Campaign Type
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.
CAMPAIGN TYPE CONSEQUENCES
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 - the limits of their CHARACTERS’ capabilities in the world.
- The number of ABILITIES a starting Character can purchase and their maximum level of Mastery.
- The amount of EQUIPMENT a starting Character can Outfit with and their maximum level of Workmanship.
- The likelihood that a FACTION will be able to assist then during a play session.
CAMPAIGN TYPE OPTIONS
The following table describes the names and starting character points for each Campaign Type:
| CAMPAIGN | POINTS | MAX ABILITY | MAX EQUIP | FACTION DICE |
|---|---|---|---|---|
| DOOMED | 10 | Novice (1d4) | Common (1d4) | 3d4 |
| NORMAL | 22 | Apprentice (1d6) | Fine (1d6) | 3d6 |
| AWAKENED | 34 | Apprentice (1d6) | Fine (1d6) | 3d6 |
| FATED | 46 | Journeyman (1d8) | Superior (1d8) | 3d8 |
| CHOSEN | 58 | Journeyman (1d8) | Superior (1d8) | 3d8 |
| MYTHIC | 70 | Artisan (1d10) | Exquisite (1d10) | 3d10 |
- POINTS: You spend these points on ASPECTS, ABILITIES, and EQUIPMENT to create your CHARACTER.
- MAX SKILL: New CHARACTERS cannot improve starting ABILITIES beyond this level of MASTERY.
- MAX EQUIP: New CHARACTERS cannot improve starting EQUIPMENT beyond this level of WORKMANSHIP.
- FACTION DICE: How many dice a new CHARACTER can allocate across their Aligned FACTIONS.
CAMPAIGN TYPE EXAMPLE
Andy, the game’s Referee, and her Players have decided they want to play a game set in a world where the Players’ Characters are no better than the average human - they may one day become heroes, but this is very early in their careers, so the ways they stand out may be more subtle or limited.
They decide to select the [NORMAL] power level for the Campaign.
Selecting the NORMAL power level will give players:
- 10 points to distribute across the four ASPECTS of Body, Mind, Spirit, and Luck,
- 10 Points to purchase their ABILITIES, up to a Mastery level of Apprentice (2d6),
- 10 points to outfit their EQUIPMENT, up to a Workmanship level of Uncommon (1d6), and
- 2 Dice to assign to FACTIONS, to determine the Character’s relationship to the larger world.