Character Growth in Tales of Justice | World Anvil

Character Growth

Once a character is in play, there will be times when they want to increase their already existing abilities. That is easy! Look at the Increasing Attributes Chart on Page 32 of the White Book. Look in the column for your Factor Cost, in the row for the range per AP; pay that amount per point until you graduate to the next row’s range.

 

(If you have the Intensive Training Advantage, and you are working with numbers over 8 APs, you must pay an additional 50 HP per AP that you raise an Action Attribute or an additional 40 HP per AP for any other Attribute, Power, or unlinked Skill.)

 

Also, see Restricted Powers for some limits on how many APs some character sheet items may have.

 
 

To add a Bonus to an existing Power, or remove a Limitation on an existing Power, or add a Subskill to an existing Skill:

 

Calculate how much it would cost to get the already existing Power or Skill as if it were new (see below).

 

Calculate how much it would cost to get the revised version, again as if it were new (see below).

 

Pay the difference between the two. Ta da!

 
 

Also once a character is in play, there will be times when they want to add a new Advantage, Disadvantage, Skill, or Power to their character sheet.

 
  • A new Advantage for a character already in play costs 5 times the listed cost, unless the GM awards it as part of an Adventure Reward. (In that case, it costs the PC nothing.)

  • A new Drawback is something to discuss with the GMs. Maybe it’s worth HP, maybe not. Usually this will be something added at no “cost” (and no benefit) as a Plot Device of some sort.

  • Removing an existing Drawback should also be discussed with the GMs, and worked through a Subplot over the course of at least one adventure. It will cost 5 times the listed value in Hero Points. On the plus side, the necessary Subplot will help earn those points!

  • A new Gadget is already covered in Gadgets made a little simpler

  • A new Power costs 10 times the Base Cost, and grants the relevant Power at 0 APs. Work out with the GMs what Bonuses and Limitations will apply to the Factor Cost. The cost per AP of Power will be calculated off the Increasing Attributes Chart on Page 32 of the White Book just like the instructions for increasing an existing Power or Skill.

  • A new Skill costs 5 times the Base Cost, and grants the relevant Skill at 0 APs. Work out with the GMs what Bonuses and Limitations will apply to the Factor Cost (including “taking only certain Subskills”). The cost per AP of Skill will be calculated off the Increasing Attributes Chart on Page 32 of the White Book just like the instructions for increasing an existing Power or Skill.


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