Character Evolution

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== Advances ==
Players gain one advance automatically before each main game they play in. Advances may also be gained through play.
Characters can have up to 7 advances, which can be any combination of voting, infrastructure or story advances.
* Voting: +1 voting power in a sphere. Each sphere is capped at 7 power.
* Infrastructure: Choose one of the following:
**Transfer [Stat A] to [Stat B] in [Region C] 1/year
**Transfer [Stat A] from [Region B] to [Region C] 1/year
:One of [A, B or C] is interchangeable; the other two are fixed when you get the advance. You cannot affect Unification or Doom with this advance.
* Story: Increase the interest cap on one of your traits by 1 (but not starting interest).
If you have 7 advances and gain another you must decide to either scrap an existing advance or not get the new one.
== Marks ==
Each character has a mark track with space for receiving 21 marks, things that permanently affect their character. Marks gained can be one of three types (unless the mark is for misconduct, in which case it is always Infamy):
* Infamy - resulting from actions that are going to be seen in a bad light by the Athesian Council and general populace.
* Wounds - result from extreme physical punishment.
* Taint - result from being exposed to malevolent magics.
Situations where you can gain marks are covered elsewhere in the rules, primarily the Story System, however it is important to note that, except for consular inquiries, gaining a mark is always a choice made by the player.
=== Afflictions ===
Every 3 marks gives you an affliction. The kind of affliction is determined by which type of mark you gained most recently. Afflictions should be fleshed out a little between you and the GM who gave the mark.
* Rumours (Infamy) - The common folk whisper dark secrets about you, perhaps they are not all true, but your reputation is still tarnished.
* Scars (Wounds) - Not all wounds heal perfectly, even with magic. Some wounds will be carried to your grave as scars.
* Curses (Taint) - The soul cannot resist dark magic forever without becoming afflicted. A Darkness follows you and misfortune lies ahead.
 When creating these Afflictions, remember not to alter the underlying character, but apply changes to the world around them, or the way they interact with it. If an affliction cant be ignored ("severed limbs", "only drinking human blood"), then it is too strong; Try something less impressive ("weakened grasp", "aversion to bright sunlight"), its not as flashy but can still be narrated to similar effect if the player desires.
When you hit 21 marks and gain your 7th affliction your character is about to reach the end of their story. The kind of thing that will happen is determined by which type of affliction you received the most of.
* Fall from Grace (Rumours) - Your reputation has been destroyed beyond repair and you are no longer welcome as a member of the Council, whether the rumours about you are true or not.
* Broken and Hollow (Scars) - The stress of adventuring and serving on the Council has become too much for you.
* Become a Monster (Curses) - You succumb to the darkness within you and become the monsters you once fought.
You can escape this fate, by dying, but only if it’s offered to you. This decision will be organised for the finale.
Category:Rules