrive, can you stop them?
Preserved Luxury Vault: An intact millionaire’s vault
has surfaced. A baron offers payment for scavengers
who dare enter and explore. However, electric lights
still flicker within those windowless halls...if you go,
will you be alone down there?
Child Rescue: Raiders invaded a village, kidnapping
children and taking them to a vast cavern. You answer
the call for volunteers, tracking the captors through
irradiated ruins. But horrors lurk in those lightless
depths where those who enter rarely return…
Poisoned Sacred Waterways: Medicinal springs
which flow from sacred caves have recently been
causing those who partake to fall ill. Patrols discover
strange ceremonial markings on rock formations at
the entrance to the caves. Proceed warily through
dead ruins to vast cave networks feeding the tribal
lifeblood to discover the cause – greed and
desperation stir in shadows.
Rough Destiny v1.20                                   15
Tomorrow's Ashes NPCs
You’ll notice the lack of stats for these NPCs. That
is on purpose so they can be scaled to work in
your game.
                       Keelan
     Role: Guardian             Occupation: Security
     Personality: Stoic and     Appearance: Muscular,
       fiercely loyal             tall, weathered face,
                                  piercing gray eyes
     Motivation: To keep the community safe from
      outside threats
                         Toran
     Role: Tinkerer             Occupation: Engineer
     Personality: Curious and Appearance: Wiry,
       inventive, but often           messy hair, grease
       distracted                     stained clothes
     Motivation: To create new technologies and improve
       the quality of life for survivors
Rough Destiny v1.20                                        16
                         Basira
     Role: Scavenger             Occupation: Explorer
     Personality: Adventurous Appearance: Athletic,
       daring, loves the thrill    rugged appearance,
       of discovery                collection of artifacts
     Motivation: Explore the ruins of the old world and
       uncover hidden treasures
                        Segura
     Role: Historian             Occupation: Archivist
     Personality: Quiet and      Appearance: Slender,
       observant, with a thirst     thoughtful expression,
       for knowledge                collection of old books
     Motivation: To uncover the secrets of the past and
       unravel the mysteries of the apocalypse
                        Morien
     Role: Shaman                Occupation: Healer
     Personality: Wise and      Appearance: Graceful,
       compassionate, deep         long flowing hair,
       connection to nature        tattoos on arms
     Motivation: To guide and protect her community
       through spiritual guidance and healing
Rough Destiny v1.20                                           17
                          Kuno
     Role: Scavenger             Occupation: Salvager
     Personality: Resourceful, Appearance: Lean, agile,
       cunning, good at finding    wary expression, belt
       hidden treasures            full of scavenged tools
     Motivation: To survive and thrive by finding and
       trading valuable supplies
                       Hennion
     Role: Guardian              Occupation: Mercenary
     Personality: Ruthless,      Appearance: Medium
       cunning, very loyal to       build, imposing, steely
       his comrades                 gaze, scarred face
     Motivation: To provide for his fellow mercenaries,
       while also amassing wealth and power
                        Kimura
     Role: Tinkerer              Occupation: Mechanic
     Personality: Energetic,    Appearance: Short, wiry,
       enthusiastic, loves all     wild hair, smudge of
       things mechanical           grease on her cheek
     Motivation: To build and repair machines that will
       help her community survive and thrive
Rough Destiny v1.20                                           18
Bestiary
Giant Lizard: Has natural armor, nasty bite, powerful jaws,
sharp claws, and a wicked tail swipe. It is a very good climber
and can outrun most humans.
Giant Toad: Slow moving, but tough hide. It stomps and
swipes with it’s large feet. The sticky tongue has a long reach
and hit characters risk being pulled into its maw.
Mutant Boss: Wears armor, ruthless, and is a good fighter. It
uses unique weapons like razor wire flails or chain whips.
They have a mutation which gives characters disadvantage
when used.
Mutant Mook: Weakest of the mutants and mostly relies on
numbers to defeat their enemy rather than skill.
Mutant Soldier: Stronger than the mooks and a decent fighter.
They serve the boss and guide the mooks. They use weapons
like clubs or machetes and know how to use them. Some of
them may wear armor. They have a mutation which gives
characters disadvantage when used.
Mutated Wolf: Large, fast, and viscous. May bite the
characters weapon and toss it to the side. Hunts in packs and
will sneak attack if possible.
Zombie: Slow, weak, mindless, relentless, and infected. There’s
never just one. They shamble in groups and try to slash/bite
their target.
Rough Destiny v1.20                                             19
Mutant Generator
Follow the 6 steps below to create a mutant.
1. Roll d66 or pick a Species      2. Roll d66 or pick a Feature
Erqraks         Thriziks     Bhiphaell      Antennae      Energized      Mandibles
Goknak          Otols        Busah          Armored       Extra Limbs    Many Eyes
Ogziek          Radien       Lunziens       Claws         Faceless       Multi-jointed
Scroczaids      Lelmors      Sceit'u        Markings      Fur            Camouflage
Olell           Hiemhean     Ino            Mucus         Hideous        Long Tongue
Yon'as          Augro        Raldri         Tail          Iridescent     Translucent
Imun            Bhaldrons    Zekvals        Antlers       Shell          Eye Stalks
Ommes           Aurkoid      Brolxieks      Beak          Spikes         Plumage
Ralnod          Struuv'ads   Tikzod         Fangs         Spines         Legless
Ziesnud         Qhanqrals    Aungrans       Wings         Stinger        Talons
Cakol           Trit'iens    Ehnieh         Pincers       Suction Cups   Trunk
Agzod           Scottoix     Hidal          Tusks         Segments       Tentacles
3. Roll d66 or pick a Tactic                 4. Roll 1d6 or pick a Weapon
Ambush       Barricade       Gang Up         1-2 Claw/Bite
Capture      Deceive         Strength
Charge       Challenge       Berserk         3-4 Ranged 5 Melee            6 Psionic
Compel       Disorient       Pack Hunter     Shoot Quills   Club           Push
Taunt        Encircle        Hurl Things     Throw Spikes   Cable Whip     Squeeze
Mimic        Evade           Immobilize      Gun            Chain          Zap
Bribe        Scatter         Use Terrain     Acid Spit      Spear          Bone Rattle
Mock         Hunt            Monologue       Shoot Slime    Wire Net       Unmake
Playful      Steal           Negotiate       Fire Spit      Knife          Freeze
Feign        Swarm           Manipulate
                                            Tougher mutants may have multiple
Protect      Target Weak     Trickster
Defend       Target Strong   Coordinate     weapons.
5. Roll d3 and d6 or pick a Mutation 6. Assign Wound Slots and
Fire Breather Glowing Skin Winglets     an Attack Ratting
Acid Spit         Magnetic       Sonar
Crushing Grip     Psionic        Water Breather   A mutant with an Attack Rating
Electrified       Parasitic      Frost Breath     of 2 and 2 Wound Slots will give
Eagle Eye         Regeneration   Flexible         an average character a good
Frog Legs         Reptilian      360° Vision
                                                  fight.
Rough Destiny v1.20                                                              20
Adventure Hook Generator
Roll on each of the tables below to form an adventure
hook. Reroll anything that doesn’t make sense. The
referee is encouraged to discuss the hook with the
players and ask a bunch of questions to learn more
about the adventure.
  Your Patron...          Has Given You A Quest To...
  Elder Laramir           Override rival defense systems
  Sheriff Jarn            Deliver medicine packages
  Mechanic Rana           Eliminate mutant hive
  Shaman Sevine           Retrieve buried rations
  Warlord Valack          Barricade toxic facility
  Caravan Master Brios    Extract stranded survivors
  So Adventure Forth Into...      But Beware...
  The Dead Electric City          Starving predators
  Abandoned Military Base 27      Spear traps
  Rad-Waters Sinkhole             Fanatic scavengers
  The Rusting Hulks               Flesh Eating Plants
  Poison Emergency Zone           Mutant Enclaves
  District Omega Containment      Gas Pirates
Rough Destiny v1.20                                     21
Oracles
Yes/No
Ask a yes/no question to bring                        Result Answer
some randomness into the game.                          1        No, and
What you roll depends on how                            2          No
likely the answer will be “yes”.                        3        No, but
Unlikely: Roll 2d6, take the lowest                     4        Yes, but
Even: Roll 1d6                                          5          Yes
Likely: Roll 2d6, take the highest                      6        Yes, and
d66 Adjectives                             Roll 2d6 for the Section and Row.
Perilous    Damaged      Depleted      Raised       Settled      Petrified
Corrupted   Decaying     Haunted       Drafty       Low          Strange
Blocked     Broken       Ensnaring     Dripping Shrouded Ghastly
Exposed     Foreboding   Solid         Smooth       Wild         Oozing
Grim        Tiny         Dry           Silent       Stolen       Moldy
Advanced    Exposed      Bright        Foggy        Flooded      Shadowy
d66 Actions                               Roll 2d6 for the Section and Row.
Scheme      Uncover      Eliminate     Surrender Avenge         Threaten
Clash       Breach       Withdraw      Inspect     Guard        Attack
Weaken      Aid          Abandon       Raid        Defeat       Leave
Initiate    Uphold       Investigate   Evade       Control      Preserve
Create      Falter       Hold          Assault     Break        Manipulate
Swear       Suppress     Focus         Deflect     Risk         Remove
d66 Themes                                Roll 2d6 for the Section and Row.
Risk        Survival     Time          Death       Love         Vow
Ability     Weapon       Duty          Honor       Barrier      Protection
Price       Wound        Secret        Labor       Creation     Nature
Ally        Shelter      Innocence     Solution    Decay        Opinion
Battle      Leader       Renown        Tool        Trade        Burden
Safety      Fear         Direction     Balance     Bond         Vengeance
Rough Destiny v1.20                                                      22
Scavenging                                    Roll 3d6 for the List, Section, Row.
List 1                                         List 2
Comb           Compass        Rotting Food     Paper          Binoculars     Dress Shoes
Fork           Can of Beer    Soda Can         Laptop         Cassette       Pants
Mirror         Umbrella       Sunglasses       Chair          Goggles        Baseball Bat
Battery        Guitar         Dress            Battery        Med Kit        Can of Beets
Diary          Furniture      Can of Apples    Pens           Loafers        Book
Cables         Painting       Perfume          Bicycle        Shotgun        Generator
Sneakers       Football       Gum              Hammer         USB Drive      Sleeping Bag
Painkillers    Can of Corn    Boots            Canoe          Socks          Screwdriver
Comic Book     Engulfed       Energy Drink     Chainsaw       Dice           Music CD
Stimulants     Slippers       Can of Beans     Cargo Pants    Crossbow       Can of Nuts
Sweatpants     Simulants      Sci-Fi Book      Ammo           Hockey Stick   Sword
Baseball       Flashlight     TV Remote        Pistol         Math Book      Helmet
List 3                                         List 4
Watch          Phone          Tennis Net       Knife          Stimulants     Cooking Oil
Rifle          Nightstick     Can of Nuts      Sandals        Headlamp       Walkie-Talkie
Wetsuit        Tape           Fatigues         Candle         Blanket        Combat Boots
1984           1d6 Nails      Kevlar Vest      Vacuum         Growths        1d6 Screws
Wire           DVD            1d6 Washers      TV Tray        Furniture      VHS Tape
Ammo           Med Kit        Glue             Frisbee        Corpses        Dried Apples
Hiking Boots   Magazine       Fishing Pole     Magic 8 Ball   Credit Card    Soap
Dictionary     Lightbulbs     Coveralls        Textbook       Briefcase      Toy Car
Bag of Flour   Ammo           Revolver         Wrist Guards   Can Opener     Frying Pan
Nunchucks      Hatchet        Hoodie           Mini-Skirt     False Teeth    Boxer Shorts
Raincoat       Fantasy RPG    Propane Tank     Wrench         Movie Poster   Tennis Balls
Dog Leash      Cake Mix       Torch            Alarm Clock    Keys On Ring   Dried Beans
List 5                                         List 6
Skates         Charcoal       Face Mask        Lock           Mason Jar      Golf Club
Golf Ball      Dumbell        Hockey Jersey    Wallet         Wetsuit        Empty Bottle
Gown           Grenade        Flannel Shirt    Fan            Socks          Bag of Seeds
Hair Gel       Winter Hat     Poetry Book      Plates         Trophy         Ammo
Pacifier       Face Paint     Can of Spam      Pillow         Stroller       Can of Beets
Snorkel        Nail Polish    Mallet           Level          Toothpicks     Clothes Basket
Ammo           Rubber Ball    Flint & Steel    Cowboy Hat     1 Ski Boot     Air Horn
Sparkplugs     Yoga Mat       Water Jug        Straws         Water Wings    Empty Flask
Bike Pump      1 Water Ski    Hunting Knife    Duct Tape      Bandaids       Deck of Cards
Clothes Line   Box of Pasta   Hacksaw          Can of Beans   Mouth Guard    Typewriter
Coffee Cup     Dog Picture    Bandages         Necktie        Dried Pears    1d3 Towels
Doll           Latex Gloves   Can of Olives    Movie Poster   Joke Book      1d6 Razors
Rough Destiny v1.20                                                                  23
Rules Summary
Characters
✘   Have a Name, Role, and Description.
✘   Have 2 Traits.
✘   Have role related gear.
✘   May advance by selecting a new Trait.
Rolling Dice
✘ Referee will determine the number of Check dice to add to the
  pool based on the situation: Disadvantage 1d6, Normal 2d6,
  Advantage 3d6
✘ Players add 1 different size or color Edge dice to the pool for
  each statement which is true:
  ✘ The characters role will help
  ✘ The character has a trait which will help
  ✘ The character has gear which will help
✘ The roll is a success if any of the Check dice land on 5+ or any of
  the Edge dice land on a 6.
Combat
✘ Only players roll dice.
✘ Opponents have an Attack Rating (Easy 1, Moderate 2, Hard 3)
  that determines their difficulty.
✘ The opponent is wounded when the roll is a success.
✘ The character is wounded when the number of rolled successes
  (5+ on Check dice or 6 on Edge dice) is less than the opponent's
  Attack Rating.
✘ Taking damage causes wounds. Record the wound in one of the
  character's wound slots (see Wounds section).
✘ Armor may be used once during a combat encounter to avoid
  taking a wound.
✘ Shields may be broken to avoid taking a wound. It must be
  repaired before being used again.
Rough Destiny v1.20                                               24
Wounds
✘ Characters have 3 wound slots. When they have 3 severe
  wounds, the character is out of the game until healed or dead.
✘ Wound severity is based on the number of rolled successes, or
  hits taken. Minor 1, Severe 2+.
✘ When taking a wound and all 3 wound slots are full, a new minor
  wound causes an existing minor wound to become severe. A new
  severe wound causes 2 existing minor wounds to become severe.
✘ A short rest removes one minor wound. A longer rest removes
  two minor wounds. A full night's rest removes all wounds.
Challenging Tasks (optional)
✘ For very challenging tasks, have the player roll to get 3 successes
  before 3 failures to succeed.
✘ Use 2 before 3 for easier tasks, 4 before 3 for very hard tasks.
Durability (optional)
✘ Items which could break have a Durability number. The number
  depends on how durable it is: Fragile 2, Weak 4, Sturdy 6, Hardy
  8, Tough 10.
✘ After use or combat, ask the Yes/No Oracle if the item broke
  down. If it did, reduce the durability by 1.
Exposure
✘ Characters may need to make an exposure test after prolonged
  exposure to hot-spots.
✘ Start with an Advantage test and work towards Disadvantage
  based on how long the characters have been exposed.
✘ Failing the exposure test will result in an Exposure wound.
✘ Exposure wounds are minor and fill wound slots (see Wounds).
✘ Exposure wounds may only be removed by treatment.
✘ Non-exposure wounds will worsen, not replace, an exposure
  wound. An exposure wound causes an existing non-severe
  wound to become a severe exposure wound.
✘ Some gear may provide exposure protection, referee discretion.
Rough Destiny v1.20                                              25
Acknowledgements
Art by Levi Gilbert
https://levigilbert.itch.io/artpack-2022-05-29
Post apocalyptic character on the cover is in the public
domain.
Claude.AI was used to edit the Tomorrow’s Ashes and
Adventure Hooks sections.
Thanks to my Discord gaming friends.
Scavenging tables are heavily influenced by the
fantastic Tiny Wastelands and Mutant: Year Zero.
License
Creative Commons CC BY-SA v4.0
You may play this as-is or customize it to suit your
needs. The license is open and only requires you to
add attribution to this game if you use it in your work.
You may not use this game in any product which
promotes or supports bigotry, racism, sexism,
homophobic, and similar mentalities. If you’re a
supremist in any way, stay away from anything
produced by Squidhead Games.
Rough Destiny v1.20                                   26
  Name
  Role
  Traits
  Gear
                      Exposure Severe
  Wound 1
  Wound 2
  Wound 3
Rough Destiny v1.20