The Drifter, and hero of our story
Durtodd has found himself in Lisergia
- Pool: 6/6
- Skills: melee strength trickery
- Equipment: twine 300', pot of tar (5), grease (6), shield, wand of the wind, strong hourglass
- Rituals: compel animals, slow time, follow thread, conjure wind, rage
The following text is direct from Abenteuerspiel! by Terribly Beautiful Games
Roll one die from your pool for each of the following statements that is true for your character.
- They are not injured.
- They are skilled in their action.
- They are making use of their equipment or the environment.
- They have assistance.
- They have the upper hand.
- If they are under stress, roll the stress die. Rituals are stressful.
After rolling, read the highest result.
- 1-3 is a bad outcome.
- 4-5 is a mixed outcome.
- 6 is a good outcome.
If your pool runs out of dice, then roll two dice and read the lowest result.
You may resist outcomes by rolling your stress die and narrating a new outcome based on the result.
Bad outcomes should create character conditions that impact the fiction.
Compare its result to the size of your dice pool. If the result is equal to or higher than the number of dice left, exhaust one die from your pool. Exhaust the stress die last.
After a long rest or equivalent activity, roll all of your exhausted dice. Rolls that result in a 4, 5, or 6 replenish your pool.