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Slayer

Slayer

There are many in the world who fight terrible evils to protect others. They battle back the clutching hand of death for another day, then enjoy a well-earned, peaceful retirement. For the Slayer, however, these battles are their calling—whether they like it or not. Such people may be fated to battle a powerful being and their minions, a specific kind of monster, like werewolves, or an entire category of creature, such as the undead. Consult with the Narrator to come up with a foe suitable to the setting and campaign.

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Return to Glory

Return to Glory

Some adventurers hang up their swords and put away their spellbooks, only to find that they have to take them up again. This may be a story of fulfilling one’s true potential, achieving a glory always longed for, or even one of redemption and penance for a past life of violence or treachery.

Special Feature: Former Self. Upon character creation, also create a version of your character that represents who they once were, up to 10 levels higher than whatever your adventure starts at.

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Prophecy

Prophecy

You are tangled in the threads of a prophecy foretold by the Fate Spinner, her cults, or another powerful prescient entity. This prophecy may promise you great riches and immense power, or it may threaten you with visions of a grim death. Nonetheless, you live each day with the knowledge that your destiny is both greater than yourself, and out of your hands. Consult with the Narrator to come up with a prophecy suitable to the setting and campaign.

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Preservation

Preservation

The last remaining guardian of a sacred location, the keeper of an important relic, the only practitioner of an endangered tradition. Those with the Preservation destiny are the last bastion against something significant disappearing from the world. The reason and nature of what they are protecting can take many shapes, but one thing is certain: without them, it will be lost forever. Some through strength and endurance, others through cunning and subterfuge, they all strive to protect what few even know about from the constant threat of destruction and obscurity.

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Light

Light

Light is that which reveals and purifies, merciless and true. Light exposes and tears away at all deception until only the bare and naked reality is left shivering at the universe’s attention. Truth is the highest calling, a purifying radiance that burns away lies and leaves only what is real.

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Ice

Ice

The ice is quiet, a still and solemn thing content to merely be. Ice is uncaring, stubborn, and somber. Those with a destiny of ice are harsh and calculating, slow and purposeful. They tend towards the distant and the calm, unnerved by the bustle of activity and reassured by isolation and stillness.

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Foundation

Foundation

Characters with the Foundation destiny wish to create something new, something big, something important; and to do it from scratch. This can mean founding a city, starting a large organization, or even their very own culture. What’s important is that it didn’t exist before they arrived, and it will continue to do so long after they are gone. The world will be changed, at least in some way, and it will have been thanks to them.

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Fire

Fire

Fire can be put to work, but it has no goal in mind, no plans for the future beyond spreading and burning bright. Fire is impulsive, destructive, and beautiful. Those with a destiny of fire tend to be rabble rousers and instigators, brash and bold. They take up causes as burning beacons, only to abandon them once passions have cooled.

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Death

Death

All things end. This is right, this is nature. Death is a part of life, defending others often requires death, and unnaturally extended lives often require ending. Those with a destiny of death are deliverers of finality.

D6Death DESTINY MOTIVATION
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Darkness

Darkness

Darkness is not good or evil, it is that which obscures. Darkness is the unknown and the fear of discovery. Darkness is a veil, a barrier that can mask the predator or guard the innocent from what they can’t understand. Those with a destiny of darkness tend to be mysterious, shifty, and are only comfortable behind multiple layers of lies and manipulations.

D6Darkness DESTINY MOTIVATION
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