Sunteți pe pagina 1din 59

Hands of Destiny - 2

3 - Hands of Destiny

HANDS OF
DESTINY

A TABLETOP RPG BY

Hands of Destiny - 4

Hands of Destiny 2016 Ill Gotten Games


Published by Ill Gotten Games
www.illgottengames.net
illgottengames2012@gmail.com
This work is licensed under a Creative Commons Attribution-NonCommercialShareAlike 4.0 International License.

5 - Hands of Destiny

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

Hands of Destiny - 6

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).

7 - Hands of Destiny

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

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

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

Hands of Destiny - 8

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.

9 - Hands of Destiny

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 characters 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 characters 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.

Hands of Destiny - 10

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.

11 - Hands of Destiny

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 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 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 (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

Hands of Destiny - 20

-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 . 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

-1 to skill min/max

+1 to skill min/max

-1 to skill min/max

+1 to skill min/max

-2 to skill min/max

+2 to skill min/max

-2 to skill min/max

+2 to skill min/max

-3 to skill min/max

+3 to skill min/max

-3 to skill min/max

+3 to skill min/max

-4 to skill min/max

+4 to skill min/max

-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

Academics

10

Presence

Aerobics

Jack

Survival

Athletics

Queen

Wordplay

Brawn

King (Red)

Arcana

Detect

King (Black)

Ballistics

Intuition

Ace (Red)

Domestics

Larceny

Ace (Black)

Technical

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

10

Draw again and add +1 value (if


Strong Suit color) or -1 value (if
non-Strong Suit color).

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

10

10

Draw again and add +1 value (if


Strong Suit color) or -1 value (if
non-Strong Suit color).

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

Android

Human

Dwarf

10

Insectoid

Elf

Reptilian

Fungaloid

Troll

Goblin

Random Creature

Grey

Random Creature

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

Professional Training

6-8

Athletic Training

Background Trait

9-J

Martial Training

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

Acrobat

Ripped

Expert Climber

10

Sidestep

Fit

Spring Heel

Healthy

Stealthy

Musclebound

Strong Swimmer

Power Lifter

Swift

Resilient

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

TRAIT

DRAW

TRAIT

Arcing Strike

10

Guerrilla

Backstab

J (Red)

Multi-Strike

Close Quarters Specialist

J (Black)

Projectile Block

Counterstrike

Weapon Focus (Any)

Crack Shot

K (Red)

Martial Artist

Crowd Fighter

K (Black)

Rapid Assault

Duelist

A (Red)

War Dancer

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

Deceitful

Medical Training

Diplomat

10

Pickpocket

Engineering (Any)

Scholarly Focus (Any)

Engineering (Any)

Scholarly Focus (Any)

Fluency (Any)

Tech Focus (Any)

Haggler

Tech Focus (Any)

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

Bonus draw when testing Aerobics to resist cold.

Leathers

N/A

Mail

Athletics -1

Plate

Athletics -2

Shield

Defender 1 (requires a hand to equip)

Tower Shield

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

Athletics -1

Space Suit

Your suit provides you with life support while in space or


similarly oxygen-deprived conditions.

Impact Armor

N/A

Power Armor

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 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 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 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

Stunned: Skip your next action

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

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

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

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

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

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

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 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

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.

The character overcomes a difficult obstacle.

The character suffers a devastating failure.

The character defeats a major antagonist.

The character achieves a breakthrough that alters the story.

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

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

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 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

Stunned: Skip your next action

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

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

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

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

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

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

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 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

S-ar putea să vă placă și