Tweaks and New Mechanics

Tweaks and New Mechanics You may have seen some mechanics referenced that weren’t mentioned yet. I’ve also tweaked some things as I’ve gotten deeper into how it all works together. New stuff and changes are listed below. Reaction Checks When a Reaction Check is called for, a stat and a difficulty will be listed. Make […]
Traveling and Hexes

Traveling and Hexes The map for the game world will be done in hexes. When the game first starts, only the hex with the camp will be marked on the player map. The PCs have just arrived here, fleeing from their old homes. They need to explore and find resources if their tribe is to […]
Items and Inventory

Inventory A character has inventory slots equal to their Fierce x 2 + 10. Most items take up one slot, but exceptions are listed. Mobs pool their inventory slots. A single person couldn’t carry all the meat from a Tusk Tiger, but a mob could. While some items would just be required for a task […]
Creatures

Having adversaries and things to populate the world outside of the PCs was my biggest barrier to playtesting. Let’s be honest: the combat for this RPG functions very much like a skirmish game. This isn’t an accident. It’s a feature, not a bug. When tribes clash or PCs fight dinosaurs, I want the action to […]
Actions

Short one this week. Here are some tables of common actions in the game. Any character can also use an action to perform one of the move actions, though if they actually move a second time, they can only go half their normal distance. Primary Actions Action Description Attack The last blog post is all […]