On this page
- Character Advancement and Capabilities
- Why This Chapter Matters
- Core Attributes
- Skill System
- Building Dice Pools
- Earning Experience Points
- Spending Experience Points
- Character Development Paths
- Training and Development Time
- Character Progression Tiers
- Managing Allies and Followers
- Skill Advancement and Synergies
- Using Skills in Play
- Skill Challenges
- Strategic Advancement Considerations
- Practical Examples
Character Advancement and Capabilities
Fate's Edge Player's Guide — Chapter 7
Philosophy of Growth
Every XP spent is a choice about who your character becomes – invest in yourself, your network, or your legacy.
Your character is not just a collection of numbers; they are a living story. When you spend XP on an Attribute, you are saying “I become stronger, smarter, more resilient.” When you invest in a Follower or an Asset, you are saying “I build relationships and influence that outlast me.” When you buy a Talent, you are saying “This is my signature, my unique edge.”
There is no single “correct” way to grow. A lone duelist (see the Player Archetypes section) might pour everything into personal skill; a merchant prince might build a trading empire. Both are valid. The question is: what kind of story do you want to tell?
Why This Chapter Matters
In this game, growth is not just about numbers — it is about deciding who your character becomes. Advancement through Experience Points (XP) lets you shape your capabilities, influence, and legacy in the world. Every XP choice is a statement about your character’s priorities and the mark they leave behind.
Your capabilities are built on four core Attributes and a set of specialized Skills. This chapter explains how they work together, what advancement looks like in play, and offers player-facing tips for making satisfying choices.
Core Attributes
Attributes represent your character’s fundamental capabilities. Each is rated from 1 to 5; higher numbers mean greater potential in that area.
Body
Physical strength, endurance, coordination, and health.
Used for: melee combat, athletics, endurance tests, physical labor.
Typical applications: lifting, running, climbing, fighting, resisting physical harm.
Associated skills: Athletics, Melee, Endurance (see the Skill System section (Chapter 7)).
Rating guide:
1: Average person; some physical activity.
2: Fit; trains or works physically on a regular basis.
3: Athlete or soldier; excellent condition.
4: Exceptional athlete; near peak human.
5: Peak human capability; legendary strength and stamina.
Wits
Mental acuity, perception, quick thinking, and problem-solving.
Used for: investigation, perception, tactics, snap decisions.
Typical applications: spotting details, solving puzzles, planning, reacting quickly.
Associated skills: Insight (including reading people), Lore, Craft (see the Skill System section (Chapter 7)).
Rating guide:
1: Average awareness; sometimes misses important cues.
2: Observant; notices most relevant details.
3: Sharp-minded; quick to spot patterns.
4: Exceptionally perceptive; rarely surprised.
5: Almost uncanny awareness; sees connections others miss.
Spirit
Willpower, intuition, mental resilience, and connection to intangible forces.
Used for: resisting mental effects, intuition, magical aptitude, persistence.
Typical applications: resisting fear, sensing danger, channeling magic, enduring hardship.
Associated skills: Arcana, Endurance, Insight (intuition), (and certain magical Talents).
Rating guide:
1: Average willpower; somewhat suggestible.
2: Strong-minded; resists ordinary pressure.
3: Very determined; hard to intimidate.
4: Exceptional will; can inspire others.
5: Iron will; nearly unshakeable resolve.
Presence
Charisma, social influence, appearance, and force of personality.
Used for: social interactions, leadership, persuasion, intimidation.
Typical applications: negotiating, leading, charming, commanding attention.
Associated skills: Sway, Deception, Performance (see the Skill System section (Chapter 7)).
Rating guide:
1: Average presence; does not particularly stand out.
2: Noticeable; leaves a mild impression.
3: Charismatic; naturally influential.
4: Commanding; people listen when you speak.
5: Magnetic; can sway crowds and redefine the mood of a room.
Skill System
Skills represent specialized training and expertise. In play, you combine an Attribute with a relevant Skill to form your dice pool (see the Core Mechanics chapter).
Skill Ratings
| Rating | Description |
|---|---|
| 0 | Untrained — no formal experience |
| 1 | Novice — basic understanding |
| 2 | Competent — reliable and capable |
| 3 | Professional — expert in the field |
| 4 | Master — renowned specialist |
| 5 | Grand Master — legendary skill |
The Twelve Core Skills
- Combat
Melee: close-quarters fighting, armed or unarmed — swords, axes, spears, fists, grapples, improvised weapons.
Ranged: bows, crossbows, slings, thrown weapons, and firearms (if present).
- Physical
Athletics: running, climbing, leaping, swimming, and sudden physical exertion.
Stealth: moving unseen, hiding, camouflage, and going unremarked.
Endurance: lasting. Resisting fatigue, poison, cold, hunger, fear and pressure — anything that asks how long you can hold. Spirit + Endurance is the standard test for holding yourself together.
- Practical
Craft: making, mending, and tending — smithing, carpentry, masonry, cooking, brewing, locks and mechanisms — and medicine, which is the same skill pointed at a body.
- Social
Sway: moving people openly — persuasion, negotiation, charm, leadership, orders, and intimidation. Whether it reads as a plea, a command or a threat is a matter of attribute and fiction, not of skill.
Deception: moving people covertly — lying, bluffing, disguise, forgery, talking past a checkpoint, casing a routine, knowing who fences what.
Performance: singing, acting, oration, musical display, public speaking — and the Cantor’s path, which is sung.
- Mental
Insight: reading what is in front of you — people, ground, evidence. Detecting a lie, picking the ambush lane, reconstructing a scene, interviewing a witness, tracking, reading weather. Deduction, from whatever the world has left lying about.
Lore: knowing what is not in front of you. History, custom, religion, law, legend, local knowledge — and the performance of rites, which is knowledge applied aloud. Spirit + Lore is the standard roll for ritual work.
- Magic
Arcana: magic theory, identifying spells and wards, counterspelling, and free casting (TAGS system). The Weave as an object of study rather than of practice; many magical Talents (Runekeeper, Invoker, etc.) build upon it.
There are twelve skills, each rated 0 (untrained) to 5 (master). Twelve is deliberate: a shorter list means fewer arguments about which skill applies, and every one of these is broad enough that the interesting question at the table is which attribute you are bringing to it, not which skill you are allowed to use.
Optional Module – Psionics: If your table uses the Psionics expansion (see The Gray Wanderer’s Grimoire), a separate Psionics skill is added. It is not part of the core skill list and is used for telepathy, telekinesis, clairvoyance, etc.
Building Dice Pools
Your dice pool for any action is:
You roll that many d10s and interpret the results according to the core rules (see the Core Mechanics chapter).
Choosing the Right Combination
The same fictional action can often be approached with different Attribute + Skill pairs, depending on how your character does it. The GM has final say, but the default is to use the most obvious pairing (e.g., Body + Melee for a straightforward sword swing). Creative alternatives are encouraged when they fit the fiction.
Climbing a wall:
Body + Athletics: sheer strength and stamina.
Wits + Athletics: clever route-finding and leverage.
Spirit + Athletics: grim determination against fear or pain.
Persuading a guard:
Presence + Sway: charm and personality.
Wits + Sway: logical, well-constructed arguments.
Spirit + Sway: conviction that burns through doubt.
Investigating a crime scene:
Wits + Insight: methodical observation and deduction.
Spirit + Insight: intuitive leaps and gut feelings.
Presence + Insight: getting witnesses to open up.
Creative Combinations
With your GM’s agreement, you can justify unusual combinations that fit the fiction. The table below offers common alternatives, but the GM may allow others based on the scene.
| Intended Action | Standard Pair | Alternative Pairs (Example) |
|---|---|---|
| Recall a combat drill | Wits + Lore | Body + Lore (muscle memory) |
| Soothe a patient | Presence + Craft | Spirit + Craft (laying on hands) |
| Forge a masterwork | Wits + Craft | Spirit + Craft (inspired artistry) |
| Read weather signs | Wits + Lore (local knowledge) | Spirit + Insight (omen-sense) |
| Feint in a duel | Wits + Melee | Presence + Melee (intimidation feint) |
| Track a spirit | Wits + Arcana | Spirit + Lore (follow its legend) |
| Bribe a guard | Presence + Sway | Wits + Deception (know the right price) |
GM Guidance for Creative Pairs
Ask “How?” – The player must describe how they use that Attribute and Skill together.
Maintain Position – A creative pair does not automatically improve Position or reduce DV. It just changes the dice pool.
Consistency – If you allow Spirit + Craft for visionary work, allow it again in similar circumstances.
No Double Dipping – The player cannot swap both Attribute and Skill to max out a single stat; the combination must still respect the fiction.
When to Roll (and When Not To)
Not every action requires a roll. The GM should call for a roll when:
The outcome is uncertain.
Failure would meaningfully change the situation.
The action is significant (not routine).
For routine actions with no real risk, the group can simply agree that you succeed. Example: climbing a knotted rope in calm weather – no roll. Climbing the same rope while goblins shoot arrows – roll.
Assistance and Teamwork
When multiple characters contribute to the same action:
Assistance: One character is primary; up to three others add +1 die each by describing how they help (e.g., “I hold the ladder steady”).
Cooperation: Several characters each roll; the group succeeds or fails based on combined results (e.g., all must sneak past a patrol).
Complementary: Different skills cover different parts of a larger task (e.g., one distracts a guard, another picks the lock).
Example: A ranger scales an ice wall using Wits + Athletics to find the safest holds, then switches to Body + Athletics to muscle over the lip. The fiction guides which combination fits each moment.
Selling the Action – Intricate Description
You are always welcome to state your action plainly. But when you take a moment to sell it – to invest in the fiction, reveal what your character cares about, or show why this moment matters – the GM may reward you with a mechanical edge. This is about roleplay investment, not word count.
Basic description: “I attack the goblin with my sword.” No bonus.
Tactical description: Use the environment, positioning, or a clever tactic. “I feint high, then drive my shoulder into the goblin’s shield, shoving it aside to open its flank.” The GM may or may not upgrade your Position by one step (e.g., Controlled → Dominant) for this roll.
Character-driven description: Reveal a stake, a bond, a fear, or a hard choice. One heartfelt sentence counts more than a paragraph of adjectives.
Example: “I think of my mother, who died because I wasn’t brave enough to fight. I won’t let that happen again. I plant my feet and dare the goblin to come through me.”
The GM may grant a larger benefit – e.g., upgrade Position and bank a Boon you can use later, or upgrade Effect by one step.
What Counts (and What Doesn’t)
Counts:
Stating a clear stake: “If I fail this lockpick, my sister doesn’t eat.”
Invoking a bond mid-action: “I owe Ethan my life. I’m not letting him face this alone.”
Revealing a fear or hope tied to the roll: “I’m terrified of fire, but I grab the burning beam – because the children are behind me.”
Making a hard choice visible: “I could run, but I don’t. Running is what got me exiled.”
Does not count:
Piling on adjectives (“gleaming,” “mighty,” “ancient”) without stakes.
Passive sensory laundry lists (“the cold wind, the wet stones, the dim light”).
Repeating the same florid description for every roll.
Guidelines for the GM
No penalty for plain speech. Never punish a player who is tired, shy, or simply prefers quick resolution. The bonus is a gift, not a tax.
Be consistent. Reward genuine investment, not vocabulary. A quiet player who delivers one heartfelt sentence deserves the bonus as much as an eloquent storyteller.
The bonus should fit the fiction. A desperate, reckless action described with real stakes might upgrade Effect but worsen Position – let the mechanics mirror the emotion.
Invite quiet players. Ask leading questions: “What’s at stake for your character right now?” or “What are you afraid will happen if you fail?” Gentle prompts help shy players find their moment.
Group “selling.” If the whole table contributes to describing a group action (a coordinated ambush, a joint ritual), grant the bonus to the primary roller or give each participant a small benefit.
Example
Basic: “I sneak past the sentry.” (No bonus, roll as normal.)
Selling it (tactical): “I wait for the wind to rattle the shutters, then pad across the wet cobblestones – heel-toe, heel-toe – keeping the stack of barrels between me and the sentry’s gaze.” The GM nods: “Great. Because you’re using the wind and the barrels, roll at Dominant Position.”
Selling it (character-driven): “My little brother is in that camp. I’ve hidden from every fight since we left home – but not this time. I creep forward, not quiet anymore, because he needs to know someone came for him.” The GM: “That’s the heart of it. Roll at Dominant Position, and I’ll bank a Story Beat to make his reaction matter.”
Remember: The dice still decide success or failure. But a well-told action makes the story richer – and earns you an edge when the dice fall.
Earning Experience Points
XP represents learning through action. You gain it by engaging meaningfully with the world: overcoming challenges, taking risks, making hard choices, and leaning into your character’s story.
Session Breakdown
At the end of each session, XP is awarded based on what happened at the table. A typical breakdown might look like:
Base Participation: +2 XP for attending and contributing.
Major Objectives: +2–4 XP for completing significant story goals.
Discoveries: +1–2 XP for uncovering important lore, locations, or secrets.
Hard Choices: +1–2 XP for making difficult moral or strategic decisions.
Story Engagement: +1–3 XP for embracing complications and twists.
Personal Goals: +1–2 XP for pursuing your character’s individual storylines.
Example: At the end of a session, the party rogue gains:
+2 XP for participation,
+2 XP for helping retrieve a cursed artifact,
+1 XP for pushing a personal rivalry subplot.
Total: 5 XP.
Game Pace Options
You and your GM can decide how quickly characters advance, matching the tone you want:
| Mode | XP / Session | Tone |
|---|---|---|
| Gritty | 4–6 | Hard choices, slow growth |
| Standard | 6–10 | Balanced progression |
| Epic | 10–14 | Heroic, rapid development |
Player Tip: If you want a sweeping, mythic tale, ask for an Epic pace. If you want advancement to feel hard-won, lean toward Gritty.
Arc Completion Bonus
When a major story arc finishes (typically 3–6 sessions), everyone gains an additional +8–12 XP. One player may receive +2 XP more for a particularly memorable contribution. This rewards the story as a whole, not just individual rolls.
Boons vs. XP
You may convert 2 Boons → 1 XP (once per session, max 2 XP per session via conversion). But: Spending Boons during play is almost always more fun. A re-rolled failure, an improved Position, or an activated Asset creates a memorable moment. Hoarding Boons for XP conversion starves the table of drama. Spend freely; the XP will come from your adventures.
Spending Experience Points
XP is your currency for growth. You can invest it in three broad areas:
Personal Improvement (Attributes and Skills)
Special Abilities (Talents, magic, unique tricks)
Resources and Influence (Assets, followers, organizations)
Think of these as three pillars: what you can do, what makes you unique, and what you own or command.
Personal Improvement
Attributes
Attributes are expensive but powerful. The cost to raise an Attribute is:
Raising Body from 2 to 3 costs 3 × 3 = 9 XP.
Raising Spirit from 4 to 5 costs 3 × 5 = 15 XP.
Attribute increases usually require downtime equal to the new rating in days, spent training, reflecting, or transforming yourself (see the Training and Development Time section).
Skills
Skills are cheaper and represent focused practice. The cost is:
Lore 1 → 2 costs 2 × 2 = 4 XP.
Melee 3 → 4 costs 2 × 4 = 8 XP.
Skill increases typically require downtime equal to the new level in days.
Example: Kara wants to improve her swordsmanship (Melee) from 2 to 3. She saves 6 XP and spends three in-game days training with her mentor. This training becomes part of the story, not just a line on a sheet.
Special Abilities
Special abilities are unique moves, talents, or tricks that define your style.
- General Abilities (4–8 XP)
Universal benefits, like improved recovery, bonus dice in a common situation, or a signature combat technique. Example: “Quick Recovery” — heal 1 extra Harm when you rest.
- Cultural Abilities (variable)
Abilities tied to heritage or background. They may require specific fictional positioning (see the Small Folk background material). Example: “Stone Sense” — an instinctive feel for stonework and tunnels.
- Advanced Abilities (12+ XP)
High-impact features available at higher tiers, often with strong narrative hooks or prerequisites (see the Character Progression Tiers section (Chapter 7)). Example: “Master Diplomat” — once per session, you can reroll or soften the outcome of a failed major negotiation.
Example: A veteran bard purchases Silver Tongue for 6 XP, gaining the ability to sway a hostile crowd once per session. This quickly becomes their trademark in tense public scenes.
Resources and Influence
See Chapter 10, “Assets and Followers” for full rules. As a quick reference:
- Minor Resource (4 XP, 1 week)
A small shop, basic workshop, discreet safe house, or minor contact network. Offers modest but reliable benefits.
- Standard Resource (8 XP, 2 weeks)
A decent-sized business, crew, or operation with real impact. Comes with some upkeep and obligations.
- Major Resource (12 XP, 1 month)
A large enterprise, elite team, or rare capability. Very potent but also demanding; often becomes a major part of your character’s story.
Player Tip: Resources pull the camera out from your character to your sphere of influence. A spy network means intrigue. A workshop means invention. A guild hall means politics.
When to Invest in Assets and Followers
| Player Archetype | Typical Investment | Best For |
|---|---|---|
| Solo | 0–10% XP | Reliable personal power, minimal upkeep. |
| Mixed (Balanced) | 15–25% XP | One solid Follower or Asset (e.g., a scout or a safehouse). |
| Mastermind | 35–55% XP | Networks, informants, multiple Assets; build a faction. |
Planning for succession? A loyal Follower (Cap 3+) can become your successor – see the Legacy Engine (The Legacy Engine chapter). Investing in a potential heir early pays off when your character retires or falls.
Character Development Paths
How you spend XP shapes your character’s growth. These are broad patterns, not rigid classes.
| Path | Typical XP Split | Strengths / Weaknesses |
|---|---|---|
| Specialist | 70–90% personal, 0–10% resources, 0–20% abilities | Extremely effective in a narrow niche. Vulnerable outside it. |
| Leader | 50–65% personal, 15–25% resources, 15–25% abilities | Well-rounded, boosts the group. Rarely the best at one thing. |
| Mastermind | 25–40% personal, 35–55% resources, 20–40% abilities | Solves problems through assets. Personally vulnerable, many moving parts. |
Example (Leader): A merchant-prince spends 60% of XP on personal skills and social abilities, 20% on a network of trade contacts, and 20% on talents that improve negotiation and command.
These patterns are guides, not rules. You can shift between them as your story evolves.
Training and Development Time
Most improvements take time in the fiction. Training montages, study scenes, and building projects are all opportunities for character moments.
Standard Time Requirements
Attribute increase: new rating in days.
Skill improvement: new level in days.
Resource acquisition: about 1 week to 1 month depending on scope.
Ability learning: typically 3–10 days.
Accelerated Development (Rush Rule)
You can attempt to learn faster, but rushing has a price.
The group tracks a short Risk Timer (4 segments) for your crash training.
If it fills, the new capability has flaws:
Attribute/Skill: temporary –1 die penalty until you retrain properly.
Resource: loyalty issues, partial effectiveness, or hidden problems.
Ability: unreliable effects or quirky side consequences.
Example: A wizard crams advanced spellwork into three frantic days. She gains the ability, but the Risk Timer fills: her spells spark and flicker until she takes time to train safely.
Character Progression Tiers
As you accumulate XP and capabilities, you advance through tiers that represent your growing reputation and influence.
Tier I: Novice (0–40 XP)
Learning the ropes, establishing yourself.
Local reputation, modest capabilities.
Typical assets: basic equipment, a few contacts.
Position Manifestation: The difference between life and death; a shift from Desperate to Controlled means “I live to fight another day.”
Tier II: Seasoned (41–90 XP)
Proven capability, reliable in your specialty.
Regional reputation, respected in your field.
Typical assets: skilled followers, specialized equipment.
Position Manifestation: The difference between victory and defeat; a shift from Controlled to Dominant means “I’ve earned the right to choose how this ends.”
Tier III: Veteran (91–150 XP)
Master of your craft, significant influence.
National reputation, can handle major challenges.
Typical assets: multiple operations, elite teams.
Position Manifestation: The difference between influence and control; a shift from Controlled to Dominant means “The city hangs on my decision.”
Tier IV: Paragon (151–220 XP)
Exceptional capability, strategic influence.
Continental influence, shapes regional outcomes.
Typical assets: organizations, unique capabilities.
Position Manifestation: The difference between shaping events and defining eras; a shift from Controlled to Dominant means “I am the axis upon which history turns.”
Tier V: Mythic (221+ XP)
Legendary status, world-changing influence.
Historical reputation, defines eras.
Typical assets: nations, legendary artifacts.
Position Manifestation: The difference between ending and remaking the world; a shift from Desperate to Controlled means “The universe waits on my choice.”
Position Scales with Narrative Weight
The mechanical effect of Position (re-rolling one die, see the Core Mechanics chapter) never changes — but what it means evolves with your tier:
Tier I: Position defines personal survival.
Tier III: Position shapes regional outcomes.
Tier V: Position reshapes reality.
The system does not need to scale — your story does.
GM Tip: Never add mechanical bonuses to Position. Instead, deepen the narrative weight:
Tier I: “Your Position shows whether you live or die.”
Tier V: “Your Position shows how the world bends to your will.”
The mechanics stay consistent so the narrative can grow as large as your imagination allows.
Managing Allies and Followers
Allies can extend your reach but also create obligations and risks. For full rules, see Chapter 10, “Assets and Followers”.
Acquisition Costs
A skilled helper’s cost in XP is roughly their capability rating squared. Example: A capability 3 scout costs 3^2 = 9 XP.
Upkeep Requirements
Each downtime period, you either:
spend XP equal to their capability rating, or
dedicate a meaningful scene to maintaining the relationship (time, favors, protection).
Risk Management
When big complications arise, your allies can be targeted instead of you.
Allies can handle one significant task off-screen per downtime, but this often creates extra story fallout (the GM gains a Story Beat).
Skill Advancement and Synergies
XP Costs
| Improvement | XP Cost |
|---|---|
| 0 → 1 | 2 XP |
| 1 → 2 | 4 XP |
| 2 → 3 | 6 XP |
| 3 → 4 | 8 XP |
| 4 → 5 | 10 XP |
Training Time
0 → 1: 1 day of practice.
1 → 2: 3 days of training.
2 → 3: 1 week of intensive study.
3 → 4: 2 weeks with a master or rigorous practice.
4 → 5: 1 month of dedicated focus.
Attribute Limits
You cannot have a Skill rating higher than the relevant Attribute. To advance a Skill further, you must first raise its primary Attribute (see the Core Attributes section (Chapter 7)).
Skill Synergies
When the fiction supports it, well-justified combinations of skills can grant +1 die or better Position/Effect. Examples:
Combat: Melee + Athletics (acrobatic strikes), Melee + Athletics (grappling and throws).
Social: Sway + Lore (persuasion backed by knowledge), Deception + Insight (a con tailored to its target).
Exploration: Insight + Lore (deductive research), Craft + Insight (forensic analysis).
Using Skills in Play
When to Roll
You roll when:
the outcome is uncertain,
failure would matter to the story, and
the action is significant enough to deserve the spotlight.
For routine actions with no real risk, the group can often simply agree that you succeed.
Difficulty and Skill Level
As your skill rises, routine tasks become trivial. A rough guideline:
| Skill Level | Routine Task | Challenging Task |
|---|---|---|
| 0 | Needs a roll; modest DV | Needs a roll; higher DV |
| 1 | Often needs a roll | Challenging but fair |
| 2 | Usually automatic | Needs a roll; moderate DV |
| 3 | Automatic | Needs a roll; interesting stakes |
| 4+ | Automatic | Automatic for simple cases |
Reading this as a player: by Skill 3, basic tasks in your area of expertise should rarely require rolls. You are there to be impressive, not to trip over routine jobs.
Group Skill Use
When multiple characters contribute:
Assistance: One character is primary; up to three others add +1 die each by describing how they help (see the Core Mechanics chapter).
Cooperation: Several characters each roll; the group succeeds or fails based on combined results.
Complementary: Different skills cover different parts of a larger task (e.g. one distracts, one picks a lock).
Skill Challenges
Some goals are too big for a single roll.
Extended Tests
For long, involved tasks:
The group sets a progress timer (4–8 segments).
Each significant success fills one or more segments.
Complications can add segments or create new problems.
Complex Challenges
For multi-step or multi-skill situations:
Different skills tackle different phases of the challenge.
Success in one area creates opportunities; failure creates obstacles.
Example (Heist): Stealth to infiltrate, Craft to bypass locks, Insight to find the vault, Deception to mislead guards. Each roll advances a Heist Timer ; complications add heat, suspicion, or security changes.
Strategic Advancement Considerations
Early Game (Tiers I–II)
Focus on survival and a clear niche.
Raise a key Attribute to 3 early.
Bring core Skills to 2–3.
Establish one or two modest resources or safe havens.
Mid Game (Tier III)
Develop signature moves or combinations.
Expand your resource base.
Consider your role in the group and lean into it.
Late Game (Tiers IV–V)
Choose advanced abilities that reshape the story around you.
Build organizations, movements, or legacies.
Decide how your character will leave their mark on the world.
Common Advancement Mistakes
Avoid these pitfalls:
Over-specializing too early: A Melee 5 character with Body 3 is fragile and incapable outside combat.
Forgetting training time: You cannot learn a new skill in the middle of a dungeon without justification.
Neglecting resources: A few well-chosen assets can solve problems no amount of personal skill can.
Hoarding XP: Spend your XP! Characters who never improve become irrelevant to the escalating threats.
Practical Examples
Combat Example
A warrior with Body 4 and Melee 3 attacks:
Dice pool: 4 + 3 = 7d10.
Opponent’s defenses and the fiction help set the difficulty (see the Core Mechanics chapter).
Strong successes translate into higher Effect or better Position.
Social Example
A diplomat with Presence 3 and Sway 2 negotiates:
Dice pool: 3 + 2 = 5d10.
Position might be Controlled if circumstances favor them, or worse if under suspicion.
Consequences for failure could be mistrust, delays, or new complications.
Exploration Example
A scout with Wits 3 and Insight 2 searches for tracks:
Dice pool: 3 + 2 = 5d10.
Easier tasks (fresh tracks) are more forgiving; older or obscured tracks are harder.
Partial successes might reveal some information but not all, or come with side effects (e.g., you find the tracks but disturb a nest of predators).
Your Attributes and Skills determine not just if you succeed, but how you tackle problems. Lean into combinations that express your character’s style.
XP Planning Guide
Early Tier Priorities:
Raise a core Attribute to 3 (9 XP).
Bring key Skills to 2–3 (4–6 XP each).
Claim 1–2 minor resources (4 XP each).
Mid Tier Expansion:
Push core Attributes toward 4 (12 XP).
Specialize key Skills to 4 (8 XP).
Add standard resources (8 XP each).
Explore cultural or thematic abilities (6–10 XP).
Late Tier Mastery:
Purchase capstone abilities (12+ XP).
Establish major resources (12 XP).
Launch legacy projects, organizations, or movements.
Attributes and Skills Quick Reference
Attributes (1–5):
Body: physical capability
Wits: mental acuity
Spirit: willpower and inner strength
Presence: social influence
Skill Levels:
0: Untrained 1: Novice 2: Competent
3: Professional 4: Master 5: Grand Master
Core Skills (12):
Combat: Melee, Ranged
Physical: Athletics, Stealth, Endurance
Practical: Craft
Social: Sway, Deception, Performance
Mental: Insight, Lore
Magic: Arcana
Dice Pool: Attribute + Skill d10s.
Skill Improvement: New level × 2 XP (plus training time).
Specialization: At Skill 3+, you are a known expert in that field.
Synergy: Well-justified combinations of skills can grant +1 die or better Position/Effect when the fiction supports it.