Minor Milestones

Minor milestones usually occur at the end of a session of play, or when one piece of a story has been resolved. These kinds of milestones are more about changing your character rather than making him or her more powerful, about adjusting in response to whatever’s going on in the story if you need to. Sometimes it won’t really make sense to take advantage of a minor milestone, but you always have the opportunity if you should need to.

During a minor milestone, you can choose to do one (and only one) of the following:

• Switch the rank values of any two skills, or replace one Average (+1) skill with one that isn’t on your sheet.
• Change any single stunt for another stunt.
• Purchase a new stunt, provided you have the refresh to do so. (Remember, you can’t go below 1 refresh.)
• Rename one character aspect that isn’t your high concept.

In addition, you can also rename any moderate consequences you have, so that you can start them on the road to recovery, presuming you have not already done so.

Significant Milestones

Significant milestones usually occur at the end of a scenario or the conclusion of a big plot event. Unlike minor milestones, which are primarily about change, significant milestones are about learning new things—dealing with problems and challenges has made your character generally more capable at what they do.

In addition to the benefit of a minor milestone, you also gain both of the

• One additional skill point, which you can spend to buy a new skill at Average (+1) or increase an existing skill by one rank.
• If you have any severe consequences, you can rename them to begin the recovery process, if you haven’t already.

When you spend your skill point, it’s worth one step on the ladder. You
can use it to buy a new skill at Average (1), or you can use it to increase an
existing skill by one step on the ladder—say, from Good (
3) to Great (+4).

Major Milestones

A major milestone should only occur when something happens in the campaign that shakes it up a lot—the end of a story arc, the death of a main NPC villain, or any other large-scale change that reverberates around your game world. These milestones are about gaining more power. The challenges of yesterday simply aren’t sufficient to threaten these characters anymore, and the threats of tomorrow will need to be more adept, organized, and determined to stand against them in the future.

Achieving a major milestone confers the benefits of a significant milestone and a minor milestone, and all of the following additional options:

• If you have an extreme consequence, rename it to reflect that you’ve moved past its most debilitating effects. This allows you to take another extreme consequence in the future, if you desire.
• Take an additional point of refresh, which allows you to immediately buy a new stunt, add a +1 to your High Concept, or keep it in order to give yourself more fate points at the beginning of a session.
• Advance a skill beyond the campaign’s current skill cap, if you’re able to, thus increasing the skill cap.
• Rename your character’s high concept if you desire. Reaching a major milestone is a pretty big deal. Characters with more stunts are going to have a diverse range of bonuses, making their skills much more effective by default. Characters with higher refresh will have a much
larger fountain of fate points to work with when sessions begin, which means they’ll be less reliant on compels for a while.


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