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Rough Destiny - v1.20

Rough Destiny is a post-apocalyptic RPG that emphasizes storytelling over strict rules, where players describe their characters' actions and outcomes are determined by dice rolls. The game includes character creation, combat mechanics, and various optional rules, along with adventure hooks and NPCs for gameplay. Players navigate a harsh world filled with mutants and scarce resources, facing challenges that require strategic thinking and teamwork.

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0% found this document useful (0 votes)
46 views28 pages

Rough Destiny - v1.20

Rough Destiny is a post-apocalyptic RPG that emphasizes storytelling over strict rules, where players describe their characters' actions and outcomes are determined by dice rolls. The game includes character creation, combat mechanics, and various optional rules, along with adventure hooks and NPCs for gameplay. Players navigate a harsh world filled with mutants and scarce resources, facing challenges that require strategic thinking and teamwork.

Uploaded by

Rodrigo
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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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

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