Character Development
Introduction
Once you have characters in play you will
need to give the players the ability to allow
their characters to evolve and learn. This
chapter describes how to give out rewards
for good play and for achievements.
Rewards for Good Play
Whenever you have your character do something
significant you will be rewarded with 1 HP.
Of course, this is subjective and up to the
GM. Whenever you accomplish a character goal,
you will also receive 1 HP. Whenever you
complete an adventure, the GM will reward
you with a number of HP appropriate to that
adventure. Whenever you make your character
truly come alive, the GM will reward you
with 1 HP.
Evolution of Character Traits and Behavior
Over time, the traits of the character can
change. Should you find yourself playing
the character in a different manner than
you did originally, change the three behavioral
traits you started with accordingly. Notify
the GM of the change and its reason. Don't
do this too much, or the GM may begin to
assign conditions to your character to prevent
changes that are too frequent. That is not
to say that a justified change should not
take place, if you genuinely feel that your
character will react in a certain way, then
make an argument for it. In extreme cases,
where such traits constitute a detriment,
you might consider developing the trait as
a condition and get HP for it.
Spending HP in the Game Session
If you have stored up HP you may use them
during game play if the situation warrants
it. Here are some circumstances where it
is possible:
- Development of an ability that takes no time
by spending HP. A story should be developed
that explains how this happened.
- Development of an ability that takes time,
and the required time has passed during the
game session, by spending HP. A story should
be developed that explains how this happened.
- Entering a new profession after sufficient
time has passed in game play, by spending
HP. A story should be developed that explains
how this happened.
- Improving an existing profession by spending
any required time and spending the necessary
HP. A story should be developed that explains
how this happened.
- If sufficient time passes (usually more than
a year) in game play, and the character spends
the whole time engaged in a type of activity,
then they may be allowed to purchase a life
path.
- If sufficient time passes, allow for preadventures.
Spending HP in Pre-Game Business
- Development of an ability by spending HP.
- Entering a new profession by spending HP.
- Improving an existing profession by spending
any required time and spending the necessary
HP.
- If sufficient time passes (usually more than
a year) in game play, and the character spends
the whole time engaged in a type of activity,
then they may be allowed to purchase a life
path.
- If the player has not played a character
in a while allow for either, or both, preadventures
and life paths.
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