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Advancement

This homerule introduces an alternative character advancement system, designed to let player characters get stronger in “bursts” at a predictable rate rather than incrementally.

Note that this homerule, by default, allows players to improve their attributes.

Players accumulate advancement points (AP) which they can then save or spend at the beginning of a game session, after skill improvements. Players can earn AP in following ways:

ActionAP AwardedNotes
Participating in the game session1 AP
Defeating a dangerous monster or NPC1 AP
Clearing a location (e.g. a dungeon)2 AP
Overcoming a major obstacle or achieving significant progress2 AP
Completing the adventure3 AP

The gamemaster may change ways in which players can earn AP and the exact amount of AP they earn, but should be clear with them about what does or doesn’t earn them AP and how much.

Players can spend AP in following ways:

  • Improve an attribute by 1 point in accordance with the first table below. This does not increase your base chance for skills, but does impact derived ratings.
  • Acquire a heroic ability. This costs 12 AP for the first heroic ability acquired this way, then 2 AP less for each one after, never going below 6. eg: The first heroic ability costs 12 AP, then 10, then 8, then 6 AP.
  • Learn a new spell without a teacher or other mage’s grimoire. This costs 2 AP for magic tricks and 4 AP per magic spell’s rank (e.g. a Rank 3 spell costs 12 AP to learn).
Attribute Level You WantAP Cost/Point
1-50.5 (1 AP/2 pts)
6-81
9-122
13-153
16-184

Example: Your Strength is 10, and you want to improve it to 14. This will cost you 10 AP: from 10 to 11 costs 2 AP, from 11 to 12 costs 2 AP, from 12 to 13 costs 3 AP, from 13 to 14 costs 3 AP, for a total of 10 AP.