Difference between revisions of "Character Advancement"
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! Target !! CP Cost | ! Target !! CP Cost | ||
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− | | “Root” of any primary skill tree (1st/2nd point) || | + | | “Root” of any primary skill tree (1st/2nd point) || 5/10 |
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− | | “Branch” of any primary skill tree (1st/2nd/3rd point) || | + | | “Branch” of any primary skill tree (1st/2nd/3rd point) || 3/5/8 |
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− | | “Leaf” of any primary skill tree (1st/2nd point) || 1/ | + | | “Leaf” of any primary skill tree (1st/2nd point) || 1/3 |
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− | | | + | | “Root” of any secondary skill tree (1st/2nd point) || 3/5 |
+ | |- | ||
+ | | “Branch” of any secondary skill tree (1st/2nd/3rd point) || 2/3/5 | ||
+ | |- | ||
+ | | “Leaf” of any secondary skill tree (1st/2nd point) || 1/2 | ||
|- | |- | ||
| Focus/Prowess/Awareness/Resilience || Current Rating + 1 Objective Point (or CP during char-gen) | | Focus/Prowess/Awareness/Resilience || Current Rating + 1 Objective Point (or CP during char-gen) | ||
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| Grit || Current Rating x2 + 1 Objective Point (or CP during char-gen) | | Grit || Current Rating x2 + 1 Objective Point (or CP during char-gen) | ||
|- | |- | ||
− | | Traits (1st/2nd/3rd/4th points) || 1/2/3/4 | + | | Traits (1st/2nd/3rd/4th points) || 2/3/6/8 |
+ | |- | ||
+ | | Quirks (1st/2nd/3rd/4th points) || 1/2/3/4 | ||
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Latest revision as of 19:15, 17 October 2014
Contents
Overview
In Fatewalker there are four actual currencies that characters can earn and use to advance their characters: Character Points, Learning Points, Story Points, and Objective Points. Each is earned differently, spent differently, and they all supply the player a mechanism through which they can improve their character.
Character Points
Every session, every player present will receive 1 Character Point for showing up on time, and 1 Character point for staying the duration. For exceptionally long sessions (5 or more hours), an additional point should be given out. At the end of every Story players should receive 1-3 additional Character Points, depending on how many sessions long the Story was. The only other way for players to acquire character points is by converting Story Points, should they wish. Character points must be placed on the character sheet, they can never be stored.
Character Point Chart
Target | CP Cost |
---|---|
“Root” of any primary skill tree (1st/2nd point) | 5/10 |
“Branch” of any primary skill tree (1st/2nd/3rd point) | 3/5/8 |
“Leaf” of any primary skill tree (1st/2nd point) | 1/3 |
“Root” of any secondary skill tree (1st/2nd point) | 3/5 |
“Branch” of any secondary skill tree (1st/2nd/3rd point) | 2/3/5 |
“Leaf” of any secondary skill tree (1st/2nd point) | 1/2 |
Focus/Prowess/Awareness/Resilience | Current Rating + 1 Objective Point (or CP during char-gen) |
Grit | Current Rating x2 + 1 Objective Point (or CP during char-gen) |
Traits (1st/2nd/3rd/4th points) | 2/3/6/8 |
Quirks (1st/2nd/3rd/4th points) | 1/2/3/4 |
Learning Points
Learning points are eventually used just like character points, however they are proactively acquired by the player through training or assigned by the GM during play at the end of a scene or session or even story where important lessons were learned by the characters. Whenever a character acquires a Learning Point they write down the skill or attribute it applies to and then fills in one (or more, up to the GM) or the Learning Dots. When all 6 are filled in the player can now add a character point toward the advancement of the given skill or attribute. If a character has learning points towards a skill they have already acquired a 2nd dot in they can simply reassign those points towards a new peer or relative of the given skill.
Generally characters can earn a learning point for each week of part-time training/research or up to 2-3 for each week spent actively training/researching. There's a whole subset of completely uncreated but perfectly tuned rules involving depth and rolling that will likely replace this useless paragraph in the future. Finally the GM can and should assign learning points to characters when they are exposed to something new or influential during a session. It should not be unusual for characters to walk away from the average session with 1-3 Learning Points.
Story Points
The third major currency of character progression are story points. These come out in larger chunks than character points and represent the amount of time and energy and skill the player puts into their character. The more Story Points a character has earned, the more amazing they are in a literary sense and for this reason it is important to not only track currently available points to spend, but also total earned lifetime. While Character Points are earned in a rather straightforward fashion, Story Points are quite subjective in nature. Players should aim to earn about 7-10 story points a session, on average. The following chart lists common ways players can earn story points for their characters.
Earning Story Points
Mechanism | Award |
---|---|
Giving an effective recap at the beginning of a session. | 1-2 |
Avoiding a violent conflict scene through role playing or creativity | 1-2 (for those who solved it) |
Any scene involving solid, evocative group roleplaying | 1-2 (for those involved) |
Any dramatic, creative, funny, or evocative scene or idea, whether successful or not. (+1 point if relevant to a character’s theme). | 1-2 |
At the end of a session all players get a Story Point per hour played | 1-36? |
At the end of a session the GM elects one player for driving the story forward | 1-3 |
At the end of a session the Players elect one other player (not picked by the GM) to receive a spot award for any reason. Start with the player elected by the GM and players cannot self advocate. | 1-3 |
Successfully completing an Immediate Goal | 2-5 |
Dramatically failing an Immediate goal | 2-5 |
Completing or failing a Personal Objective | 0-20 (failure is worth less, but can be worth something) |
Chapter End | 3-8 |
Story End | 10-25 |
Writing a supplemental narrative/journal between sessions | 2-5 |
Writing a primary Background for a character | 10-30 |
Expanding on an existing Background | 2-5 |
Spending Story Points
Expenditure | Cost |
---|---|
Buy a Character Point | 10 |
Buy a point of Will | New rating x5 |
Buy a point of Fate* | New rating x5 |
Buy a point of Presence | New rating x15 |
Backgrounds | Refer to Backgrounds |
Buy an Advanced/Master Will Ability | 35/65 |
Buy an Advanced/Master Fate Power | 35/55* |
Buy an Advanced/Master/Final Theme Power | 30/50*/75** |
- These expenditures require an Objective Point as well
- Final Theme Powers cost 2 Objective Points.
Limits of Story Points
Outside of the pure costs listed above (including Objective Point costs), there are some additional rules dictating how or when certain expenditures can be made. They are loosely organized below.
- A character can only convert Story Points to Character Points at most once for every 50 Story Points earned (so 1 for 0-49, 2 for 50-99, etc). There is a section to track this in the Story Point area of the character sheet.
- A character can only buy a point of influence when they break 100, 200, 400, 800, 1600, etc … Story Points.
- A character must buy Presence at least equal to half (round down) of the maximum level they could buy. That is at 200 Story Points, they must buy 1 point, at 800 they must buy a 2nd point.
- For Abilities/Powers of the same type, the character must first learn the lower level power to learn the higher level ones (Cannot learn SYSA II without knowing SYSA I). This applies to all Theme powers (must learn advanced before master)
- A character must have a minimum of 4 Fate before they can buy an Advanced Power, 6 for a Master Power, and 8 for a Final Power.
- Backgrounds usually require significant role playing as well as Story Points to bring into play during the game.
Objective Points
The final character currency is Objective Points. Characters earn these at the end of every story and after successfully completing a Personal Objective. Objective points are required to purchase more Fate as well as the more powerful Powers.