Flame of the Ancients
Valour and Wisdom
Experience beyond skill ticks.
Borrowed from The One Ring System
In essence, this rule set is designed to replace the experience point expenditure required to purchase qualities under the native rule system. At this time, we have no rules allowing us to add qualities.
A hero’s sense of accomplishment, his confidence and skill at arms and the hard-earned respect paid to him by his peers are represented by the award of Experience points. These points allow players to buy Valour and Wisdom ranks.
Players receive one Experience point each at the end of every gaming session they attend. Moreover, if the Loremaster deems that the group has made substantial progress toward the achievement of their chosen Company objective, each hero is awarded with a supplementary Experience point.
Players keep track of the number of Experience points they gain during play by updating their score on the character’s sheet. To do so, they use the larger box – the smaller box, labeled Total, is used to record how many Experience points a player has received and invested already in the development of his hero. The rules concerning the expenditure of Experience points follow.
A Company objective is a goal shared by all companions, something that is usually decided upon by all players at the beginning of a session of play. When they have finished considering how to proceed with the adventure presented to them by the Loremaster, the players should briefly confer and then choose a short or mid-term goal for them to try to achieve as a group.
A Company objective should be relevant, arising either from the situation introduced by the Loremaster in the first session of a new Adventuring phase, or from the latest developments in the phase to date.
Choosing a Company objective helps the players to focus on their characters’ motives for adventuring, and helps them to identify their own objectives for the current session of play.
Buying Wisdom and Valour
Experience can be exchanged for Wisdom and Valour. This requires a time of rest and reflections (ie: it’d doesn’t happen in the woods on adventure). The formula for exchange is (4+(desired level) * 2). Note that Wisdom and Valour level separately.
Wisdom and Valour.
All heros (and major characters) have these ratings, and having them distiguishes them from the common folk (noble and small) of the world.
A character’s knowledge of his own capabilities, his selfconfidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.
When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.
Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.
When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.
How Wisdom and Valor Work
Valour and Wisdom are ranked from 1 to 7, reflecting the gradual transformation of a novice adventurer into a veteran hero. The characteristics affects the game in several ways: a character’s Wisdom or Valour might affect social interactions, provide a character with special abilities and superior equipment, and let a hero resist dangerous influences, such as corruption.
A particularly wise or valiant hero is more likely to provoke a positive reaction from others. When adventurers are involved in any form of social interaction, the Loremaster takes into consideration a hero’s rank in either of the two ratings. Usually, the Loremaster considers which score is more important in the eyes of the character the hero is interacting with: a warlike chieftain may favour Valour, for example, while a wizard will almost certainly prize Wisdom.
Special Abilities (Qualities)
When a hero gains a new rank in either Wisdom or Valour, he receives a boon, a special ability. The special abilities granted by Wisdom are called Virtues, while those bestowed with ranks of Valour are called Rewards.
Tests Relying onf Valour and Wisdom
When facing the challenge of a dangerous fight, a long trek in difficult terrain, or another sort of arduous task, a hero relies upon his Endurance. If this doesn’t prove to be enough, he can draw upon his reserves of Hope.
But some threats are more insidious, and these can be opposed only by good judgement or plain courage.
When characters are confronted by the temptations of the Shadow, like the thirst for power or gold, they will have to put their Wisdom to the test to avoid becoming corrupt (Corruption tests). If they are set against a menace capable of inspiring blind fear, they will have to prove their Valour (Fear tests). Tests using Valour or Wisdom are very much like any other test, made using the Fudge dice and against the number of the rating possessed in the relevant characteristic.