1. Heroic Abilities
This was included to broaden the range of abilities for starter characters.
Characters start with one extra Heroic Ability.
2. Passions
This was included to add a ‘heart and soul’ resource of personal motivation for player characters.
A passion is something that the character feels very strongly about. For example, a passion could be love of family or a particular person, a deity that they honour, a goal that they are trying to meet, or perhaps an allegiance to a guild or particular city.
A character starts with two passions, and can have a maximum determined by the character’s Charisma. Passions can be gained or lost at any time that makes narrative sense in the story you are creating.
CHARISMA MAX PASSIONS
1–5 3
6–8 4
9–12 5
13–15 6
16–18 7
A passion can be invoked for a Willpower cost before a roll to grant a boon. The player should narrate what the player character is thinking and why the passion grants a boon to the roll.
PASSION (Name)
⇰ Requirement: —
⇰ Willpower Points: 2
Your passion drives you forward when those of lesser conviction might falter.
A passion that can apply motivation to the current scene can be invoked, for 2 willpower point cost to gain a boon on your next roll. If you are Disheartened then you must make a Willpower check as a free action to invoke a passion.
You cannot invoke a particular passion again until you perform a shift rest.
If the skill roll, benefiting from an invoked passion, fails, or an opposing roll is lost, the character gains the Disheartened condition. If already Disheartened, then choose another condition.
A passion may be recovered at a stretch rest instead of healing a condition. If a momento is related to the passion, then it may be used to recover a passion instead of a condition.
3. Advancement
This was included to slow the advancement of player character skills when playing in a longer form campaign.
Skills
In addition to those skills marked due to Dragon or Demon rolls, ONE other skill can be selected for improvement after every session.
Heroic Abilities
A Heroic Ability is gained once a skill reaches 18.
A further Heroic Ability is gained at the end of a significant campaign or adventure. As a guide, expect this to happen roughly every 10 sessions. For adventure milestones, alternate a free player pick with a more restricted option of choosing between Focused & Robust.
Attributes
Once per game Season if young, or per year if Adult, pick one attribute to try to increase. A particular attribute can only be increased twice.
4. Skill Mastery
This was included to provide experienced heroes in long campaigns with further benefits to skills once they have reached 18.
Once a skill reaches 18 it can still be advanced, but in a different way. If an 18 skill gains an advancement it does not increment one higher, instead a d6 is rolled to see if it can score higher than the current critical range for the skill. This will be ‘1’ to start with. If the d6 roll is higher then the critical range increases by one, up to a maximum of five.
5. Aim
This was included to give a combat action option for ranged attacks.
Spend your action to aim. On your next turn roll a ranged attack with a boon. Or, at a cost of two Willpower points, both aim and fire in your turn. This action cannot be used with the Twin Shot Heroic Ability.
