Fantasy Character Advancement

What Advancement Represents

Advancement represents a progression in game statistics as characters learn new abilities and sharpen existing ones.

For example, a character who spends a lot of time during the adventure leading a group of hirelings to fight alongside him or her and carrying out some of the menial tasks associated with travel (loading and unloading cargo, cooking, housekeeping, etc.) may have an opportunity to advance his or her Command Skill.

Likewise, a character who spends time reading books on history, literature, and mathematics, may over the course of time have an opportunity to advance his or her Academics Skill.

This system of advancement relies on the accumulate of Experience Points (discussed below) which are used to directly advance Skills or to learn Talents and Spells related to areas of activity the character has undertaken during the adventure.

Experience Points

Experience Points are awarded to characters at the end of Chapters in the campaign.

The gamemaster rates each character in three areas: Action, Ingenuity, and Roleplaying, and assigns a numerical value to each (ranging from 0 to 2).

Then each character is awarded Experience Points in a lump sum (thus, from 0 to 6 per Chapter, with 3 being average).

These points can then be spent to purchase Levels in new Skills, increase existing Skill Levels, learn new Talents or Spells, or acquire Action Points.

Advancement Process

Players may advance their characters’ abilities between Chapters in the campaign.

At the end of each Chapter, after the gamemaster awards Experience Points, each player may choose to advance his or her character’s abilities.

Each advancement requires gamemaster approval, as discussed below.

Sufficient Practice

To advance any ability, or acquire a new one, the gamemaster must agree that a character has have had sufficient practice in the field related to the advanced or acquired ability.

Example: The adventuring group spent the last two Chapters within the walls of Garud City negotiating a peace treaty with ambassadors of different kingdoms.

Ardric wishes to advance his Melee Skill.

The gamemaster determines that Ardric has not had sufficient practice to advance this Skill but does allow Ardric to advance his Persuasion Skill if he so desires.

If the gamemaster determines that the character has not demonstrated sufficient practice, study, or exposure to the ability, he or she may disallow the character from advancing or acquiring the ability until such a time that this condition is met.

One Advancement Per Chapter

Each character may only advance one game statistic between Chapters in the campaign.

This means that a character may only do one of the following:

  • Increase Movement by 1.
  • Raise a Skill’s Level by 1.
  • Learn 1 new Talent.
  • Learn 1 new Spell.

Action Points Always Available

Action Points may always be purchased by characters between Chapters.

The purchase of Action Points does not rely on practice and is not affected by the “one advancement per Chapter” rule described above.

Advancement Costs

Each advancement has a different cost in Experience Points.

Movement

An advancement of 1 point of Speed costs 1 Experience Point per new Speed rating attained:

Old Movement Rating New Movement Rating Experience Movement Cost
10 11 11
11 12 12
12 13 13
13 14 14
etc. etc. etc.

Movement cannot be advanced beyond 17.

Skills

An advanced Skill Level costs 5 Experience Points per new Level attained.

Old Skill Level New Skill Level Experience Point Cost
0 1 5
1 2 10
2 3 15
3 4 20
4 5 25
5 6 30

Skills cannot be advanced beyond Level 6.

Example: A character has 2 Levels in the Ride/Team Skill and wishes to advance this Skill to Level 3.

The advancement will cost 15 Experience Points.

Talents

A new Talent costs 5 Experience Points per total Talents the character will know after learning the new Talent.

Old Number of Talents New Number of Talents Experience Point Cost
0 1 5
1 2 10
2 3 15
3 4 20
4 5 25
etc. etc. etc.

There is no limit to the number of Talents a character may learn.

Example: A character already has 3 Talents and wishes to acquire a fourth one.

The fourth Talent will cost 20 Experience Points.

Spells

A new Spell costs 2 Experience Points per the Spell’s Level.

Spell Level Experience Point Cost
1 2
2 4
3 6
4 8
5 10
6 12

To learn a new Spell, the learned Spell’s Level must be equal to or less than the character’s Skill Level for that Spell.

Example: A character has Alchemy 2, Sorcery 3, and Weirding 1.

This character may learn a Level 1 or 2 Alchemy Spell, a Level 1, 2, or 3 Sorcery Spell or a Level 1 Weirding Spell.

There is no limit to the number of Spell’s a character may learn.

Action Points

Action Points always cost 1 Experience Point each.

This cost does not change based on the number of Action Points a character already has.

There is no limit to the number of Action Points a character may have.