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Sins & Virtues
Sins & Virtues
You are pilgrims traveling through the deserts of Canaan to a holy site. You have joined a
merchant’s caravan in the hopes that you will keep each other safe. On your perilous journey
you will encounter harsh weather, bustling cities, nomadic tribes friendly and threatening,
wild animals and people whose worldview is strange to you.
1. Choose a HISTORY for your character: scholar; priest; soldier; carpenter; mother;
prostitute; merchant; noble. You were once this thing, but are no longer.
2. Choose your NUMBER between 2 and 7. A low number means you are sinful, on the
path to redemption. A high number means you are blessed, destined for a fall.
3. Choose two POSSESSIONS you have with you: a bag of coins; fine clothes;
waterskins; wineskins; a weapon; a walking stick; dried fish and bread; your family; a
holy book; ink, pen and velum; a map; your pet; your donkey; dried fruit and nuts; a
wagon.
4. Choose your OATH: to see new lands; to trade stories with strangers; to find a
husband or wife; to settle in a safe country; to never return home; to make a name for
yourself; to join a holy order; to make your fortune.
5. Choose a TRIBE for your character and choose a NAME from the list.
6. As a group, name your GOD. Refer to your game master by this name for the
duration of the game.
1. As a group, pick two BLESSINGS for your caravan: plenty of food; water for several
days; guarded by soldiers; fast; a guide who knows the way; good reputation; a
translator; consecrated.
2. Name the MERCHANT who leads the caravan and their ASSISTANT.
1. As a group, pick one BANE affecting the land: plague; famine; drought; locusts;
thunderstorms; floods; darkness; war.
2. Lastly, name the HOLY SITE to which you travel.
ROLLING THE DICE
When you attempt to accomplish something by acting out of sloth, hubris, greed, lust, envy,
gluttony or anger, or by tempting another to these sins, roll 1d8 to learn the outcome. If you
roll lower than your number, you succeed. If you roll higher than your number, you fail and
reduce your number by one.
When you attempt to accomplish something by acting out of reason, justice, temperance,
courage, faith, hope or charity, or by appealing to these virtues in another, roll 1d8 to learn
the outcome. If you roll higher than your number, you succeed and increase your number by
one. If you roll lower than your number, you fail.
If you roll your number exactly you barely succeed, and the DM introduces a NEMESIS.
ADDING DICE
When you use your History you may roll +1d and choose whichever die you prefer.
When you use up one of your Possessions you may roll +1d and choose whichever die you
prefer.
When you use up your caravan’s Blessing you may roll +1d and choose whichever die you
prefer.
When you are true to your Oath, you may carry forward +1d to a future roll, choosing
whichever die you prefer. You may only carry forward one die at a time.
If you want to help someone else who’s rolling, make a roll using the same Sin or Virtue as
them. If you succeed, give them +1d.
GOD: CREATE A JOURNEY
Where...
Wants to...
The / A...
In order to...
1. Curse the land for 2. Infect the people 3. Spread 4. Dry / drain the
seven generations with lust or anger nightmares local water supply
5. Turn one tribe 6. Rain holy fire 7. Bring angels to 6. Begin the
against another from the heavens punish the wicked apocalypse
When a player rolls their number, they succeed and you introduce a Nemesis. Choose a
Nemesis from the list below.
Canaanites
Male: Naphtali, Gad, Asher, Issachar, Zebulun, Mannasseh, Mosheh, Abishai, Joab, Asahel,
Obed, Boaz, Haman, Hadad, Zerah.
Female: Hadassah, Bilhah, Zilpah, Zeruiah, Abishag, Baara, Cozbi, Jerioth, Keziah, Maacah,
Milcah, Iscah, Naarah, Orpah, Shiphrah.
Egyptians