Updated 2024 July 3

XP, AP and Strategy

XP points can also be used to influence fate. They can be used only in the context of test rolls, whether during or outside of combat.

Before or after a dice roll, you can spend 1 XP point to add 10 to your roll value.

Additionally, AP can also be spent to influence the cooldown time of certain abilities:

  • 1 AP: Reduces the cooldown time of an ability by 1.
  • 2 AP: Allows you to reuse an ability whose use limit per encounter has been reached.
  • 3 AP: Allows you to reuse an ability whose use limit per day has been reached.

The GM may optionally award 1 additional XP point to a PC when they perform an epic action or, through their roleplay, significantly advance the adventure.

The GM may also award 1 additional AP to a PC when they use an ability in an ingenious or decisive manner.