Experiences
Experiences
All adventures bring new experiences; otherwise, they’d hardly count as adventures. This new advancement system turns them into immediately tangible character growth. At the end of each session, pick and write down one experience that changed your character for better or worse.
These come in a few different shapes and are, of course, down to GM review.
Hooked
“That encounter with the werepoodle left me shaken. Even the neighbor's pug scares me now.”
You can spend a Cliché die anywhere on your character sheet, whether it be improving a cliché, adding a new one or buying a few Lucky Shots. Unfortunately, you also need to deal with a new Hook that the GM gets to exploit in any way she sees fit.
Today’s Lesson
“I learned a lot from that book on werecanines from the forbidden section of the library.”
Collect three thematically similar ones and convince the GM they serve as foundation for buying a new Cliché or advancing an existing one. From Dog Whisperer (2) to Dog Whisperer (3), or perhaps a fresh new Hunter of Supernatural Creatures (1).
That Left A Mark
"I can still feel the sting of the werepoodle’s bite...”
Modify a cliché by one word. Your Ordinary Accountant may become a Monster-hunting* Accountant, a Werepoodle Accountant** or even an Ordinary Werepoodle. Sometimes a Traumatized Ordinary Accountant can come in handy too.
*hey, a hyphen makes it one word...
**not to be confused with an Accountant For Werepoodles
Expertise
“Werepoodles are my wheelhouse now; I learned all about them!”
This experience is a Lucky Shot. If you can convince the GM it applies to a roll you are making, you can add it. These should be somewhat narrow but hey, sometimes your newfound hot dog eating contest expertise can come in handy in the red-light district.