Characters will typically start with a certain number of Points to be spent before the game begins, during Character Creation.
This number may be altered if players would like an easier or more challenging start. It may also be increased for characters joining Campaigns that are already in progress. Some example starts are shown below:
- Each character starts with 0 in each Statistic and no Steps in any Path.
- Characters apply the effects of their Background (if any).
- Finally, characters have 10 Character Points to spend on Statistics or Paths.
This option allows for a quick start for characters to define themselves mechanically from the beginning.
- Each character starts with −1 in each Statistic and no Steps in any Path.
- Characters apply the effects of their Background (if any).
- Finally, characters have 15 Character Points to spend on Statistics or Paths.
This option allows for a balanced start for characters with more experience in the system.
- Each character starts with −1 in each Statistic and no Steps in any Path.
- Characters apply the effects of their Background (if any).
- Finally, characters have 10 Character Points to spend on Statistics or Paths.
This option is ideal for longer Campaigns where the characters are less powerful at the beginning, but have further to grow.
- Each character starts with 0 in each Statistic and no Steps in any Path.
- Characters apply the effects of their Background (if any).
- Finally, characters have 15 Character Points to spend on Statistics or Paths.
This option is designed for new characters to existing campaigns, or for short campaigns.
Following Paths
Character Points may be spent to follow a Path.
The cost of each Step along a Path is equal to the level of the desired Step.
Some Paths or Steps may have Requirements. These must be met before the Character may reach that Step or begin that Path.
Path Examples:
A Dwarf Character wishes to reach the Second Step in the Path of Flame.
This will cost 2 Character Points.
A Human Character wishes to begin the Path of Shooting by reaching the First Step.
This will cost 1 Character Point.
Goals
Characters have multiple Goals and whenever one is achieved, they receive a point.
Each character should have 3 Goals:
— Short-Term Goal
A goal that can be accomplished in a session or two. This may be related to the current quest or something that happened recently and your character cares about it. It should be something attainable but not too easy. Accomplishing the goal should cause the character to grow in some manner.
After completing a Short-Term Goal, characters are rewarded with 1 Character Point. (2?)
Example Short-Term Goals:
- Secure the treasure.
- Defeat a target.
- Escape the dungeon.
- Rescue your ally.
- Find the cure.
- Defend the location.
— Long-Term Goal
This is something more difficult that your character wants to accomplish though it might take some time.
Even if the goal is not achieved, meaningful progress towards this goal should be rewarded. While they may not have avenged their family yet, if a character discovers the identity and location of their killers, this would count as significant progress and may grant a Character Point.
After completing a Long-Term Goal, characters are rewarded with a Fate Point.
Example Long-Term Goals:
- Confront your father's killer.
- Find the Eye of Horus.
- Ensure the safety of your village.
- Solve the great mystery of the Moors.
- Recover the stolen Ebon Chalice.
- Restore your family's reputation.
— Character Goal
This is a goal about who your character wants to be. This should be very personal and should be some sort of ideal for your character to strive towards. A soldier might seek to become a general. A sailor might seek to own a ship. A labourer might seek to become a lord.
When a Character Goal is met, a character has a few options:
- Retire
- Become a Mentor
- Choose a New Character Goal
Key Moments
Proper roleplaying should be encouraged and major character moments should be rewarded appropriately. These need not all be distributed after every session.
— Character-Defining
A moment when a character properly represented who they are and what they stand for, or experienced something that changed them.
This may affect or be affected by Personality or Motivation.
— Integrity
When a character’s beliefs are tested and they stay true to their character. Acting in a way that negatively affects the character but benefits the party or story.
See Beliefs.
— Stroke of Genius
When a player has a great idea that helps the party. Creating the perfect plan, escaping a sticky situation, creatively defeating an opponent, or otherwise showing exceptional thinking skills.
— Legendary Action
A player who caused a particularly memorable moment. This can be due to smart thinking, a lucky action, good roleplaying, or anything else that caused a moment that will probably be spoken about for years to come.
If the group feels an action by a single player caused a "Hey remember that time..." story, it may fall within this category.
There may be more than one Legendary Action in a single session.
Session Rewards
Sometimes after a session, players may be rewarded for certain qualifiers.
This may not happen after each session, so if and who receives these Points is all up to the GM and other players. Therefore, if you can't agree on who should receive the reward, then perhaps nobody should. The rate of Character Point gain should be agreed upon with the GM, so each group and session may have a different number of rewards being given out.
— Key Player
Sometimes a player was very important to a session. They may have made some great decisions, solved a difficult puzzle, or rescued another character.
— Role Player
In games with a focus on role-playing, this can be used to reward players who worked hard to stay in character or stay focused, even when it may not have been in their best interests. If a player typically doesn't Roleplay very well, this can be used to reward them for sessions where they seemed to try much harder.
This should be used to reward the moments when Characters make a bad decision because "It's what they would do."
This should NOT be used as an excuse to bother other players or justify harmful behaviour.
— MVP
After a busy session, players may vote upon who they believe the MVP (Most Valuable Player) for that session was.
This may be somebody who performed very well but this may be used to reward a player even if they didn't achieve much in character. Maybe they helped the group stay motivated or just made the game particularly enjoyable or they brought pizza. You can vote for more than one MVP for different reasons, but groups should try to only reward unanimous decisions and not every session needs an MVP.
— Underdog
If one character is not earning as many Character Points as the others, this may be used to help them catch up to other players.
This may also be used to compensate certain players who may have been having a hard session due to bad luck or other unfortunate events out of their control.