Starting characteristics are determined by the archetype chosen by the player.
These values may increase during the adventure based upon player actions.
* Health – Determines the likelihood of survival.
* Strength – Determines the extent of physical power.
* Dexterity – Determines accuracy and precision of actions.
* Awareness – Determines the chance to observe abnormal situations.
* Intellect – Determines the extent of magical affinity.

Brawn – Prefers problem solving through combat.
* Strength +3
* Health +3
* Dexterity +1
Scout – Prefers problem solving through observation.
* Strength +1
* Health +1
* Dexterity +2
* Awareness +3
Scholar – Prefers problem solving through research.
* Dexterity +2
* Awareness +2
* Intellect +3
Survivor – Doesn’t problem solve but somehow continues living.
* Strength +1
* Health +3
* Dexterity +1
* Awareness +1
* Intellect +1
Savant – Fairly useless but really adept at one thing.
* Health +1
* Intellect +2
* (Bonus to one Profession / Skilled Craft) +4

Skills start at 0 and increase through story progression.
Examples include:
* Melee Combat
* Ranged Combat
* Profession / Skilled Trade (Crafting, Alchemy, etc…)

Character Journals / Tracked Data / Maps
Players are responsible for all record keeping.
Players are encouraged to create journals (diaries, etc…) for this purpose.

Adventure Log
The DM will update the story arc on the Adventure log once a week(ish).
After each DM entry, the players will update the Adventure Log with their desired actions.
After the player action deadline, the DM will update the story.
Typically, a new adventure log entry will be made for each monster hunt attempt.

Player Turns
Players perform their turn by providing comments to the Adventure Log.
Depending on the scope of the player response, each turn will be categorized by the DM as an action, an instant, or an interrupt.
Players may perform a reasonable amount of actions per turn. The DM will contact the player if the actions during a turn are required to be changed.
Players do not need to specify which events are an action, instant, or interrupt. The order of events from the player turn will be resolved in a logical order by the DM.
During the player turn, only one instant and one interrupt may used per week.
Instants will be resolved in the order which they were posted.
Instants may be delayed until completion of an action.
Interrupts negate any associated Instants including those of the player.
Actions will be resolved after all instants and interrupts are completed.

Examples of an Action:
1. Examining an object
2. Traveling to a new location
3. Holding a dialogue with an NPC
4. Using a non-combat skill
5. Performing a ritual
6. Collecting remaining loot not picked up through an Instant

Examples of an Instant:
1. Collecting a single piece of loot
2. Operating a lever or switch
3. Engaging in Combat

Examples of an Interrupt:
1. Prepared actions that occur under a specific condition
2. Performing an action that triggers a trap/effect/event
3. Casting a counterspell

Combat does not require dice rolling.
Storytelling will use the additive value of specific characteristics and skills to determine success.
The effect of actions taken before combat may not be visible to the players.
Monster names, types, immunities, and weaknesses will not be readily apparent.
Monsters will deviate from traditional story lore encouraging player investigation to expose vulnerabilities prior to engaging.

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Pursuit of Horrors Taruwolf