Point Buy Progression vs. Character level:
Overview of the System
The Aeranos roleplaying system strives to put storytelling on an equal footing with combat. The idea is to put some crunch into the behind-the-scenes and character building, while leaving the game system easy to play at the table. Combat is quick, and often dangerous (no long, drawn out whittle-fests of hit points), the action is intense and fast-moving, and a character’s skills, powers, advantages, and disadvantages drive the story forward.
Most everything in the Aeranos system revolves around the roll of two, six-sided dice plus an attribute. The target number is either 10, or the defensive target number of an enemy or NPC (non-player-character). This means there’s a bell curve system at work, and that a skilled character, more often than not, can count on their skill showing through.
Modifiers are included based on the difficulty of the test. Terrain effects, light, darkness, wounds, or competing NPCs can all add to or subtract from your chances.
For example:
If your wound penalty is -3, and you fail your skill test by 1, it was your wound that caused you to fail. If you have spell armor that adds 6 to your Toughness, and you still take a light wound, you can be sure your spell saved your life.
If you roll two sixes on a skill or defense test, there’s a chance of even greater success. Roll the dice again and add the difference of the two to your original 12. If you get two sixes again, add 5 and roll a third time, etc.
For example:
You roll boxcars, adding 12 to your test. You then roll a 5 and a 3, so you add 2 more to your result for a total of 14. If you had rolled another boxcar, you would instead add 5 and roll a third time.
In Aeranos everything is customizable. You build your character with points. You use experience points to incrementally increase your statistics, skills, and abilities. When you decide to spend some experience points, your advancement is linked to what skills you’ve been using. The higher you go, the harder advancement becomes. Think of it this way: An arrow does the same lethal damage to an experienced character that it does to a fresh one. The experienced character just might be better at avoiding it.
The ARPG system uses Fate and Survival points to allow for heroic swashbuckling and larger-than-life adventure. A Fate point can turn a failed roll into a success, or a successful roll into a truly heroic moment. Survival points are even more crucial to an adventurer, allowing them to survive wounds that would see normal folk lying dead on the field.
Without the use of Fate and Survival points, the system becomes ultra-gritty. Most people like the Heroic fantasy vibe, and that’s a perfectly fine, expected way to play. If you feel like running a more dangerous, bloody adventure, consider one of the other Grit Levels below.
No limit to Fate or Survival Points.
You can do epic things on a semi-regular basis. You can survive a lot of punishment, over and over.
This mode of play is the closest to more popular systems involving dragons and dungeons, and things.
3 Fate Points. Unlimited Survival points.
You’re far from unkillable, and bad things happen, but there’s little doubt the fates smile upon you.
This mode is for those who like being special, but want a little more dirt in their fantasy.
1 Fate Point, 5 Survival Points.
You’re a little more hearty than the average adventurer, but you should still be careful out there.
This mode is for those who want blood and grit, with the slightest warning before the hammer comes down. If you run into something tougher than you, you might have a few seconds to run.
1 Fate Point, No Survival points.
You are made of meat and bone, just like everyone else. You’ve got a tiny bit of luck on your side, but that’s it.
This is a wholly different play style. In this mode, disadvantages are mostly there for the story alone. If you fight everything you come across, you will die, maybe quickly. Good luck. You’ll need it.