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hat:creating_adventurers [2013/01/20 10:11] – [Traits are King] JasonPhat:creating_adventurers [2013/01/20 15:25] (current) – [Standard Abilities] JasonP
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 ===== 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 them.+Each character starts the game with two primary scores: [[:hat:terms#HP]] and [[:hat:terms#AC]], plus three or more [[:hat:terms#Additional]] scores to compliment them.
  
 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 =====
  
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 There are six general attribute traits, which are described here: There are six general attribute traits, which are described here:
  
-  * **Strength**: //class:str;// Strength and smashing. Start with a modifier of +2. Pick one Adjective for this trait. +  * **Strength**: //solo:str;// Strength and smashing. Start with a modifier of +2. Pick one Adjective for this trait. 
-  * **Dexterity**: //class:dex;// Speed and footing. Start with a modifier of +1. Pick one Adjective for this trait. +1 AC. +  * **Dexterity**: //solo:dex;// Speed and footing. Start with a modifier of +1. Pick one Adjective for this trait. +1 AC. 
-  * **Constitution**: //class:con;// Toughness and surviving. Start with a +3 modifier. +2 HP. +  * **Constitution**: //solo:con;// Toughness and surviving. Start with a +3 modifier. +2 HP. 
-  * **Intelligence**: //class:int;// Intellect and thinking. Start with a +2 modifier. Pick one Adjective for this trait. +  * **Intelligence**: //solo:int;// Intellect and thinking. Start with a +2 modifier. Pick one Adjective for this trait. 
-  * **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**: //class:cha;// Charm and socializing. Start with a +1 modifier. Pick two Adjectives for this trait.+  * **Charisma**: //solo:cha;// Charm and socializing. Start with a +1 modifier. Pick two Adjectives for this trait.
  
 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, they may move two modifier points as they wish. 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, they may move two modifier points as they wish.
  
-There are several extended general attributes, but note the class they hold so they may not collide with basic attributes+There are several extended general attributes, but note the solo they hold so they may not collide with basic attributes.
- +
-  * **Mighty**: //class:str;// Incredible strength. Start with a modifier of +4. +
-  * **Sagely**: //class:wis;// Amazing Knowledge. Start with a modifier of +5. +1 Additional. +
-  * **Stunning**: //class:chr;// Impressive looks and charm. Start with a +3 modifier. +2 Additional. +
-  * **Hearty**: //class:con;// Fantastic toughness. Start with a +4 modifier. Increase HP draft by 1.+
  
 +  * **Mighty**: //solo:str;// Incredible strength. Start with a modifier of +4.
 +  * **Sagely**: //solo:wis;// Amazing Knowledge. Start with a modifier of +5. +1 Additional.
 +  * **Stunning**: //solo:chr;// Impressive looks and charm. Start with a +3 modifier. +2 Additional.
 +  * **Hearty**: //solo:con;// Fantastic toughness. Start with a +4 modifier. Increase HP draft by 1.
 ===== 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 [[:hat:Ability Traits]]. For now though, pick from these for your adventurer or create a custom one with the kit. 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 [[:hat:Ability Traits]]. For now though, pick from these for your adventurer or create a custom one with the kit.
  
-  * **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. The player may add the Adjective: Brutal and one level to attack battle actions for the cost of 1 HP.+  * **Smash**: The adventurer has gained impressive attack strength. Add the Adjective: Brutal to attack battle actions as the player wishes. Pay 1 HP to add one level to attack battle actions.
   * **Graceful**: The adventurer has learned how to leverage speed and mobility in battle. The player may exchange dexterity for any normal attack using strength. They may also elect to pay 1 HP to apply dexterity in addition to strength for a normal attack.   * **Graceful**: The adventurer has learned how to leverage speed and mobility in battle. The player may exchange dexterity for any normal attack using strength. They may also elect to pay 1 HP to apply dexterity in addition to strength for a normal attack.
-  * **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 "Tough" against weapon attacks
-  * **Refexes**: The adventurer can honed their combat reflexes. The player may pay one less to soak an attack with HP than it would normally cost (e.g. paying 3 HP to soak a level 4 attack). +  * **Refexes**: The adventurer has honed their combat reflexes. The player may pay one less to soak an attack with HP than it would normally cost (e.g. paying 3 HP to soak a level 4 attack). Add +2 to Stunt
-  * **Footwork**: The adventurer uses space to their advantage. When the adventurer moves back a step from battle, they may spend their standard action as a second draft.+  * **Footwork**: The adventurer uses space to their advantage. When the adventurer moves back a step from battle, they may spend their standard action as a second draft. For the price of 1 AC they may add the Adjective "Cautious" to any one defense.
 ===== 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 [[:hat:Aspect Traits]]. For now though, pick from these for your adventurer or create a custom ones with the help of the GM. 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 [[:hat:Aspect Traits]]. For now though, pick from these for your adventurer or create a custom ones with the help of the GM.
  
-  * **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's Instinct**: //class: nature//; The adventurer has a thief's instinct, gains the quality: Thief. They gain the score: Artifice. +2 Trick. They may Usurp the rules from 1 HP and gain a Condition or apply a Condition to others given they have more trick than them by doing something underhanded and sneaky as the GM allows.  +  * **Thief's Instinct**: //solo: nature//; The adventurer has a thief's instinct, gains the quality: Thief. They gain the score: Artifice. +2 Trick. They may Usurp the rules from 1 HP and gain a Condition or apply a Condition to others given they have more trick than them by doing something underhanded and sneaky as the GM allows.  
-  * **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/combat roll directly). +2 Stunt, +2 HP. +  * **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/combat roll directly). +2 Stunt, +2 HP. 
-  * **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//; The magic-user has the ability to cast basic, simple magic. They begin with two such magics and can Usurp the rules when between encounters to create new such magics given they can spend the XP. +  * **Basic Magic**: // requires: Magic-User//; The magic-user has the ability to cast basic, simple magic. They begin with two such magics and can Usurp the rules when between encounters to create new such magics given they can spend the XP. 
-  * **Dangerous Magic**: // requisite: Magic-User//; The magic-user has the ability to cast complex but dangerous and tricky magic. They begin with two such magics and can Usurp the rules when between encounters to create new such magics given they can spend the XP.+  * **Dangerous Magic**: // requires: Magic-User//; The magic-user has the ability to cast complex but dangerous and tricky magic. They begin with two such magics and can Usurp the rules when between encounters to create new such magics given they can spend the XP.
hat/creating_adventurers.1358705480.txt.gz · Last modified: 2013/01/20 10:11 by JasonP