-= Khaeorr At Its Core =-


Khaeorr At Its Core is a SANDBOX, all-in-one, campaign setting, designed to be half outlined with established peoples, places, and things of lore, and half unknowns, used to explore, reveal and create new content.

Khaeorr At Its Core is its NEW and VARIANT RULES , inspired by earliest rpgs, and to make it easier to learn, have been condensed into this one page of only 10 TIPS TO REMEMBER.

Khaeorr At Its Core is its 10 TIPS TO REMEMBER

1. ITS RANDOM - While half the world is detailed, most of that is only outline, many things such as quests, new map areas, and most importantly ENCOUNTERS will be generated on the spot.

2. ENCOUNTERS - Are the heart of the game, obviously, yet know that encounter checks are broadened to include EVENTS, like WEATHER, VANTAGE POINTS, WORLD EVENTS and even PARTY EVENTS.

3. ANYTHING CAN SHOW UP - The world is free of "starting areas" , meaning whereever you go, at low or high levels, the world will generate anything from an easy event to a complete party wipe.

4. XP IS EVERYWHERE - Every skill roll, every new place, every new proper new name of someone or something important learned, and recorded, gets +1xp times ones level, within reason.

5. FATE POINTS - FATE POINTS are REROLL POINTS, that allow many player rolls, big or small, to be rerolled, at player whim, and these points are regularly given out d4 per session and as rewards.

6. OVERPOINTS - OVERPOINTS are EXTRA TEMPORARY HIT POINTS, and they come from MANY ACTIONS, like EATING WELL (Better food bought or made) and RESTING WELL (better/longer rest areas).

7. ARMORPOINTS - Half the worlds armor, physical or mystical, have thier own "hit points", making them essential to most adventures, however many enchanted armors are sentient and may debate use.

8. MOVEMENT AND TIME ARE RISK - As one moves on world and in time, rolls happen, usually for encounters or events, so every action considered with increased distance and time to get there, as riskier.

9. CITIES ARE SAFER - In a world where chaos literally dominates, cities are the closest thing parties are going to get to a sanctuary-like ideal between deadlier endeavors, as most cities have armies of guards.

10. MAGIC MISTWALLS - The worlds realms are divided by magic mistwalls, and travel through them needs extreme caution, as they take weeks to cross, many get lost, and there is temporary memory loss.


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