[{"data":1,"prerenderedAt":445},["ShallowReactive",2],{"post:skills:en":3,"posts:en":99,"post-slug-pairs":433},{"id":4,"title":5,"author":6,"body":7,"description":85,"extension":86,"meta":87,"navigation":88,"order":77,"path":89,"seo":90,"stem":93,"tags":94,"__hash__":98},"diario_en\u002Fen\u002Fdev-diary\u002Fskills.md","Skills in Wild Heroes","Sr & Sr Horvath",{"type":8,"value":9,"toc":75},"minimark",[10,14,19,22,25,29,32,35,39,42,45,49,52,55,59,62,65,69,72],[11,12,13],"p",{},"To keep the table sharp and avoid constant rule-table lookups, hero abilities in Wild Heroes were organized into just four pillars. The idea is to resolve any action without red tape: you describe what you want to do, the group agrees which pillar applies, and play moves on.",[15,16,18],"h2",{"id":17},"why-only-four-pillars","Why only four pillars",[11,20,21],{},"Long tables slow the adventure. The more categories the book lists, the more time the table spends hunting for the right skill name. Four pillars cover the body, the unseen, mechanisms, and reading the environment. That way the Game Master and the players talk in plain language, instead of turning a scene into a manual lookup.",[11,23,24],{},"The pillars are, in this order: Athletics, Supernatural, Technology, and Perception. Each one answers a type of challenge. Together, they support exploration, combat, and roleplay without heavy memorization.",[15,26,28],{"id":27},"athletics","Athletics",[11,30,31],{},"Athletics measures physical readiness, strength, and agility. When the body is the tool, this skill decides success. It covers running, swimming, climbing, jumping, balancing, and carrying weight.",[11,33,34],{},"At the table, that shows up in concrete scenes. Crossing a river, scaling a wall, leaping a gap, keeping balance on a narrow bridge, or carrying a wounded companion. Athletics is not only physical combat: it is everything the hero does with muscle, breath, and coordination.",[15,36,38],{"id":37},"supernatural","Supernatural",[11,40,41],{},"Supernatural is the sensitivity to touch the unseen and deal with the magical, spiritual, and divine world. It is the key to casting spells, reading hidden symbols, understanding rituals, and facing creatures of the shadows.",[11,43,44],{},"When a scene asks for more than brute force, this pillar steps in. A strange inscription in a temple, a ritual cut short, a presence that should not be there. Supernatural connects the hero to what the naked eye cannot see and to the power that spell and special-move cards put on the table.",[15,46,48],{"id":47},"technology","Technology",[11,50,51],{},"Technology is the skill for mastering mechanisms with precision and practical intellect. It lets you build or disarm traps, forge and repair gear, and decipher complex devices.",[11,53,54],{},"Arkaron does not live on magic alone. There are gadgets, traps, and objects that ask for a steady hand and a cool head. A suspicious chest, a door with a clever lock, a broken weapon mid-mission: Technology turns those situations into one clear skill, without an endless list of crafts.",[15,56,58],{"id":57},"perception","Perception",[11,60,61],{},"Perception is instinct and attention to detail for reading the environment. It helps you notice dangers, find clues and hidden items, hear whispers, and sniff out ambushes.",[11,63,64],{},"Many adventures turn when someone pays attention in time. A creak in the floorboards, a noise behind the door, an item hidden in the room, the scent of an ambush. Perception gives the group the tool to uncover what the scene is hiding before danger closes in.",[15,66,68],{"id":67},"how-this-plays-in-a-session","How this plays in a session",[11,70,71],{},"In practice, the player says what the hero tries to do. The Game Master points to the right pillar. The table does not need to open a page of dozens of skills to find the right term. Four names are enough to cover running and climbing, casting magic and reading rituals, disarming a trap and repairing gear, noticing danger and sniffing out an ambush.",[11,73,74],{},"That design serves the game's dual audience. Kids grasp the four paths quickly. Adults notice how few rules there are, and how much pace that buys. In Paws and Power, the starter book, these pillars support the first missions while one-star cards handle the strategic abilities. The table stays light. The adventure stays front and center.",{"title":76,"searchDepth":77,"depth":77,"links":78},"",2,[79,80,81,82,83,84],{"id":17,"depth":77,"text":18},{"id":27,"depth":77,"text":28},{"id":37,"depth":77,"text":38},{"id":47,"depth":77,"text":48},{"id":57,"depth":77,"text":58},{"id":67,"depth":77,"text":68},"In Wild Heroes, four skill pillars replace long tables: Athletics, Supernatural, Technology, and Perception, so the table stays sharp and fast.","md",{},true,"\u002Fen\u002Fdev-diary\u002Fskills",{"title":91,"description":92},"Four skill pillars explained | Wild Heroes","How skills work in Wild Heroes. Athletics, Supernatural, Technology, and Perception keep play moving without long rule tables at the session.","en\u002Fdev-diary\u002Fskills",[95,96,97],"skills","rules","system","Zjv2AJ-pdGVgFYou1FpjBPCkRYrcVhxz_Z3-PRG4OZM",[100,175,227,325],{"id":101,"title":102,"author":6,"body":103,"description":162,"extension":86,"meta":163,"navigation":88,"order":164,"path":165,"seo":166,"stem":169,"tags":170,"__hash__":174},"diario_en\u002Fen\u002Fdev-diary\u002Fwild-heroes-paws-and-power.md","Wild Heroes: Paws and Power",{"type":8,"value":104,"toc":155},[105,108,112,115,118,122,125,128,132,135,138,142,145,149,152],[11,106,107],{},"Paws and Power is the Wild Heroes starter book. In it, you and your friends play adventurers who explore Arkaron through first missions and discoveries, with one-star heroes and a focus on learning without red tape.",[15,109,111],{"id":110},"why-start-here","Why start here",[11,113,114],{},"Every RPG needs a clear front door. Paws and Power exists for that: to introduce the world, the way you play, and what a hero can do at the start of the journey. The one-star rating marks the power level that fits players taking their first steps. That way the table learns the game's pace without getting lost in advanced options.",[11,116,117],{},"In Arkaron there are no humans. The heroes are anthropomorphic animals, the Arkarians, with hands, speech, and cities of their own. In the starter book, that setting shows up in play. You choose what your character says and how they act. One of the players takes the role of Game Master and describes the world, everyday people, and the dangers along the road.",[15,119,121],{"id":120},"what-you-find-at-the-table","What you find at the table",[11,123,124],{},"The design is cooperative. The group's teamwork is what wins many challenges, from hordes to traps and rough terrain. Paws and Power organizes that beginning around missions and discoveries: new places, encounters, and choices that ask for imagination more than memorizing rules.",[11,126,127],{},"The Wild Heroes system organizes hero abilities into four pillars (Athletics, Supernatural, Technology, and Perception) to keep the table moving. Spells and special moves become one-star cards in the starter material. You do not need to master everything at once. The book guides the group through the essential pieces and leaves the rest for when the table feels ready.",[15,129,131],{"id":130},"one-star-heroes","One-star heroes",[11,133,134],{},"One star does not mean a weak hero. It means a hero in training, ready for the first adventures. Wild Heroes has many characters. Four of them have official stories in the books and games: Oliver, the Halberd Warrior; Ruby, the Blast Mage; Finnegan, the Nomad Archer; and Tiberius, the Priest of the Dawn.",[11,136,137],{},"If you want something different, you can change the name or the backstory. What matters is that the group sits down with clear characters and room to grow alongside the system's next stars.",[15,139,141],{"id":140},"behind-the-cover","Behind the cover",[11,143,144],{},"The current Paws and Power cover is temporary. It stands in for the book on the site and in promotional materials while the final art is still on the way. We would rather show the product in progress with honesty than pretend everything is locked. When the final cover is ready, it takes this version's place.",[15,146,148],{"id":147},"who-this-book-is-for","Who this book is for",[11,150,151],{},"Paws and Power works for people who have never played an RPG and for people who already play and want to introduce Wild Heroes to new friends. Kids and adults share the same table: the text is accessible, the Game Master guides the world, and the rules put action in front of your eyes, not constant table lookups.",[11,153,154],{},"If your table wants first missions in Arkaron, one-star heroes, and a short path to the first session, this is the book. After that, the Dev Diary keeps opening the rest: skills, cards, and the bestiary waiting in the wild regions of the continent.",{"title":76,"searchDepth":77,"depth":77,"links":156},[157,158,159,160,161],{"id":110,"depth":77,"text":111},{"id":120,"depth":77,"text":121},{"id":130,"depth":77,"text":131},{"id":140,"depth":77,"text":141},{"id":147,"depth":77,"text":148},"Paws and Power is the Wild Heroes starter book. One-star heroes, first missions, and the start of cooperative adventure in the world of Arkaron.",{},1,"\u002Fen\u002Fdev-diary\u002Fwild-heroes-paws-and-power",{"title":167,"description":168},"Paws and Power, the starter book | Wild Heroes","Meet Paws and Power, the Wild Heroes starter book. One-star heroes, first missions, and the beginning of your journey through the world of Arkaron.","en\u002Fdev-diary\u002Fwild-heroes-paws-and-power",[171,172,173],"book","paws-and-power","beginners","XfqsVyuHtzldp9MX2pYJmhZLsvvX0BgFgEza60cbbX4",{"id":4,"title":5,"author":6,"body":176,"description":85,"extension":86,"meta":224,"navigation":88,"order":77,"path":89,"seo":225,"stem":93,"tags":226,"__hash__":98},{"type":8,"value":177,"toc":216},[178,180,182,184,186,188,190,192,194,196,198,200,202,204,206,208,210,212,214],[11,179,13],{},[15,181,18],{"id":17},[11,183,21],{},[11,185,24],{},[15,187,28],{"id":27},[11,189,31],{},[11,191,34],{},[15,193,38],{"id":37},[11,195,41],{},[11,197,44],{},[15,199,48],{"id":47},[11,201,51],{},[11,203,54],{},[15,205,58],{"id":57},[11,207,61],{},[11,209,64],{},[15,211,68],{"id":67},[11,213,71],{},[11,215,74],{},{"title":76,"searchDepth":77,"depth":77,"links":217},[218,219,220,221,222,223],{"id":17,"depth":77,"text":18},{"id":27,"depth":77,"text":28},{"id":37,"depth":77,"text":38},{"id":47,"depth":77,"text":48},{"id":57,"depth":77,"text":58},{"id":67,"depth":77,"text":68},{},{"title":91,"description":92},[95,96,97],{"id":228,"title":229,"author":6,"body":230,"description":313,"extension":86,"meta":314,"navigation":88,"order":308,"path":315,"seo":316,"stem":319,"tags":320,"__hash__":324},"diario_en\u002Fen\u002Fdev-diary\u002Fspells-and-special-moves.md","Spells and Special Moves",{"type":8,"value":231,"toc":301},[232,235,239,242,245,249,252,255,259,262,267,270,274,277,281,284,288,291,294,298],[11,233,234],{},"During Wild Heroes development, the heroes' strategic abilities were organized into cards to make them easier to see at the table. Instead of checking long book tables during battles, players manage their resources directly through the deck.",[15,236,238],{"id":237},"ability-cards","Ability Cards",[11,240,241],{},"Each card describes a special move or a spell available to the hero. They are split across the game's four classes and carry a power rating from one to five stars.",[11,243,244],{},"The official classes in the material are Warrior, Mage, Archer, and Priest. Oliver, Ruby, Finnegan, and Tiberius illustrate that slice: halberd, staff, bow, and priest's hammer. The cards follow each class profile, making clear what each hero can bring to combat and to the mission's decisive moments.",[15,246,248],{"id":247},"one-star-in-the-starter-book","One star in the starter book",[11,250,251],{},"In the starter book, Paws and Power, the system focuses exclusively on one-star cards. Learning stays simple and centered on the first adventures. You learn the Use and Recharge cycle without having to master, right away, the full power range up to five stars.",[11,253,254],{},"That matches the book's aim: one-star heroes, first missions, and discoveries in Arkaron. As the table grows, room for higher-power cards stays on the system's horizon, without getting in the way of beginners.",[15,256,258],{"id":257},"how-it-works-at-the-table","How it works at the table",[11,260,261],{},"Card management during play follows a direct resource logic.",[263,264,266],"h3",{"id":265},"sheet-limit","Sheet Limit",[11,268,269],{},"The character sheet shows how many spells or moves the hero can use before needing to rest. That number is the session ceiling until the next recovery. It is not a stockpile buried in a rule paragraph: it sits on the sheet, in plain sight for everyone.",[263,271,273],{"id":272},"active-deck","Active Deck",[11,275,276],{},"The player picks from their deck a number of cards equal to the Sheet Limit and keeps them face up in front of them. What is face up is what the hero can still spend. The table sees the resource without opening the book every turn.",[263,278,280],{"id":279},"use-and-recharge","Use and Recharge",[11,282,283],{},"When a spell or move is activated, the card is turned face down. It stays unavailable until the character takes a rest to recover energy. The gesture is simple: use, flip, wait for the rest. After the rest, the cards come back and the cycle starts again.",[15,285,287],{"id":286},"why-cards-instead-of-text-alone","Why cards instead of text alone",[11,289,290],{},"Cards turn an abstract resource into an object on the table. Kids and adults see, at the same time, what can still be used. The Game Master tracks the group's pace without stopping the scene to count uses on paper. In combat or in tense exploration moments, the choice sits in the player's hand: which card to spend now, which to save for the next tight spot.",[11,292,293],{},"The four general skills (Athletics, Supernatural, Technology, and Perception) handle everyday action. The cards handle the strategic moment: the special move, the right spell, the play that turns the encounter. Separating those two axes was a behind-the-scenes decision to keep the table sharp and readable.",[15,295,297],{"id":296},"what-to-bring-to-the-next-session","What to bring to the next session",[11,299,300],{},"Pull the one-star cards for your class, check the Sheet Limit, and build the Active Deck face up. Spend with intent, flip on activation, and recover on rest. In Paws and Power, that cycle is enough for the first adventures. The rest of the power, star by star, waits until the group is ready to raise the challenge in Arkaron.",{"title":76,"searchDepth":77,"depth":77,"links":302},[303,304,305,311,312],{"id":237,"depth":77,"text":238},{"id":247,"depth":77,"text":248},{"id":257,"depth":77,"text":258,"children":306},[307,309,310],{"id":265,"depth":308,"text":266},3,{"id":272,"depth":308,"text":273},{"id":279,"depth":308,"text":280},{"id":286,"depth":77,"text":287},{"id":296,"depth":77,"text":297},"In Wild Heroes, spells and special moves become cards. Learn Sheet Limit, the Active Deck, and how Use and Recharge work after the hero rests.",{},"\u002Fen\u002Fdev-diary\u002Fspells-and-special-moves",{"title":317,"description":318},"Spells and moves as cards | Wild Heroes","How spells and special moves become cards in Wild Heroes. Sheet Limit, Active Deck, use at the table, and recharge after the hero takes a rest.","en\u002Fdev-diary\u002Fspells-and-special-moves",[321,322,323,96],"cards","spells","moves","WaUvAx1oiiUOdZvFVM9B8J-fNehZRmkOXO7kx9V2YyI",{"id":326,"title":327,"author":6,"body":328,"description":420,"extension":86,"meta":421,"navigation":88,"order":422,"path":423,"seo":424,"stem":427,"tags":428,"__hash__":432},"diario_en\u002Fen\u002Fdev-diary\u002Fthreats-and-monsters-of-arkaron.md","Threats and Monsters of Arkaron",{"type":8,"value":329,"toc":410},[330,333,337,340,344,347,350,354,357,360,364,367,370,374,377,380,384,387,390,394,397,400,404,407],[11,331,332],{},"Building the Wild Heroes bestiary means balancing tactical challenge with world narrative. In Arkaron, the dangers heroes face go far beyond villains and Arkarian political strife. The ecosystem holds everything from gigantic beasts worshiped as ancestors to aberrations born from disastrous magical experiments.",[15,334,336],{"id":335},"wild-and-magical-fauna","Wild and magical fauna",[11,338,339],{},"The creatures that fill the ruins and wild regions of the world split into distinct profiles and behaviors. Each category helps the Game Master build encounters that feel like a place and a story, not just stats on a sheet. Below are the groups that organize that fauna.",[15,341,343],{"id":342},"ancestors-and-beasts","Ancestors and Beasts",[11,345,346],{},"These are gigantic animals that live in the wild regions. Some cultures worship them as ancestors and forbid hunting them. Most people see them only as territorial beasts. Giant Bats belong in that picture: an imposing presence in the wilds, able to turn a crossing into a test of courage and planning.",[11,348,349],{},"For the table, this category offers tension around territory and cultural respect. Not every encounter needs to end in combat. Sometimes the challenge is to pass without provoking the beast, or to understand a local people's taboo.",[15,351,353],{"id":352},"pests-and-vermin","Pests and Vermin",[11,355,356],{},"Here are the nests and pests that infest forgotten corners. One example is the Kuca-Ratya: giant cockroaches that feed on trash and, with age, grow a carapace resistant to acid and fire.",[11,358,359],{},"These creatures work well as environmental pressure. They remind you that Arkaron is not dangerous only in castles and power plots. Cellars, dumps, and abandoned ruins also exact a price from anyone who enters unprepared.",[15,361,363],{"id":362},"arcane-mishaps","Arcane Mishaps",[11,365,366],{},"Arcane Mishaps are anomalies created by magical failures. That includes Mimics, shapeshifting monsters disguised as chests or furniture that try to devour whatever comes within reach.",[11,368,369],{},"This category shows the cost of botched magic. The danger can look like ordinary furniture until the ambush begins. At the table, it pairs with Perception, group caution, and that moment when nobody trusts the chest in the corner anymore.",[15,371,373],{"id":372},"draconic-heritage","Draconic Heritage",[11,375,376],{},"Creatures like Kobolds represent Draconic Heritage: distant descendants of dragons. While they are not exceptionally intelligent, they have a natural aptitude for magic because of the ancient blood.",[11,378,379],{},"The contrast matters in encounter design. It is not brilliant cunning that defines the risk, but the inherited magical talent. The Game Master gets enemies that punish anyone who underestimates a small or numerous foe.",[15,381,383],{"id":382},"undead","Undead",[11,385,386],{},"Undead are corpses reanimated by necromancy or demonic energy. Most act on pure destructive instinct. The conscious variants, however, represent serious tactical threats.",[11,388,389],{},"That split helps scale the challenge. Impulsive hordes test cooperation and positioning. Conscious enemies ask for reading intentions, setting priorities, and extra care. In Arkaron, death is not always the end of the threat.",[15,391,393],{"id":392},"constructs","Constructs",[11,395,396],{},"Constructs are objects and mechanisms enchanted to follow orders without question. They serve as tireless guardians until total destruction.",[11,398,399],{},"They do not negotiate, tire out, or switch sides because of a speech. They are the obstacle that obeys the last order received. At the table, they ask for a different approach than a hungry beast or a political villain: you need to dismantle the defense, find the weak point, or meet what the mechanism was built to demand.",[15,401,403],{"id":402},"challenge-and-story-together","Challenge and story together",[11,405,406],{},"The Wild Heroes bestiary does not exist only to pad combat. Each profile tells a piece of the continent: wilds with ancestors, urban and ruin pests, arcane failures, dragon blood, necromancy, and enchanted engineering. Villains and Arkarian disputes still belong in the setting, but the world around them threatens too.",[11,408,409],{},"In Paws and Power, the first missions introduce that ecosystem in the right dose for one-star heroes. Later, the Game Master can combine categories, places, and motives to keep the table tense, readable, and true to Arkaron.",{"title":76,"searchDepth":77,"depth":77,"links":411},[412,413,414,415,416,417,418,419],{"id":335,"depth":77,"text":336},{"id":342,"depth":77,"text":343},{"id":352,"depth":77,"text":353},{"id":362,"depth":77,"text":363},{"id":372,"depth":77,"text":373},{"id":382,"depth":77,"text":383},{"id":392,"depth":77,"text":393},{"id":402,"depth":77,"text":403},"The Wild Heroes bestiary balances challenge and story. Meet Ancestors and Beasts, Pests and Vermin, Arcane Mishaps, Draconic Heritage, Undead, and Constructs.",{},4,"\u002Fen\u002Fdev-diary\u002Fthreats-and-monsters-of-arkaron",{"title":425,"description":426},"Threats and monsters of Arkaron | Wild Heroes","How the Wild Heroes bestiary balances challenge and world. Ancestors and Beasts, Pests and Vermin, Arcane Mishaps, Draconic Heritage, Undead, and Constructs in Arkaron.","en\u002Fdev-diary\u002Fthreats-and-monsters-of-arkaron",[429,430,431],"bestiary","monsters","arkaron","YxUBhu5Rc-VFz3N5qnri4gM_oj3bbhjbKzFgInlqTo4",{"1":434,"2":437,"3":439,"4":442},{"pt":435,"en":436,"ja":436},"wild-heroes-patas-e-poder","wild-heroes-paws-and-power",{"pt":438,"en":95,"ja":95},"habilidades",{"pt":440,"en":441,"ja":441},"magias-e-golpes-especiais","spells-and-special-moves",{"pt":443,"en":444,"ja":444},"ameacas-e-monstros-de-arkaron","threats-and-monsters-of-arkaron",1785302702767]