Character Advancement

Advancement Points

Page 194.
During the Adventuring phase, heroes can achieve extraordinary feats and grow in prowess as a result. In gaming terms, they may be granted a number of Advancement points.

Advancement points are used by players to develop their Common skill ratings during the Fellowship phase.

The rules for awarding Advancement points are detailed in Part Six: The Loremaster, on page 212, but this are the general principles:
• A player can be awarded 1 Advancement point when he uses a Common skill and succeeds.
• When this happens, the player records it on the character sheet by putting a ‘check mark’ on one of
the circles to the right of the Skill group that the skill used belongs to.
• Since there are only 3 circles, player-heroes may earn up to a maximum of 3 points in each skill group in the course of an Adventuring phase.

When the Adventuring phase is over, all points are accounted for and the check marks are erased from the character sheet. The number of Advancement points received is kept track of on the back of the character sheet, in the appropriate box.

Page 212.
As hinted at on page 194, heroes gain Advancement points during the Adventuring phase by making use of their abilities. When a hero succeeds in a roll using a Common skill, he may be awarded by the Loremaster with 1 Advancement point.

It is the Loremaster’s duty to judge whether a hero deserves an Advancement point for his successful roll or not (even though players are free to ask for the reward). The Loremaster bases his decision on the number of check marks that a companion has already received during play in the skill group comprising the Common skill used:

• If no circles have been checked yet, the Loremaster should feel free to award the Advancement point upon any successful roll.
• If one circle has been checked already, then the Loremaster should grant an Advancement point
only if the action accomplished something out of the ordinary: the player obtained a great or an
extraordinary success, OR the player can reinforce his skill roll with the invocation of a pertinent Trait (the Trait must be deemed significant to the action).
• If two circles have been checked, then the Loremaster should give 1 Advancement point only if something exceptional was accomplished: the player obtained a great or an extraordinary success, AND the player can reinforce his skill roll with the invocation of a pertinent Trait.

Remember that the three circles that follow each skill group on the character sheet indicate also that each group can receive a maximum of three Advancement points. No more Advancement points can be awarded to skills from that group until after the next Fellowship phase.

Experience Points
Page 195.

A hero’s sense of accomplishment, his confidence and skill at arms and the hard-earned respect paid to him by his peers are represented by the award of Experience points.

These points allow players to buy Valour and Wisdom ranks, and to attain superior levels of proficiency in their chosen Weapon skills. The rules for awarding Experience points are detailed in
Part Six: The Loremaster, on page 212, but the general principles are here summarised:

• Players gain Experience points at the end of every gaming session they attend.
• They gain more points if they are considered to have progressed towards their company objective (see box).
• A number of bonus Experience points are awarded at the end of the Adventuring phase.

Players keep track of the number of Experience points they gain during play by updating their score on the character’s sheet. To do so, they use the larger box; the smaller box, labelled Total, is used to record how many Experience points a player has received so far, including those he invested already in the development of his hero.

Spending Points
The Advancement Points Cost table below indicates the cost for raising any Common skill. If the ability to be raised is a Favoured skill (see Favoured skills, on page 86), then the player uses the costs listed in the second column to the right.


Heroes may spend their accumulated Experience points to gain a new rank in either Wisdom or Valour, and to enhance their proficiency in their Weapon skills. Players are not obliged to spend all the Experience points they have received at once, but may save them from session to session to acquire more expensive upgrades, or they may spend a portion of them to get a smaller upgrade and save the remaining points for later. Whatever their choice, players should pick their options wisely, as
the choices they make when spending Experience points determine the growth of a player-hero.

Players keep track of how many Experience points they gain and how many they spent so far by updating the relevant boxes on their character sheets

Buying a new Valour or Wisdom Rank
No other characteristics express the stature and maturity of a player-hero better than Wisdom and Valour. If a player chooses to spend his hard-earned Experience points to advance in one of the two ratings, he should keep in mind how much gaining a new rank is going to influence his character’s life, both from a gaming standpoint and a from a storytelling angle.

Heroes may buy a rank in Valour or Wisdom if they have enough points to attain the new rating: the last column of the Experience Points Cost table below indicates the cost in Experience for buying a new rank. The character also gains a new Reward or Virtue (see page 102).

During the same Fellowship phase a hero can buy a maximum of one rank in either Wisdom or Valour (not both).

When a player-hero advances in either Wisdom or Valour, care should be taken to adjust the scores of all related abilities and features.

Buying Weapon and Cultural Weapon Skill Ranks
The only method for a player-hero to raise the proficiency of his Weapon skills is to spend Experience points. Players are free to raise their skills as they see fit, as long as they have enough points. Players can buy multiple ranks in the same Weapon skill, as long as they pay the cost of every
new level.

The Experience Points Cost table below indicates the cost for raising any combat skill, whether an individual Weapon skill or a Cultural Weapon skill.


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