Fast Advancement Period

The rapid advancement period will be using a variation on solo play rules. Every year each character's activities should e planned out, then we check for adventures:

Assigning Adventures

planned adventures should determine if a certain approach is required or if the initial challenge is players choice.
Each character rolls a simple die for each minor story flaw, or 3 dice for each major story flaw
generate the "setting" for each adventure, but do not resolve it until after covenant adventures have been set
The covenant *as a whole* rolls one die for each minor hook or 3 dice for each major hook
generate the setting of these adventures as well.
Covenant adventures may be assigned to any (willing or non-magus) member of the covenant
Character adventures may be assigned to underlings where appropriate
Each die roll of a 1 indicates an adventure, each roll of a zero indicates "bad omens" for the year.

Adventure setting

roll a simple die to indicate the origin of the story, if it does not make sense for the hook/flaw roll again:

  1. Political
  2. Religious
  3. Criminal
  4. Hermetic
  5. Supernatural
  6. Natural
  7. Faerie
  8. Infernal
  9. peasant
  10. Other

Next determine the season the adventure takes place in:

  • 1-2 Spring
  • 3-4 Summer
  • 5-6 Autumn
  • 7-8 Winter
  • 9-0 Character choice. This reflects that not all story events have to be dealt with immediately. Sometimes a Mage may wish to put off an adventure until convenient.

And the type of adventure:

  • 1 Social
  • 2 Combat
  • 3 Magic
  • 4 Legal/Diplomatic
  • 5 criminal/spy
  • 6 outdoor
  • 7 investigation
  • 8 commerce/goodwill
  • 9 religious/spiritual
  • 0 Character choice

Beginning an Adventure

When these are done, the character who will pursue the adventure (or if it will be ignored) should be decided before determining the following:

Difficulty: Adventures can be deceptive at their outset, so difficulty is only determined when the adventure is committed to. Roll a stress die and ignore botches:

  • 0-3 Easy Base difficulty 6
  • 4-6 Average Base difficulty 9
  • 7-10 Hard Base difficulty 12
  • 11-15 Very Hard Base difficulty 15
  • 16-25 Impressive Base difficulty 18
  • 26-35 Remarkable Base difficulty 21
  • 35+ Almost impossible Base difficulty 24

Next determine complexity:

  • 1-3 Simple One set of challenges
  • 4-6 Complex Two sets of challenges
  • 7-9 Very Complex Three sets of challenges
  • 0 Roll twice on this chart adding results

For each set of challenges past the first, reroll on the "Type of Adventure" chart to see which way the adventure will twist.

complete the adventure

for each set of challenges 3 appropriate abilities should be selected, along with an appropriate attribute. If the character dispatched on the mission has no magical recourse, and a magical challenge was rolled, this will count as a zero, and botch dice will be rolled.
No ability or attribute may be used twice in the pursuit of an adventure, unless each appropriate selection in the category has been used (for example, communication will never resolve combat). Each challenge must be met with a stress die + attribute + ability roll equal to the difficulty level
Confidence points may be used to enhance these rolls.
Botch dice begin at one, and add one die for each applicable bad omen- this is to say: bad omens rolled by the covenant affect everyone, bad omens by the character who got the story follow the story, and bad omens by the individual who carries out the story, if different from the character who rolled the story, also apply
each ability roll may be replaced with casting an appropriate spell with a magnitude equal to the difficulty/3.
When there are multiple characters on an adventure, the one with the highest roll combination will be rolled, with a bonus of 1/2 of the sum of all supporting abilities.
The following chart represents the base assumptions for each type of adventure, and having used all the abilities in the given list is grounds for duplication, but specific adventures may produce exceptions to this list:
Social Combat Magic Legal/Diplomatic criminal/spy outdoor investigation commerce/goodwill religious/spiritual
Folk Ken Awareness Awareness Artes Liberales stealth survival intrigue bargain theology
Etiquette Martial Supernatural Law intrigue athletics awareness folk ken church organization lore
Charm Brawl Realm Lore Organization Lore legerdemain swim folk ken guile dominion lore
Intrigue Leadership Parma Folk Ken folk ken ride artes liberals profession infernal lore
Guile Stealth Penetration Charm awareness wilderness sense philosophae craft canon law
Organization Lore Athletics Magic Theory Guile bargain animal ken supernatural sense ability charm artes liberals
music ride Magic lore intrigue shapeshifter hunt area lore etiquette philosopahe
carouse siege engineer philosophae Latin craft area lore hunt area lore intrigue
enchanting music hunt finesse Living Language guile stealth arcane knowledge artes liberales holy magic
Spell/Item Spell/Item Spell/Item Spell/Item Spell/Item Spell/Item Spell/Item Spell/Item Spell/Item

Any combat cycle where a combat spell is used which has combat enhancements through mastery (such as fast casting) I will allow a second roll to use mastery in that spell + either penetration or finess (whichever makes more sense for that spell) as a second ability in the same round of combat.

Adventure results

first each set of challenges 1 experience point to the character
Adventures provide experience equal to 1/2 the difficulty plus the number of challenge sets.
botches on a magical challenge always result in warping, magi rolling two or more botches on a magical challenge should roll for twilight.

For each set of challenges;
Three Successes Select a 2 Rewards plus 5 experience points
Two Successes Select a Reward
One Success Select both a Reward and a Loss (or a Story Event)
Complete Failure. Select 2 Losses
Each Botch 10 Select an additional Loss, unless the botch was magical
Quest adventures, unless a complete failure, will generate quest points equal to the experience level of the challenge.

Rewards and losses depend on the adventure type:

Covenant adventure:

Covenant adventures may have the following rewards and losses, in addition to the personal rewards and losses


  • the hook gains one "notch", a minor hook can be bought off with six "notches" a major can be bought off with 20 "notches", this option may only be used once per adventure. A hook which has been bought off may either be resolved so that it no longer generates stories or immediately retaken as the price for an equivalent value in boons.
  • Opportunity- a new combination of a minor boon and minor hook may be selected. Used three times on one adventure this may represent a major boon and/or a major hook in place of three minors.
  • build points equal to the difficulty of the challenge/2
  • Covenfolk Loyalty may gain 1 point
  • Covenant reputation may gain 1 point
  • supernatural lab upgrade: for "free" virtues with an increase in upkeep this can be taken as a reward if the challenge was equal to or greater than 9+3* the increase in upkeep. In cases where a virtue can either have an upkeep or be free the upkeep requirement can be eliminated with a second reward of the same level. These may occur in the same adventure. This reward affects all labs which desire it in the covenant. Note that the reward must be story appropriate- faerie materials cannot be acquired in an adventure which does not in some way involve faeries, either from the hook or the source.


  • New Minor Covenant Hook - this may be exchanged for a major hook if take 3 times
  • Loss of Boon - The boon must be one which *can* be lost, and is in suspension: the suspension is considered a minor hook.
  • Loss of Loyalty: 3 points of covenant loyalty may be lost
  • resources: a loss of difficulty/2 build points worth of resources
  • Covenant gains 1 point in a negative reputation.

Individual adventure:


  • Correspondance in one of the abilities used in the set of challenges
  • reduced time for adventure
  • Minor virtue- if difficulty 20+ and appropriate to adventure
  • reputation: +1 reputation point
  • labor points: equal to difficulty/2. This can be taken up to 3 times per adventure. Only applies to characters who use labor points
  • Vis: a number of story-appropriate vis equal to difficulty/3. This may only be taken once
  • New character - see character creation rules, this allows an outside character to be brought into the covenant as a story event
  • confidence point
  • quest points- for a quest adventure a 25% boost in points earned may be a reward. This may be taken any number of times during an adventure.
  • Mentor opportunity - gain access to a mentor to study under for one season- reputation and SQ combined equal the challenge level of the adventure. May be used at any point in the next 5 years.
  • resonant material - this will add +2 to the SQ of one book on a magical topic. May be taken multiple times.
  • notch - this works the same as under covenant rewards, but applies to the story flaw.
  • supernatural lab upgrade: for "free" virtues with an increase in upkeep this can be taken as a reward if the challenge was equal to or greater than 6+3* the increase in upkeep. In cases where a virtue can either have an upkeep or be free the upkeep requirement can be eliminated with a second reward of the same level. These may occur in the same adventure. This only affects the one lab. Note that the reward must be story appropriate- faerie materials cannot be acquired in an adventure which does not in some way involve faeries, either from the hook or the source.


  • wound - damage equal to difficulty plus five plus a stress die
  • negative reputation - 1 point
  • labor points- lose labor points equal to difficulty/2
  • vis- use difficulty/3 vis
  • warping - gain 1 warping point. If taken twice in the same set of challenges magi roll for twilight.
  • New minor flaw
  • plot hook- the character has become involved in a series of events which are not a flaw but nonetheless subject them to an additional die in rolling for adventures


The adventure take a number of days equal to the base difficulty (step 1) plus one day for each set of skill challenges plus one day for each failed ability roll plus one day for each botch- one day for each reduced time reward.

The time taken in adventures, as well as applicable healing time, should be taken in consideration when determining how much of each season is available for other activities.


Anyone undergoing an adventure may attempt to recruit agents, provided they fit the setting of the adventure. You can attempt to recruit a number of agents equal to the least of your intrigue and the points the adventure is worth, rolling to impress them according to the rules. Adventure experience for improving agent relations can be spent as desired assuming some sort of tenuous connection can be made to how you sought to improve the relationship.

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