This campaign runs as a standard Erandor game but with the additional flexibility of gaining 20 skill points instead of a skill pyramid with an apex of Great (+4). Character can transfer skill points to Extras in order to build up their organizations. Remaining points need not form a pyramid but does need to follow columns rules.
PCs start with:
- 5 aspects, including a High Concept and Trouble aspect.
- 20 points for Skills, with a skill cap of Great (+4). Column rules are in place so you can't have more skills in a higher skill than there are in a lower skill.
- 3 stunts
- 3 Refresh (which can be lowered to buy more stunts, with a minimum Refresh of 1)
And PCs get extras including:
- 1 aspect
- 4 skill points to buy skills that do not need to follow the columns rule.
- 2 stunts
PCs can save their extras points and spend them later.
All Extras options are available in this campaign including races, magic, arms and armor, alchemy, organizations, and martial arts.