The Hunt
Starting The Hunt begins with choosing your Prey. Your Prey may be specific, such as a chosen beast, an selected individual. Once The Hunt begins, the hunting montage begins. The character who starts the hunt may include the rest of the party or be in a solo scene.
Story Guide’s Notes
The Hunt is an excellent tool which allows players to step in and work on campaign preparations and direction while eliminating unnecessary logistical calculations.
Routine Practice: 1 Routine Path
When you activate The Hunt you let your Story Guide know who or what you are Hunting. The Hunt may resolve in a few different ways depending on the target.
Clue
Using The Hunt to get a clue may launch the next scene related to a current goal after everyone is done with their Routine Paths.
It may also reveal which direction you should go when at a crossroads of sorts to stay on the trail.
Declared Hunting, Find the Beast
If there is a specific creature or material you and your group need to hunt down, this effect puts you on the path to find the creature.
If this Declared Hunting would be easy to accomplish it is declared finished, and you procure the material.
Easy to accomplish is defined as any creature who has a Difficulty Rating half your level or less. The creature must be one which normally exists in the Biome or Region you currently preside.
Keep in mind Poaching is illegal near most cities and towns, though not so much near villages or farms in any Timescale later than Renisans.
Mythical Override: Time Skips, such as travel, are automatically calculated and provided for when using The Hunt. If the journey takes four days, this effect provides sufficient supplies to rest, travel, and stay nourished. This Time Skip does not grant Routine Paths to the party.
Unlocking The Hunt
Potential: 100
“The monks of Ralipal eat the simplest diet, all grown on the rooftops above their monastery. Their entire system is designed to persist indefinitely without import.”