WizardSpire

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Sign In with Google
Improving Your Character
  • Improving Your Character


    Adventure points are earned through adventuring. As a general rule, each player earns one point for each session that they actively role-play in, and one point for a critical success to the skill or attribute used in that test. Further points can be earned at GM discretion by; performing an action that directly furthers the plot, rolling a critical success on a plot related action, performing an action that helps the group at great risk to self, remaining in character when there is great pressure to break down the fourth wall, etc. each of the aforementioned actions earns one point for the character. Team points can be awarded at GM discretion in cases where the team makes a deliberate, unprovoked effort to coordinate their actions to further the plot.

    Point assignment: Points must be assigned at the time they are given. Points cannot be stored up, at the beginning of any session where a character has unassigned points, those points must be assigned to an accumulator before play begins.

    Adventure points can be spent on primary attributes and/or skills. To increase an attribute modifier by one point a player must spend an amount of points equal to the current score of the attribute plus one. Example: Bob the bouncer has Strength level of 3 giving him a strength modifier of +2, to increase this modifier to +3 he will put 3 more points into the attribute for strength for a total of 6. When the attribute level reaches the next target number (6), increment the attribute modifier and recalculate secondary attributes. Once points are assigned to an accumulator for an attribute or skill they may not be moved or re-assigned. Skills can be increased by applying points to the skill accumulator for a desired skill, modifiers increase on the same scale as attribute modifiers, characters also get die bonuses which are applied at level 6 for Novice +1d, 18 for Advanced +2d, and 36 for Master +3d.

    Example: Bob the bouncer has a brawling skill of 6 this gives him a 1d6 advantage when brawling he rolls 3d6 and counts the two lowest dice, he wants to gain a 2d6 advantage  so that he can roll 4d6 and count the two lowest dice. Bob will have to spend 12 points on his brawling skill bringing the total skill points to 18 if Bob wants to be a Master Brawler he would have to add an additional 18 points to his brawling skill for a total of 36 points add a 3d6 advantage allowing him to roll 5d6 and count the lowest two dice. The maximum points one can apply to any attribute or skill is 36. New skills can be added to your character at any time during play but they must be built up through the levels as points are added. Example: Bob the bouncer wants to add martial arts to his skill list to gain a block/parry advantage to his fighting skills. At the end of the session he has earned 3 adventure points, Bob can spend points to add the chosen skill to his list of skills.