Updates: Streamlining, Graphics and Stuff


Hi!

I've taken the time and strongly streamlined the game's traits. Now they are called Archetypes, and there are just six of them. The Paths each have one positive and one negative modifier for your Archetypes, and each Archetype will also have influence on what is called "Limits". For example, how much Harm you can sustain, how much pieces of Equipment you can use or how many Provisions you have access to.

Not everything is designed yet. Henchmen for example will be actual cards with creatures you can take along on your journeys. Your default limit is 2, but will be modified by your Face archetype. Charismatic leader types can have more Henchmen, while shy folks cannot have any.

Anyway, I also made sure each of the Path moves had the XP rule for rolling failures. The idea here is that if you mess up a roll on your core traits, it should always be a learning experience. When you acquire 3 XP, you can upgrade your trait by +1. Eventually, you will fail less often and so XP generation will slow down. That's entirely intentional. The XP is also sort of an incentive to go all out on roleplaying a Mess-Up.

OK, I hope you have some fun with the game!

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