Campaign Type
OVERVIEW
Players and GM will agree together on what kind of game they want to play - whether life is cheap and the odds are stacked against players’ Characters, or whether they’re already legends or superheroes when the game begins.
What do Campaign Types determine?
Determining the Campaign type will decide five things:
- The overall tone of the campaign - lower-tier campaigns will be harder to survive.
- The range for ASPECTS - resources and building blocks for their CHARACTERS.
- The maximum level of Mastery a Character can have in their purchased ABILITIES at game start.
- The unmodified roll Characters will make for their SAVEs.
- The likelihood that a FACTION will be able to assist then during a play session.
What Campaign Types can we pick from?
The following table describes the names and starting character rolls for each Campaign Type:
| CAMPAIGN | ROLL/SAVE | BUY | MAX MASTERY | FACTION DICE |
|---|---|---|---|---|
| DOOMED | 3d2 | 18 | Novice | 1d6 |
| NORMAL | 3d4 | 32 | Apprentice | 2d6 |
| AWAKENED | 3d6 | 44 | Journeyman | 2d6 |
| FATED | 3d8 | 56 | Journeyman | 3d6 |
| CHOSEN | 3d10 | 68 | Artisan | 3d6 |
| MYTHIC | 3d12 | 80 | Artisan | 4d6 |
- ROLL: Dice to roll for each Character Aspect if you use the ROLL method of character creation.
- Also used as the unmodified SAVE for Characters for this Campaign Type
- BUY: Points to allocate across all Character Aspects if you use the BUY method of character creation.
- MAX MASTERY: New characters cannot purchase ABILITIES beyond this level of mastery.
- FACTION DICE: How many dice a new Character can allocate across their Aligned FACTIONS.