Difference between revisions of "Hook"
From Wildermyth Wiki
Line 2: | Line 2: | ||
Heroes start the game with 3 hooks, which are specific character aspects and often take the form of a personality flaw or quirk. | Heroes start the game with 3 hooks, which are specific character aspects and often take the form of a personality flaw or quirk. | ||
Brash | |||
Brokenheart | |||
Clown | |||
Creative | |||
Curious | |||
Darkheart | |||
Destiny | |||
Distant | |||
Dreamer | |||
Flirt | |||
Gritty | |||
Inhabited | |||
Integrity | |||
Literary | |||
Loyal | |||
Lucky | |||
Mysterious | |||
Nostalgic | |||
Physical | |||
Potential | |||
Proud | |||
Shame | |||
Slacker | |||
Thorny | |||
Wanderlust | |||
Weird | |||
Wildheart |
Revision as of 07:09, 17 May 2018
A powerful marker that changes how the character might interact with events, and also acts as a seed for the character to undergo a specific quest; applied by history and sometimes events. Hooks are fundamentally just aspects with a special naming convention and some extra tooling around them.
Heroes start the game with 3 hooks, which are specific character aspects and often take the form of a personality flaw or quirk.
Brash
Brokenheart
Clown
Creative
Curious
Darkheart
Destiny
Distant
Dreamer
Flirt
Gritty
Inhabited
Integrity
Literary
Loyal
Lucky
Mysterious
Nostalgic
Physical
Potential
Proud
Shame
Slacker
Thorny
Wanderlust
Weird
Wildheart