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Muscles and Miracles 1.2 A4
Muscles and Miracles 1.2 A4
Muscles and Miracles 1.2 A4
2
being an expert applies only when using magic.)
Choose a class for your character: Archer, The GM tells you how many dice to roll, based on A LASERS & FEELINGS HACK
Cleric, Knight, Noble, Ranger, Sorcerer, or your character and the situation.
Thief. Roll your dice and compare each die result to YOU ARE A PARTY OF ADVENTURERS IN A FANTASY
3 Choose a demeanor for your character:
Cautious, C haotic, C urious, Loyal,
Honorable, Silent, or Temperamental.
your number.
If you’re using MUSCLES (physical or
REALM CALLED THE FAR KINGDOM. For the past few
years you have been seeking adventures, exploring
mundane actions), you want to roll under
mysteries, and collecting rare items or treasures
4 Choose your number, from 2 to 5. A high your number.
number means you’re better at MUSCLES If you’re using MIRACLES (mental or throughout the land. Your main patron, Socratius the
(strength; toughness; dexterity; craft; magical actions) you want to roll over your
number.
Sage, has been struck down with a strange disease
speed; endurance; combat). A low number
0
means you’re bet ter at MIR ACLES If none of your dice succeed, it goes known as Something Else, leaving you out of work and
(intuition; ar t; diplomacy; seduction; wrong. The GM says how things get worse on your own while he recovers in a nearby temple.
willpower; perception; magic). somehow.