Skip to main content

Character and progression

Eight libraries describe the character and what they become during the run. This chapter says what each is for, what the reader sees of it and what is left for you to decide.

Classes, traits, abilities, statuses, levels, achievements, end counters and damage types: what describes the character and what changes over the run.

This chapter is a reference: come back to it when an adventure needs it. If Fatum is new to you, start with the first step of the path: What the engine can do

Eight libraries, eight questions

Each answers a precise question. Knowing which keeps the same idea from going into two lists at once.

Library Answers For example
Classes What the character is. thief, scholar
Traits Who the character is. origin, species, past
Abilities What the character can do. pickpocketing, quick heal
Statuses The condition of the moment. poisoned, blessed
Level rewards What the character gains advancing. one courage point at level 2
Achievements What the reader has done. "The door remembers"
End counters What the end screen counts. fights won
Damage types What the blows are made of. fire, piercing, holy

Classes and traits

A class is an archetype: thief, scholar. It has a description, a condition that decides if it is offered ("Offered when") and starting effects: values, items, abilities. Traits describe the rest: origin, species, past, clan, according to your world.

No trait is provided: you create the groups and their options. A group sets a minimum and maximum number of choices, and each option has its description, conditions and effects. The class's effects apply first, the traits' afterwards.

On the character sheet, the class and traits display at the top, with the level if the adventure uses one.

Character creation

Creation is a form the reader fills in before the first scene: the character's name, a class, the traits of each group. It exists only if there is something to choose.

In the adventure settings, the "Character creation" panel says whether classes are absent, optional or required. Trait groups set in their library: a group asking for at least one choice makes creation mandatory.

Declaring classes is not enough. As long as the setting is "No class" and no trait group forces a choice, there is no creation: the reader starts straight on the first scene, and classes are never offered.
Setting What the reader chooses Suits
No class The mandatory traits, if any. A character defined by their traits.
Optional class One class, or none, then the traits. A class that adds to the traits.
Required class One class, then the traits. A class that brings the whole starting set.

When creation exists, the start scene must have the role "Character creation": it displays its text, then the form. Without this, the adventure cannot be published.

A class or trait's conditions account for what the reader has already chosen in the same form: one option can exclude another, or require one. The starting set (the class and traits together) must also fit in the inventory, or publication is blocked.

Abilities

An ability is what the character can do: pick a lock, heal themselves. A class, a trait, a level reward, a choice or an item can grant it with the "Learn an ability" effect; "Forget an ability" removes it.

Its mode decides its role. An active ability is used: it has a cost, effects and, if you want, its own test. A passive ability is not used: the rules read it, and its permanent rules change a roll or a calculation while it is known. A mixed ability does both.

An ability never appears on its own. It is offered on a choice ("Ability used", in the choice inspector) or in a fight that allows it; other contexts in the list do not offer it yet. The "On the sheet" setting decides if its name shows on the character sheet: a hidden ability stays usable by the rules.

There is no cooldown, no daily limit. To limit an ability, make it spend a resource, count its uses in a value, or make it usable once only with an event.

Statuses

A status is a temporary condition of the character: poisoned, blessed, hunted. It is active or it is not, and that is all: it has no duration, no countdown. It only disappears by the "Remove a status" effect, which you place on the antidote, rest or victory that lifts it.

A visible status appears on the sheet with its description; a hidden status stays readable by the rules, but the reader never sees it. Its permanent rules change rolls or damage while it is active: "blessed" can add 1 to test rolls.

To express intensity, pair the status with a value: the status says whether the character is poisoned, the value says how much.

Levels and level rewards

The character starts at level 1, and their level changes only by an effect you place: "Gain levels" or "Set the level", on a choice, a test outcome, a victory or a reward. The level only shows on the sheet if the adventure uses it.

A level reward is a set of effects the reader claims once. It has a minimum level, a class (or "All classes") and optional conditions. It is offered only if the character has reached that level, their class matches, the conditions are met and it has not already been claimed.

The reader claims it on a scene whose role is "Level up". The screen shows "You advance", the "To claim" list, then the scene's choices: you can always leave.

The engine counts no experience points. If you want them, declare a value ("xp"), raise it where needed, then only let the character level up at a certain total.

Achievements

An achievement recognizes what the reader has done: open the old door, finish the adventure as a noble. It unlocks two ways: by a condition ("Unlocked when"), rechecked after each action, or by the "Unlock a global achievement" effect placed on a choice, a test outcome or an ending.

Its scope is "This adventure" or "The account": in the second case, the achievement stays on the reader's profile from one adventure to the next. An anonymous run cannot unlock an achievement with "The account" scope.

Avoid an achievement changing the current run: the reader does not know when it unlocks, and an item appearing mid-scene looks like a mistake.
Visibility Before unlock Good for
Visible The title and the description. A goal the reader can aim for.
Hidden A line with no title or description, with the hint you wrote, if any. Reward curiosity without saying how.
Secret Nothing at all. A twist, a hidden ending.

The reader finds their achievements on the "Endings and achievements" page of the adventure. An optional progress bar can show "6 / 10" there: it reads a value or a counter and unlocks nothing, because only conditions decide.

End counters

The end screen sums up the run: the character's name, the scenes visited and your counters. A counter is a number you raise with the "Increment a run counter" effect: fights won, doors opened.

It only shows if you declare it in this library, with a readable name and, in the "Displayed counter" field, its name written exactly as in your effects. An undeclared counter stays private: it appears nowhere.

The engine does not remember the outcome of fights. If the summary should say "fights won: 3", you add the effect to each victory.

Damage types

A damage type has no effect on its own: fire, piercing, holy. It counts when an attack inflicts it on an enemy that has a resistance or weakness to that type. Without a type, damage is normal and never multiplied.

Each attack of the character and each enemy can have a type. An enemy declares its "Resistances and weaknesses": a multiplier per type, 0.5 for half, 0 for no damage, 2 for double. The character resists through a status or an ability with a permanent rule about "Damage taken" of a type.

Damage removed straight by the "Remove from a resource" effect, a trap for instance, is never multiplied.