Advancement

Advancement

Chapters

A chapter can generally be equated with a session of play, or with the resolution of a significant story element. Rather than making your character more powerful, this kind of milestone is more about changing your character, about adjusting in response to whatever’s going on in the story if you need to. Sometimes it won’t really make sense to take advantage of a chapter milestone, but you always have the opportunity in case you need to.

After a chapter milestone, you can choose to do one (and only one) of the following:

  1. Switch the ratings of any two professions.
  2. Rename one aspect that isn’t your calling, drive, district or class.
  3. Exchange one stunt for a different stunt.
  4. Choose a new stunt (and adjust your refresh, if you already have three stunts).

However, these alterations have to be reasonable within the context of the chapter. For example, if the chapter ends with the PCs in prison, one of them can’t suddenly acquire a set of lockpicks or a Spark while they’re in there.

Also, if you have a moderate consequence, check to see if it’s been around for two sessions. If so, you can clear it.

Stories

A series of chapters — usually three or four sessions — constitutes a story. A Story milestone usually occurs at the end of a scenario or the conclusion of a big plot event (or, when in doubt, at the end of every two or three sessions). Unlike minor milestones, which are primarily about change, significant milestones are about learning new things — dealing with problems and challenges has made your character generally more capable at what they do.

In addition to the benefit of a Chapter milestone, you also gain all of the following:

  1. Rename or entirely change a drive or _*district*_aspect.
  2. If you have a severe consequence that’s been around for at least two sessions, you can clear it.
  3. Raise the bonus of one profession by one.

Volumes

A string of connected stories makes up a volume. Perhaps the characters have been struggling to foil the machinations of a single Master Villain, finally confront him face-to-face, and emerge victorious (or not). Whatever the case, the ven (and maybe even the world) will never be the same.

Volume milestones should only occur when something happens in the campaign that shakes it up a lot — the end of a big story arc, the final defeat of a main NPC villain, or any other large-scale change that reverberates around your game world.

These milestones are about gaining more power.

The challenges of yesterday simply aren’t sufficient to threaten these characters anymore, and the threats of tomorrow will need to be more adept, organized, and determined to stand against them.

  1. Take an additional point of refresh, which you may immediately use to purchase a stunt if you wish.
  2. Rename your character’s _*calling*___or___*class*_ aspect.

The end of a volume signifies a major change in the campaign. You can think of it as shifting gears, or moving up a weight class. The characters grow more powerful, but so do the threats they’ll be facing in the future.

Advancement

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