The Hunt > Alt. Rules and Systems >
The world is governed by many principles and concepts, tangible and intangible.
These concepts are sometimes placed on opposing axes: good vs evil, lawful vs chaotic.
Most concepts do not have an opposing concept.
Nonetheless, these concepts can be placed onto a diagram and connections drawn between them.
These diagrams, if formed correctly, can describe an effect or event.
Such diagrams can be used to exert an effect or impose an event onto the world.
These are colloquially called runes.
Every creature with an intelligence score can form and use runes.
To use a rune, the rune must be properly formed, drawn on or in an acceptable surface and medium.
Each time a creature activates a rune, their mind becomes more muddled, making it harder to apply logic and reason, follow trains of thought, or learn.
A creature can do this without measurable ill effect a number of times per day equal to half their HD + their Intelligence
modifier (minimum one).
A creature can continue activating runes after this point if they pass an Intelligence check (DC 10 + 2 per extra attempt).
If the check fails, they take 2 Intelligence damage.
To activate a rune, a creature may use anywhere from 0 to all of their available bonus on their Intelligence check.
If the rune was successful and must be maintained, the amount of bonus used to activate the rune is no longer
available for use for subsequent checks until the rune is deactivated.
A character can at most maintain a number of runes equal to their HD plus Intelligence mod (minimum 1).