Alternate Starts
The game of Warped World is designed to be freely modified and tinkered with as any Game Mediator sees fit, however, in order to aid in providing some additional methods for handling character creation and improving overall flexibility for the system, the following section outlines some additional, optional rules a game master or group of players may elect to use.
Balance/Unbalance Character Setup (stat die sacrificing)
You as the game master or as a group of players may decide you prefer to have multiple skills with a higher level of proficiency, either to create a more “balanced” character, eliminating weaker stat die, or “unbalanced” character, having more stats with weak stat die but more than one with exceptionally strong dice. With this ruleset option, players may elect to “sacrifice” a stat die, reducing it to the next lowest die, in order to increase another skill to the next highest die. For example, Kai’s character from our hypothetical session zero might elect to reduce their Anomaly die from a D20 to a D12, since it has a proficiency bonus from Addison’s background, in order to bring their character Addison’s Containment stat die up from a D4 to a D6, resulting in the following spread:
Research: D12 Procedure: D8 Containment: D6 Diplomacy: D6 Anomaly: D12
Olive, likewise, might decide that their character Jason is less well-rounded, but has a few exceptionally strong skills that make up for that. In this vein, Olive sacrifices Containment down to a D4 from a D8, and with those two levels of stat die sacrifice improves Jason’s Anomaly stat die up from a D12 to a D20, and his Research from a D6 up to D8, resulting in the following spread:
Research: D8 Procedure: D4 Containment: D4 Diplomacy: D20 Anomaly: D20
Weak Start
In a longer running campaign where level progression may be desired, a group may elect to use the Weak Start rule variant. In this variant, all stats begin with a D4 stat die. Player characters still take proficiencies and get a single stat modifier based on their backgrounds, but are much weaker overall from the outset. As the game progresses, when progression events occur, those stat die may improve to the next highest die. Progression is explained in greater detail in its own section, but note that the particular rules in play are flexible, and progression events for stat die improvement may be handled a number of ways depending on the planned campaign and setting. If the group desires rapid progression, they may make use of an immediate improvement progression strategy – where dice explosions immediately grant the player character the next level of stat die to roll. In a slower progression setup, stat die explosions may need to occur a number of times before they may improve. For more detailed information on theoptions available, see Progression.