Character Paths

To further define a character’s driving forces and moral compass each character must choose at least three Character Paths but no more than five. Once chosen they roll 1d6+2 and distribute points among their character paths. The more points, the better the bonus granted when the attributes of the path come into play. Character Paths can be no higher than 5, so bonuses granted from Character Paths are +1 to +5.

It costs 1000 XP to raise a character path to 1, 1,500 XP to raise it to 2, 2000 XP to raise it to 2,500 XP to raise it to 4, and 3000 XP to raise it to 5.

During play the Games Master will keep track of character paths and will assign bonuses to die rolls whenever applicable. Players will be rewarded with additional XP based on their actions and role-playing with respect to their character paths, with role-playing XP being about 100 XP per character HD per session awarded.

The Paths

Destiny signifies a higher calling – perhaps to become king by your own hand, or to bring down a nation, or restore peace throughout a troubled land. Most characters will not be aware of their destiny (but the players are, and they are encouraged to use as many opportunities as possible to help the Destiny come to pass for their characters). A character can only have one Destiny at a time.

The Destiny bonus may be added to any d20 roll whenever important events in the character’s Destiny come to pass. The Games Master will determine when pivotal moments that lead to the Destiny apply, and during those moments, the character gains his Destiny bonus on all d20 rolls related to it until the Games Master deems the moment has passed.

Drive defines an extra level of determination and a powerful sense of purpose. Someone with a drive has a worthy cause that they would die for and perhaps kill for because they believe it to be extremely important. The Drive Character Path must be further defined with the object of the Drive, and a character may not have more than one Drive at any one time. Characters get to add their Drive bonus to any d20 roll or damage roll that furthers or defends the cause it is associated with; this applies as often as the Games Master agrees that it should.

Faith reflects the bond between a person and the powers. This does not pre-suppose that the object of their worship necessarily exists, as it is the belief in the power and its ideals and strictures that drives the character further and harder and allows him to achieve great things. The Faith Character Path must be further defined with the actual faith/belief or power worshipped. Generally, characters may only have one Faith Character Path at a time, although in certain circumstances the Games Master may make an exception.

The Faith bonus may be added to any die roll that significantly furthers or defends the belief or religion involved, or to any roll that defends or protects the truly faithful.

An Oath is a binding agreement with a person, group or organization to do (or not to do) a specific thing or task. It’s not necessary to love or even like a person or group that you are Oathbound to, the important factor is the character’s personal honor and commitment to do what he has sworn to do regardless of personal cost or other factors. A character could just as easily have an Oath to do something that he knows is wrong but he feels bound to do it anyway (or he’s being paid to do it, or someone is going to kill his wife if he doesn’t do it, etc.).

The Oath bonus may be added to any roll that significantly furthers or defends the character’s Oath, Characters may swear multiple Oaths and as such may have more than one Oath Character Path. They may even contradict each other.

Passion entails a specific love, hatred, or loyalty to a single person or entity that occupies your character’s thoughts and actions entirely. The Passion bonus may be added to any roll that directly affects the object of the Passion, such as defending a loved one or slaying a sworn enemy. Characters may take multiple Passion Character Paths.

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