Character Advancement

Throughout the game, you will be pushing your Skills and Powers to their limits. As you do so, you will gain proficiency in your Skills, greater control over your Powers, or potentially acquire new Powers altogether as you attempt to meet the demands being placed on you to save (or destroy) the world.

As such, every turn your character will gain 1 point to spend in either Skills or Powers at the end of every turn. In order to advance a Skill or Power to its maximum level (5), you must spend two points, therefore you will need to not advance one week, and save the point. Should you realise you want to go a different route, you may then spend the saved point differently, whereupon it will take effect at the start of your current turnsheet.

These Skill or Power increases only come into effect at the end of the turn, so whatever you spend your point on, it won't be able to help you in your actions that turn.

Example

Jeff creates the character Captain Custard, who can produce Custard out of thin air (Creation 3), manipulate it to his will (Control 2) and has a Custard steed (Movement 1).

Turn 1

Jeff decides that he wants Captain Custard to have the ability to produce even more custard, to allow him to flood areas with custard quickly in order to incapacitate his opponents. As such he increases his Creation to 4. Captain Custard now has the powers:

Custard-mancy:

  • Creation 4
  • Control 2

Custard Stallion:

  • Movement 1

Turn 2

Jeff realises he wants Captain Custard to produce even more custard, but he can't purchase Creation 5 yet, due to only having one point. As such, he puts his increase into reserve. He could later spend that on something else if he realises that acquiring the other skill is more urgent.

Turn 3

Captain Custard gains a gadget that grants control over hamsters on a recent jaunt with The Heart. Jeff wants to get some permanent use out of it, and creates a single power with a single point of Control. Since Captain Custard already had a hamster-controlling gadget, this power is more powerful than a single point without the gadget would have been. Since Jeff had a point in reserve, his hamster-control comes into effect from the start of the turn, rather than the end of it. Captain Custard now has the powers:

Custard-mancy:

  • Creation 4
  • Control 2

Custard Stallion:

  • Movement 1

Hamster Control:

  • Control 1

Turn 4

With nothing else to spend the point on at the moment, Jeff decides to spend both his new point and the saved point to shift his Creation up to Level 5. However, Jeff wants to make as much custard as possible. He asks to be able to make an even larger total volume of custard than the advancement would give, at the cost of not improving the custard creation rate. Captain Custard now has the powers:

Custard-mancy:

  • Creation 5
  • Control 2

Custard Stallion:

  • Movement 1

Hamster Control:

  • Control 1

And So On, And So Forth, etc, etc …

advancement.txt · Last modified: 2015/03/30 21:52 by gm_cameron
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