Hero Advancement
Over time, players will earn 🜹, which can be spent to make their Heroes more powerful by increasing their attributes and unlocking new abilities. A Hero’s level of advancement in relation to other characters is represented by their tier. Players can spend 🜹 on four distinct improvements to their Hero: unlocking a new role or unlocking a talent for one they already have, taking what’s known as a feat, adding 1 to one of their attributes, and advancing 3 total ranks in any roles they are currently have access to. The last two of these can be done twice per tier, while the first two can only be done once. To learn more about how Heroes earn 🜹, see the Earning Experience section.
The 🜹 cost of each improvement a player buys is equal to the tier at which they are buying the improvement multiplied by the number they have bought this tier plus one. For example, at tier 1 the very first improvement a player buys will cost 1 🜹, while the last one will cost 6 🜹. Once a Hero has reached tier 10 and then unlocked all of the possible advancements, they may no longer advance in tier. If a Hero in the campaign reaches the maximum possible tier, this means that it’s time for the campaign to start wrapping up and/or for that Hero to move on and be changed out for another one. Every time a Hero advances in tier, they also gain access to the archetype ability or statistic bonus of the corresponding rank.
| Advancement | ||||||
| Tier | 1st | 2nd | 3rd | 4th | 5th | 6th |
| 1st | 1 | 2 | 3 | 4 | 5 | 6 |
| 2nd | 2 | 4 | 6 | 8 | 10 | 12 |
| 3rd | 3 | 6 | 9 | 12 | 15 | 18 |
| 4th | 4 | 8 | 12 | 16 | 20 | 24 |
| 5th | 5 | 10 | 15 | 20 | 25 | 30 |
| 6th | 6 | 12 | 18 | 24 | 30 | 36 |
| 7th | 7 | 14 | 21 | 28 | 35 | 42 |
| 8th | 8 | 16 | 32 | 40 | 48 | 56 |
| 9th | 9 | 18 | 27 | 36 | 45 | 54 |
| 10th | 10 | 20 | 30 | 40 | 50 | 60 |
When a Hero first advances to a new tier, they also advance the rank of their archetype and gain the corresponding advancement. While at a given tier, each Hero will take each of advancements listed below one single time. Once these advancements have been taken, they must advance to the next tier to advance further.
In total, once per tier, a Hero can take each of the following advancements:
- Advance 3 total ranks in roles.
- Advance 3 total ranks in roles again.
- Advance a single attribute by 1.
- Advance a different attribute by 1.
- Unlock a new role or unlock a talent.
- Learn a feat.
Advancing Attributes
When a player chooses to advance one of their Hero’s attributes, they add +1 to either their Body, their Mind, or their Spirit. The next time they take this improvement during the same tier, they must improve a different attribute. The maximum value that any of a Hero’s attributes can have is 12.
Advancing Roles
Whenever a player advances their Hero’s rank in a role, the Hero is then able to use all of the abilities associated with that rank or lower while they play it. Players can save up ranks whenever they take this improvement until they are ready, but they cannot spend them except when they take this improvement again. Unlocking the capstone ability at the end of a role’s ability list costs 2 ranks of advancement instead of 1.
Unlocking Roles and Talents
Every tier, players may either choose to give their Hero a talent or unlock a new role. When a Hero unlocks a new role, they may now play it during combat and gain the associated exploration action during travel. When they first unlock a role, it starts at rank 1.
Instead of unlocking a new role, a player can instead choose to unlock one of the talents listed in their archetype description. Each talent is a passive ability that is only active when a Hero occupies the corresponding role. There are six talents available to unlock per archetype, one for each role.
Feats
When a player takes this improvement, their Hero gains an extra ability called a feat that they can use regardless of what role they currently play. Each time a player takes a power, they must choose for the feat to have a specific type based on its effect. For example, when they choose a Charm, they must specify which statistic the version of the ability their character receives charms, and cannot change it later.
Players may not take the same type of feat more than once. For example, a Hero could have Water Strike and Water Bolt, but could not have two Water Bolt abilities that were both feats. Players may, however, take the feat versions of abilities that they also have access to in a particular role. This means that a Hero could have Water Bolt as a Caster ability and Water Bolt as a feat, but would only be able to use the feat version of Water Bolt unless they were currently a Caster. This rule also does not apply to Increase Statistic, which can be taken an indefinite number of times per statistic.
During advancement, players may purchase any of the following feats:
| Name | Type | Cost | Description |
|---|---|---|---|
| Charm | Ally | 10 MP, 1 AP | When a player first chooses this power during advancement, they must choose one of a Hero’s nine statistics. Using this ability raises the specified statistic of the target by one level on the Bonus Tracker. |
| Hex | Ranged | 6 MP, 1 AP | When a player first chooses this power during advancement, they must choose one of a Hero’s nine statistics. Using this ability lowers the specified statistic of the target by one level on the Bonus Tracker. |
| Bolt | Ranged | 10 MP, 1 AP | When a player first chooses this power during advancement, they must choose a non-colorless element. Using this ability uses a spell of that element against a single target. |
| Strike | Melee | 10 MP, 1 AP | When a player first chooses this power during advancement, they must choose a non-colorless element. Using this ability makes a strike of that element against a single target. |
| Debilitate | Ranged | 14 MP, 1 AP | When a player first chooses this power during advancement, they must choose a status with an element. Using this ability triggers a sleight against a single target that inflicts this status on a hit. |
| Shell | Ally | 14 MP, 1 AP | When a player first chooses this power during advancement, they must choose a non-colorless element. Using this ability increases the Shell of a single target by the user’s current Magical Attack. This power works the same as the Support’s Shell ability. |
| Protect | Ally | 18 MP, 1 AP | When a player first chooses this power during advancement, they must choose a non-colorless element. Using this ability makes the user or a single ally Protected against that element. |
| Increase Statistic | Passive | N/A | The Hero gains either a permanent +5 bonus to their Health, +5 bonus to their Mana, or a +2 bonus to their Initiative. |
| Add Proficiency | Passive | N/A | The Hero becomes proficient in a type of weapon or armor they were not previously proficient in. |
Advancing Tier
Once a player has acquired one of each of the six tier improvements, their Hero is ready to advance in tier. To do so, they must spend 3 🜉 to either summon their eidolon in battle or to save themselves from True Death. Once this has been done, the Hero advances to the next tier, and automatically gains the archetype ability associated with their new tier.
Changing Inspirations and Relationships
It is inevitable that a Hero’s Inspiration and Relationships will change throughout the course of a campaign. The outcome of a Scene may change a Hero’s Relationships or Inspiration, depending on what was risked in order for them to earn 🜉. In addition, whenever player determines that their Hero’s Inspiration has changed and/or they have acquired or lost a Relationship, they have the ability to modify them at will. They should then announce this to the group so that the other players and the GM can take proper note of the change.