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hat:creating_adventurers [2013/01/16 11:52] – [Creating Adventurers] JasonP | hat:creating_adventurers [2013/01/20 15:25] (current) – [Standard Abilities] JasonP | ||
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Characters are a collection of traits, each of these a word or phrase that says something about the character themselves. For example, Strength, Blitz, and Dwarf are all traits. Each trait is defined by its type and substance. The type is always one of the following: [[: | Characters are a collection of traits, each of these a word or phrase that says something about the character themselves. For example, Strength, Blitz, and Dwarf are all traits. Each trait is defined by its type and substance. The type is always one of the following: [[: | ||
- | * **Attribute**: | + | * **Attribute**: |
* **Abilities**: | * **Abilities**: | ||
- | * **Aspects**: | + | * **Aspects**: |
Traits can't possibly describe everything about a character. We solve this by using the rule of assumption. Assumption is a process by which we assume a character has quality X if no trait sets that quality. Here are the qualities which are handled by assumption: | Traits can't possibly describe everything about a character. We solve this by using the rule of assumption. Assumption is a process by which we assume a character has quality X if no trait sets that quality. Here are the qualities which are handled by assumption: | ||
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Outside of this, characters are defined by the details you create in the fiction as the game unfolds. We call this the character' | Outside of this, characters are defined by the details you create in the fiction as the game unfolds. We call this the character' | ||
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===== 1: Choosing Traits ===== | ===== 1: Choosing Traits ===== | ||
Normally all starting adventurers will get five traits of the player' | Normally all starting adventurers will get five traits of the player' | ||
- | Some traits have restrictions, | + | Some traits have restrictions, |
All traits have a secondary purpose in the game. Each type modifies the scores of a character when you select it. If you select an Attribute trait for instance, your adventurer will start with more HP. This is how that works: | All traits have a secondary purpose in the game. Each type modifies the scores of a character when you select it. If you select an Attribute trait for instance, your adventurer will start with more HP. This is how that works: | ||
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* **Aspect**: Each time you take an aspect for your adventurer, they gain +2 [[: | * **Aspect**: Each time you take an aspect for your adventurer, they gain +2 [[: | ||
- | This means you can "game adventurer creation" | + | This means you can "game adventurer creation" |
===== 2: Determine Scores ===== | ===== 2: Determine Scores ===== | ||
- | Each character starts the game with two primary scores: HP and AC, plus three or more Additional scores to compliment | + | Each character starts the game with two primary scores: |
The **HP** score starts at 5, adjusted for the traits taken. | The **HP** score starts at 5, adjusted for the traits taken. | ||
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Additional scores start at 0, and are adjusted up from there. The three normal additional scores of an adventurer are: **Acumen**, **Stunt**, and **Trick**. Traits however may provide more of them to the adventurer. Starting adventurers assign five points between all Additional as they see fit, our use them to raise trait modifiers (no more than +3 per trait). | Additional scores start at 0, and are adjusted up from there. The three normal additional scores of an adventurer are: **Acumen**, **Stunt**, and **Trick**. Traits however may provide more of them to the adventurer. Starting adventurers assign five points between all Additional as they see fit, our use them to raise trait modifiers (no more than +3 per trait). | ||
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===== 3: Get a Starting Story ===== | ===== 3: Get a Starting Story ===== | ||
This can be as simple as a nickname and a rough idea of who the adventurer is, like: //John, the sword-swinging braggart//. However it can be more ornate, and include more history of the character, as the GM and player wish. These details are known as the starting Story of the adventurer, and will be expanded upon as the game goes on. You could view this as growing list of features of the character, and you want those, because when they shine in play the GM will award you more XP. These in turn lead to more Story and eventually Advancements which give the character more or improved traits. | This can be as simple as a nickname and a rough idea of who the adventurer is, like: //John, the sword-swinging braggart//. However it can be more ornate, and include more history of the character, as the GM and player wish. These details are known as the starting Story of the adventurer, and will be expanded upon as the game goes on. You could view this as growing list of features of the character, and you want those, because when they shine in play the GM will award you more XP. These in turn lead to more Story and eventually Advancements which give the character more or improved traits. | ||
- | ===== Basic and Extended | + | ===== General |
- | There are six basic attribute traits, which are described here: | + | There are six general |
- | * **Strength**: | + | * **Strength**: |
- | * **Dexterity**: | + | * **Dexterity**: |
- | * **Constitution**: | + | * **Constitution**: |
- | * **Intelligence**: | + | * **Intelligence**: |
- | * **Wisdom**: //class:wis;// Knowledge and understanding. Start with a +3 modifier. +2 Additional. | + | * **Wisdom**: //solo:wis;// Knowledge and understanding. Start with a +3 modifier. +2 Additional. |
- | * **Charisma**: | + | * **Charisma**: |
A player may elect to move up to five modifier points between attributes as they wish during adventurer creation. This means they can reduce Constitution to 0 and raise Strength to +5, and so on. Each time a player earns an attribute in play via advancement, | A player may elect to move up to five modifier points between attributes as they wish during adventurer creation. This means they can reduce Constitution to 0 and raise Strength to +5, and so on. Each time a player earns an attribute in play via advancement, | ||
- | There are several extended attributes, but note the class they hold so they may not collide with basic attributes. | + | There are several extended |
- | + | ||
- | * **Mighty**: // | + | |
- | * **Sagely**: // | + | |
- | * **Stunning**: | + | |
- | * **Hearty**: // | + | |
+ | * **Mighty**: // | ||
+ | * **Sagely**: // | ||
+ | * **Stunning**: | ||
+ | * **Hearty**: // | ||
===== Standard Abilities ===== | ===== Standard Abilities ===== | ||
There are many, many abilities in HAT, but these are the standard ones only. This is a trimmed set for starting adventurers and once they are playing, they get access to all the available [[: | There are many, many abilities in HAT, but these are the standard ones only. This is a trimmed set for starting adventurers and once they are playing, they get access to all the available [[: | ||
- | * **Brawl**: The adventurer has mastered some unskilled combat moves. Add the Adjective: Unrefined to combat moves as the player wishes. | + | * **Brawl**: The adventurer has mastered some unskilled combat moves. Add the Adjective: Unrefined to combat moves as the player wishes. Add +2 to STR. |
* **Blitz**: The adventurer has developed some speed in combat. The player may trade any action type (move, minor, standard) for a move or standard battle action. | * **Blitz**: The adventurer has developed some speed in combat. The player may trade any action type (move, minor, standard) for a move or standard battle action. | ||
- | * **Smash**: The adventurer has gained impressive attack strength. | + | * **Smash**: The adventurer has gained impressive attack strength. |
* **Graceful**: | * **Graceful**: | ||
- | * **Steady**: The adventurer can pace themselves and conserve energy. The player may spend their minor action to recover 2 HP. | + | * **Steady**: The adventurer can pace themselves and conserve energy. The player may spend their minor action to recover 2 HP. Add +2 to CON. |
- | * **Hard**: The adventurer has strengthened their mind and body against injury. The player should reduce any injury taken by the adventurer one each time an injury is taken, but never below one. | + | * **Hard**: The adventurer has strengthened their mind and body against injury. The player should reduce any injury taken by the adventurer one each time an injury is taken, but never below one. The adventurer gains the Adjective " |
- | * **Refexes**: | + | * **Refexes**: |
- | * **Footwork**: | + | * **Footwork**: |
===== Known Aspects ===== | ===== Known Aspects ===== | ||
There a multitude of aspects in HAT, but these are the known ones only. This is a trimmed set for starting adventurers and once they are playing, they get access to all the available [[: | There a multitude of aspects in HAT, but these are the known ones only. This is a trimmed set for starting adventurers and once they are playing, they get access to all the available [[: | ||
- | * **Elf**: //class: race//; The adventurer is an Elf, gains the quality: Elf. They may add two to dex modifier (if available) or two to additional instead. In addition, they may Usurp the rules for the cost of 2 HP when the GM allows them to perform a stunning feat of physical prowess and earn a level result effect as the GM picks. | + | * **Elf**: //solo: race//; The adventurer is an Elf, gains the quality: Elf. They may add two to dex modifier (if available) or two to additional instead. In addition, they may Usurp the rules for the cost of 2 HP when the GM allows them to perform a stunning feat of physical prowess and earn a level result effect as the GM picks. |
- | * **Dwarf**: //class: race//; The adventurer is a Dwarf, gains the quality Dwarf. They may add two to con modifier (it available) or three to HP instead. In addition, they may Usurp the rules for the cost of 1 HP when the GM allows to make an impressive battle move, earning a level result effect as the GM decides. | + | * **Dwarf**: //solo: race//; The adventurer is a Dwarf, gains the quality Dwarf. They may add two to con modifier (it available) or three to HP instead. In addition, they may Usurp the rules for the cost of 1 HP when the GM allows to make an impressive battle move, earning a level result effect as the GM decides. |
- | * **Genuine Faith**: //class: nature//; The adventurer has real faith, gains the quality: Cleric. They gain the score: Faith and two more Additional points. They may Usurp the rules for 2 HP and let any other player re-roll a roll by calling upon their God for assistance if the GM allows. Wis + Faith forms your prayer rolls. | + | * **Genuine Faith**: //solo: nature//; The adventurer has real faith, gains the quality: Cleric. They gain the score: Faith and two more Additional points. They may Usurp the rules for 2 HP and let any other player re-roll a roll by calling upon their God for assistance if the GM allows. Wis + Faith forms your prayer rolls. |
- | * **Magical Nature**: //class: nature//; The adventurer has magic, gains the quality: Magic-User. They gain the score: Occult and four more Additional points. Choose a central score for this magic, one of: int, chr, or Acumen. Magic rolls are that score plus Occult. | + | * **Magical Nature**: //solo: nature//; The adventurer has magic, gains the quality: Magic-User. They gain the score: Occult and four more Additional points. Choose a central score for this magic, one of: int, chr, or Acumen. Magic rolls are that score plus Occult. |
- | * **Thief' | + | * **Thief' |
- | * **Fighting Spirit**: // class: nature//; The adventurer has an unstoppable fire for battle, gains the quality: Fighter. They earn +1 Additional each time they take an ability that enhances a battle roll (e.g. Brawl, Smash, Graceful - it must affect a battle/ | + | * **Fighting Spirit**: // solo: nature//; The adventurer has an unstoppable fire for battle, gains the quality: Fighter. They earn +1 Additional each time they take an ability that enhances a battle roll (e.g. Brawl, Smash, Graceful - it must affect a battle/ |
- | * **Elemental Prayer**: // requisite: Cleric//; The cleric has the ability to control the elements with their prayers. They begin with two such prayers and can Usurp the rules when between encounters to create new such prayers given they can spend the XP. | + | * **Elemental Prayer**: // requires: Cleric//; The cleric has the ability to control the elements with their prayers. They begin with two such prayers and can Usurp the rules when between encounters to create new such prayers given they can spend the XP. |
- | * **Celestial Prayer**: // requisite: Cleric//; The cleric has the ability to control the celestial forces with their prayers, though this is a dangerous endeavor. They begin with two such prayers and can Usurp the rules when between encounters to create new such prayers given they can spend the XP. | + | * **Celestial Prayer**: // requires: Cleric//; The cleric has the ability to control the celestial forces with their prayers, though this is a dangerous endeavor. They begin with two such prayers and can Usurp the rules when between encounters to create new such prayers given they can spend the XP. |
- | * **Basic Magic**: // requisite: Magic-User//; | + | * **Basic Magic**: // requires: Magic-User//; |
- | * **Dangerous Magic**: // requisite: Magic-User//; | + | * **Dangerous Magic**: // requires: Magic-User//; |