Table of Contents

Creating Adventurers

This page describes the simple methods used to create adventurers for use in the game HAT. The method is meant to be evocative, and to also allow players the freedom to build the kind of character they wish. Unlike the source game D&D, there are no rigid classes. Instead there are rigid rules that are loosely decoupled from the fiction, giving the player the power to shape them as they wish.

The process itself is as simple as one, two, three: Choose Traits, Determine Scores, and Get a Story. However, before we get to that, you must understand the most basic part of the game: the trait.

Traits are King

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, Ability, or Aspect. The substance is how the trait works in the rules.

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:

Outside of this, characters are defined by the details you create in the fiction as the game unfolds. We call this the character's Story. This begins with a rough outline of who the character is, and how they appear at a glance. As you play you will extend their Story with more details, giving them depth.

1: Choosing Traits

Normally all starting adventurers will get five traits of the player's choice. If the GM would like more impressive starting adventurers, they may raise this to seven traits. Giving ten traits would be the upper limit, denoting some truly powerful adventurers. If you want to compare it to the old D&D, figure five traits is a level one character, and adding each is like adding two levels.

Some traits have restrictions, and these must be respected when choosing them. Most commonly this is solo. When a trait belongs has solo, you may only have one of that trait unless it specifically says otherwise. So if you take a trait wit the restriction of solo:race, you may not take another trait with solo:race unless it says you may combine it. The other common restriction is when a trait requires a quality given by another trait. For instance, the ability Dungeon Delving requires the character to have the quality Dwarf, given by the Dwarf aspect trait.

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:

This means you can “game adventurer creation” in order to gain a specific type of character in play. You do this by focusing your choices to end up with a specific amount of HP, AC, and Additional in mind. However, this isn't required to make the game work, as you will see as you play. In addition, many traits adjust scores too. For example, Constitution gives an additional +2 HP, meaning its worth +5+2 = +7 HP.

2: Determine Scores

Each character starts the game with two primary scores: HP and AC, plus three or more Additional scores to compliment them.

The HP score starts at 5, adjusted for the traits taken.

The AC score starts at 5, adjusted for the traits taken.

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).

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.

General Attributes

There are six general attribute traits, which are described here:

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 solo they hold so they may not collide with basic attributes.

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 Ability Traits. For now though, pick from these for your adventurer or create a custom one with the kit.

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 Aspect Traits. For now though, pick from these for your adventurer or create a custom ones with the help of the GM.