Mechanics of the Game

Ability Scores

We will use the point-buy method starting with 28 points for ability scores. This can be found in the Core Rules on page 30. Sample arrays for the 28 point system are found on page 309 of the Core Rules as well.

Starting Level

All characters will start at 1st level. This will ease the building of a character (not very complex to begin with, but just in case), and help you really evolve your character into what you’d like him/her to become.

Skills

For skills you will not purchase them in the normal way that D&D or d20 systems handle skills. You will pick a “background”, this will help relay your skills into something applicable.

Examples of some backgrounds are:

  • Goblin exterminator
  • Temple acolyte
  • Legionnaire of the 17th Legion
  • Exiled knight of the royal armed forces
  • Former apprentice to an Archmage
  • World renown chef to the moves and shakers of the world

Each character starts with 8 points to put into their backgrounds. No background can have more than 5 points to start with. Now obviously your characters will not have a world of experience to start with, so they will not be retired military personnel and so on. Make it work with and for your backstory and remember that the more detailed your background, the more you help develop the world.

One Unique Thing

Your One Unique Thing is what makes your character unique. The O.U.T. is what sets your character apart from every other hero in the world. This is not a mechanical benefit (no, you can’t fly) but it is something that adds to your story and helps you and I (the GM) develop your character as we play.

Some examples of O.U.T.s are:

  • I hear pain as music. Sweet sweet music.
  • I am the reincarnation of an ancient icon. I am not sure which one yet.
  • I’m the only human to be called into the dwarven priesthood…ever.
  • To you I might look like a halfling sorcerer, but I am a dragon that’s been stripped of its mighty form and power. Not that I’d ever tell anyone.

You can see the potential for your character development here, so go for it and let me know what you come up with!

Relationship Dice

Lastly, we have your relationship dice. These are used to involve your character with some of the icons in the world. If you need a refresher on the icons click here: Icons.
You start with 3 relationship points. The number of points you spend on a relationship is a measure of its overall usefulness, since the relationship mechanic lets you roll one d6 per point invested in the relationship when you’re trying to leverage your connections to the icon.

For each point of your relationship, you choose either a Positive, Negative, or Conflicted relationship. Note that you cannot have two different relationships with the same icon, if you have a positive and conflicted…it’s just conflicted. You choose your relationships and then at various points during the each session I’ll have you roll your dice.

Look for 6’s and 5’s when you roll. A roll of 6 means that you can something meaningful, an advantage for that session without any complication. A roll of 5 on the other hand means that you get that same advantage, but with the added caveat of an unexpected complication. We will get creative with both sides of this and I think it’ll be great for story and advancement of characters and the overall plot.

Character Creation

Races

Mechanics of the Game

On the Hunt txsnowman txsnowman