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Eu sou um(a) [Ra�a*], [Descritor] [Foco**], que era/� um(a) [Origem]

*caso seja humano, coloca DOIS descritores ao inv�s de somente um

**caso tenha algum tra�o, � dito aqui. Nesse cen�rio Devotos de divindidades
s�o considerados tra�os.
Por exemplo:
Eu sou uma [Dahllan], [Determinada] que [Cavalga os Rel�mpagos, {Devota
de Lena}], [que � uma Ac�lita].

(1) Humana Lutadora Fazendeira de Hyninn


Humana, Desajeitada e Curiosa Procurando Problemas que era uma Fazendeira.

(2) Goblin Cavaleiro Eremita Devoto de Nimb

(9, 12, 12, 12, 13, 16)

(3) Dahllan Bruxa Maruja


(4) An� Bucaneira Artes�


(5) Trog Inventora Circense


(6) Humano Mago Assistente de Laborat�rio Devoto de Kallyadranoch


(7) Kliren Cl�riga Criminosa devota do Pante�o


(8) Humano B�rbaro Aristocrata


(9) Humano Nobre Seguidor devoto de Lin-Wu


(10) S�lfide Paladina Amiga dos Animais devota do Bem


(11) An� B�rbara Ac�lita devota de Khalmyr


(12) Sereia Bruxa Circense devota de Wynna


(13) Humano Cavaleiro Ac�lito devoto de Aharadak


(14) S�lfide Guerreira Heroina Camponesa devota de Thwor


(15) Hynne Guerreira Guarda devota de Valkaria


(16) Qareen (agua) Barbaro Mercador


(17) Medusa Ca�adora Herdeira devota de Aharadak


(18) Humana Lutadora Taverneira


(19) Elfa Barda Soldada devota de Nimb


(20) Humana Cavaleira Aristocrata devota de Nimb




Every journey is represented by 10 open boxes. This is called the Progression
Track. When players decide to embark on a journey, the GM and players must first
determine the rigor of the journey. This will determine how many boxes of the
Progression Track players will fill in with each successful Progress action. The
possible types are: Troublesome (4 boxes filled per successful Progress action),
Dangerous (3 boxes), Formidable (2 boxes), Extreme (1 box), Epic (1/2 box).

Players then start making Progress actions to reach known or unknown waypoints and
mark off boxes on the Progression tracks. Progress actions work like this:

Players determine which PC will be the leader. Only that PC can contribute skills
and assets to the roll.

The GM determines the difficulty (1-10) of the action. When setting this
difficulty, the GM should take into account:

Whether or not the players know the area and waypoint they're traveling to.

What the players have done to prepare for this next leg of their journey.

The weather.

the condition the players are currently in.

The leader subtracts Skills and Assets (including appropriate help from other PCs)
from the difficulty.

The leader may not use Effort (this is something that can potentially be tweaked).

The leader then rolls d20 against the new difficulty.

Success: Mark off the appropriate number of Progression Track boxes. Describe the

Failure: Mark off the appropriate number of Progression Track boxes. Describe the
waypoint with a complication.

(Note: the decision to progress regardless of the roll is to keep the pace up. It
might be worth trying to add the complication without progress.)

Players go from waypoint to waypoint, filling the progress track, and dealing with
complications until they feel that they can Arrive. They may do this at any time,
but the leader must make an Arrive action. The difficulty of this action is the
number of unfilled boxes on the Progress track. This is a completely naked roll.
Effort, Skills, and Assets cannot be used (although they can still use XP to
reroll.). On a success, they have reached their destination. On a failure, they
have become lost or were deceived about the direction. Remove all accumulated
progress from the Progress Track, except for one filled box or abandon the journey
completely (this part could be tweaked by the GM).

A note on complications: The complications can be as simple as a random monster

encounter. But don't be afraid to make it more complex, such that it can change the
narrative of the story. Tie a player's backstory into the complication. Add in some
new NPCs that are under attack by bandits.

A note on waypoints: When players reach a waypoint, they don't have to immediately
make another Progress action. They can set up a camp if it's getting dark. They can
explore the area if you've listed something interesting. Let them do things that
might hinder or ease their next progress action or take the emerging narrative in a
completely new direction.

When would you want to use these rules?

You, the GM, are in the middle of a session and your players decide they need to
journey to Highwatch. There are three ways you can approach this:

Fast-forward through the journey with a bit of narration. Sometimes the pacing of
your session or story is such that you can't spend any time on role-playing the

Let the PC's role-play a journey that you have pre-planned. Sometimes you get lucky
and predicted the players would take a journey and therefore planned it all out.

Completely wing the entire journey. You have plenty of time in the session and the
pacing of your story can afford it. Improvise.

The rules described in the original post provide structure and uncertainty to
option #3 and allow the GM and players to define the rigor of the journey.


GM: So you guys want to go on a journey, eh? Alright, let's make our progression
track. [One of the players draws 10 small open boxes on a piece of paper]. How
rigorous do you think this journey will be?

Player 1: Well, we'll have to go through the Black Riage mountains, but we're
already pretty close to the mountain range, so I'd say we should make it
Formidable. [Everyone agrees]

GM: Ok, that means that with every Progress Action, we'll fill in 2 of the boxes of
the progression track. [The players nod their heads in assent.]. Ok, so what do you
want to do?

Player 2: We're going to try to buy some horses. [They role-play this for a bit and
come up with horses.]

Player 3: Now we're ready for our first Progress Action.

GM: Excellent. Ouch. Would you look at that. It's snowing. And hard. [He hands each
player 1 xp as a group GM Intrusion]. That's going to really increase the
difficulty of this leg of your journey. Let's make it a 6. Who of you will be the
leader, the one to add her skills?

Player 4: I will. I'm specialized in Survival.

Player 2: I'll help. But I'm not trained in Survival.

GM: Ok, we have a -2 difficulty from the specialization. We have an asset (-1
difficulty) from the Help. And I'll give you another asset (-1 difficulty) for the
horses. And since you are traveling over extended periods, you can't spend Effort.
So that brings your total difficulty to 2. You'll need a 6 or better on a d20.

Player 4: [Rolls a 5.]. Crap! I'll spend an XP. [Rolls a 3]. I can't believe this.
Ok. What happens?

GM: Well, you still make progress. [somebody fills in 2 boxes of the progress
track]. However, between the snow, the cold, and the uphill climb, two of your
horses died and the other two aren't looking good. You find yourselves nestled into
the corner of a rocky outcropping where the wind is a little less intense. There
are strange runes on one of the boulders [The GM completely makes up that last part
without any knowledge of what they might be, because what the heck?]

Player 4: Hey guys. I don't think we should make another Progress Action yet. We
should make a camp here and wait out the snow storm. Maybe we can get our remaining
horses in better shape and slaughter the others.

Player 2: I'm going to try and read the runes.

***** *************************

Play progresses like this. With each Progress Roll, they fill in two boxes on the
progression track (because it's a Formidable Journey). On failed rolls, they'll
also suffer some non-trivial complication. At some point they'll need to decide to
make an Arrive Action to actually finish the journey. They can do this at anytime.
They don't have to wait until all 10 boxes of the Progress Track are filled in. The
difficulty of the Arrive Action is equal to the number of unfilled Progress Track
boxes. So, if there are 3 boxes left, the difficulty wold be 3, requiring a 9 or
above on a d20. This roll is naked. Skills, Assets, Effort, etc cannot be used to
reduce the difficulty. If they succeed, they arrive to whatever their destination
was. If they fail, they must unfill all but one box on the Progress Track and
continue their journey. They've somehow been lead horribly astray.

The more rigorous the journey, the more Progress Actions necessary to fill in the
Progress Track, which means the higher probability of complications. And it's those
complications that can potentially send the story in directions the GM or players
could never have predicted.


Fisico (For�a, Constitui��o)

Agilidade (Destreza, Intelig�ncia)
Intelecto (Sabedoria, Intelig�ncia)
Presen�a (Sabedoria, Carisma)

Eu sou um [tipo] [descritor racial/localidade] [adjetivo] que [FOCO]

Explorador Meio-ogro, Forte que