Advancement

Here's the advancement system we're trying out. It's based on FATE 2e, but with a few twists. Feel free to tweak and let me know what you think! The Stunt and Aspect limitations are a little different from standard FATE 2e, with the idea of being easy to deal with.

Bill

At the start of each session, you may do any or all of these (subject to GM approval):

1) replace aspects

2) swap upper/lower skills in the pyramid and/or swap Average skills with new ones

3) change one stunt (which can't be a prerequisite for another of the character's existing stunts)

Your character will also get 1 experience point at the beginning of each session (regardless of whether the player is actually there, in keeping with SotC's philosophy of uniform advancement) which you may save up or spend on these (one point each):

4) Add an average skill or increase a skill by one level, provided that every level always contains fewer skills than the next level down (keeping the pyramid structure). You can't add any Superb (+5) or higher skills. If this is confusing, just lay it out on the table with chips to see the pyramid structure. Skills can still be left blank until later, just like when you first create the character.

5) add a stunt, provided that the total stunts is never greater than the total Good (+3) or better skills (top three pyramid rows)

6) add an aspect, provided that the total aspects is never greater than the total Fair (+2) or better skills (top four pyramid rows)

Skill advancement example:

Here is a starting skill pyramid (each row is a skill level, starting at Superb [+5] and going down)

O
OO
OOO
OOOO
OOOOO

After 3 advancements, your skill pyramid might look like this:

O
OO
OOO
OOOO
OOOOOOOO

Or it might look like this:

O
OO
OOO
OOOOO
OOOOOO

But not this (not a pyramid because the bottom row does not have more skills than the preceding one):

O
OOO
OOOO
OOOOO
OOOOO

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