Advancement

Growth through Advancement Points

Characters in Halcyon Aces grow through Advancement Points (AP), awarded by the GM at the end of each session. AP is the game's single growth currency—you spend it to buy new Traits, learn Techniques, pick up Talents and Perks, and (occasionally) raise your stats. This chapter covers how AP flows in and out, how the power curve shapes your campaign, and how to handle the moment when a player says "I want to make a new Technique."

Awarding AP

The GM awards AP at the end of each session based on what the group accomplished. The baseline is 2 AP per session—enough to feel meaningful without inflating power too quickly. Adjust up or down depending on what happened at the table:

Session Type AP Award Notes
Standard session2 APThe default. Covers a mix of combat, exploration, and roleplay.
Combat-heavy session2–3 APMultiple dangerous encounters or a climactic boss fight.
Roleplay-heavy session2 APSocial victories, political maneuvering, and character development count just as much as combat.
Exploration / puzzle session2 APDiscovery, clever problem-solving, and overcoming non-combat challenges.
Climactic session3–4 APFinale of a story arc, defeat of a campaign villain, or a major turning point.
Short session (< 90 min)1 APAbbreviated or transitional sessions. Still awards growth—even a short session matters.
AP is Not XP

There is no XP-per-monster formula. AP is a pacing lever, not a reward calculation. A session where the party negotiated a peace treaty without drawing a single card deserves the same AP as a session of back-to-back dungeon fights. What matters is whether the players made meaningful choices and the story moved. If your campaign is meant to last 20 sessions, 2 AP per session yields about 40 AP total—enough to build a powerful character without breaking the system's ceiling.

Spending AP

AP is spent between sessions during narrative downtime, or during rest periods at the GM's discretion. A player can save AP across sessions if they're working toward an expensive purchase.

Purchase AP Cost Limits / Notes
Tier 1 Trait1 APRequires 2 in the tree's key stat. No tree prerequisite.
Tier 2 Trait2 APRequires 3 in key stat + 1 Tier 1 Trait in same tree.
Tier 3 Trait3 APRequires 4 in key stat + 1 Tier 2 Trait in same tree.
New Technique2 APDesigned with the GM. See Technique creation below.
Modify Technique1 APUpgrade one aspect of an existing Technique. See Technique modification below.
New Talent1 APChoose from the Talents list or create a custom (GM approval).
New Perk2 APMaximum 4 Perks total.
Stat Increase (+1)4 APMaximum 5 in any stat. One stat increase per 3 sessions.
Example: Kael's Advancement After Session 3

Kael has earned 6 AP over three sessions. He started with Steady Grip (Swordcraft T1) from his template. Here's how he spends:

  • Session 1 (2 AP): Buys Parry Stance (Swordcraft T1, 1 AP). Saves 1 AP.
  • Session 2 (2 AP): Buys Riposte (Swordcraft T2, 2 AP). Requires Body 3 (he has 4) and 1 T1 in Swordcraft (he has Steady Grip). He spends his saved AP + this session's award. 1 AP left over.
  • Session 3 (2 AP): 3 AP total banked. Buys a new Technique: Counterstrike (2 AP, designed with the GM). Saves 1 AP toward a future Perk.

After 3 sessions, Kael has 3 Swordcraft Traits (T1, T1, T2), 2 Techniques (Lunge + Counterstrike), and is starting to feel like a genuine blade specialist. His next goal is Blade Mastery (Swordcraft T3, 3 AP)—he'll need to save for two sessions to afford it.

Stat Increases Are Expensive for a Reason

Raising a stat from 3 to 4 costs 4 AP—the same as two Tier 2 Traits. But a stat increase affects everything: draw count, Resonance bonus, derived values, and Technique power. A single +1 to Body means +1 Guard, +3 Vitality, +1 Resonance on all Body checks, and an extra card on every Body draw. That cascading effect is why stat increases cost more and are rate-limited to one per three sessions. If a player wants to push a stat from 4 to 5—the absolute ceiling—make it a story moment. A breakthrough in training, a trial by fire, or a spiritual awakening. Stat 5 should feel like an achievement, not a line item.

Milestone Advancement (Alternative)

If tracking session-by-session AP feels too granular, use milestone advancement. The GM awards a lump AP total at narrative milestones: completing a quest, defeating a major villain, reaching a new region, or resolving a personal arc.

Milestone AP Award Example
Minor milestone2–3 APClearing a dungeon, completing a side quest, winning a tournament.
Major milestone4–6 APDefeating an arc villain, liberating a city, closing a planar rift.
Campaign milestone6–8 APEnd of a major campaign arc, confrontation with the final antagonist.
Milestone vs. Per-Session

Both approaches produce roughly the same total AP over a full campaign. Milestone advancement is simpler and works better for campaigns with irregular session lengths or long story arcs. Per-session AP is better for sandbox campaigns where every session is self-contained and the GM wants steady drip-feed growth. Use whichever fits your table's rhythm. You can also mix: per-session AP for the baseline, with bonus milestone awards at key story beats.

Power Curve Guidance

As characters accumulate AP, their capabilities expand. The following tiers give GMs a rough framework for understanding what a party looks like at different stages of a campaign—and what enemies should challenge them.

Tier Total AP Spent Character Profile Enemy Scale
Tier 1: Fresh 0–6 AP 1 Trait, 1 Technique, base stats. Competent but vulnerable. Every card matters. Bandits, wolves, minor spirits, animated armor.
Tier 2: Established 7–15 AP 2–3 Traits across 1–2 trees, 2–3 Techniques, possibly 1 stat increase. Clear builds emerging. Knight-captains, wyverns, sorcerers, corrupted beasts.
Tier 3: Veteran 16–25 AP 4–5 Traits including Tier 3 capstones. 3–4 Techniques, 1–2 stat increases. Characters define the battlefield. Dragons, archdemons, legendary duelists, lich-kings.
Tier 4: Legendary 26+ AP Multiple Tier 3 Traits, max stats, full Perk slots. Among the most powerful beings in the setting. World-ending threats, ancient evils, gods incarnate.

Most campaigns will cover Tiers 1 through 3 over 15–25 sessions. Tier 4 represents endgame power and should feel extraordinary—reserve it for long-running campaigns or epilogue arcs.

Campaign Scope & AP Caps

Not every campaign is an epic saga. Some stories are about scrappy underdogs who never become demigods. Others are sweeping mythic arcs where the heroes challenge fate itself. The GM sets the campaign's scope at the start, which determines the maximum total AP any character can accumulate. This cap shapes the power ceiling and tells players what kind of story they're in.

Campaign Scope AP Cap What It Means
Low Power25 APGritty, grounded adventures. Characters are skilled professionals, not legendary heroes. Expect Tier 1–2 play with a few Tier 3 capstones at most.
Standard35 APThe default. Characters grow from fresh adventurers to seasoned veterans. Most builds reach Tier 3 in their primary tree and branch into a second tree.
Epic50 APMythic-scale campaigns. Characters become legends with multiple Tier 3 capstones, maxed stats, and deep Technique arsenals. Reserve for campaigns of 25+ sessions.

The AP cap applies to total AP spent, not total AP earned. If a character reaches the cap, they stop gaining AP from session awards. The GM should announce the campaign scope at Session 0 so players can plan their builds accordingly.

Why Cap AP?

Without a cap, long campaigns drift toward Tier 4 power levels where the system's tension mechanics start to strain. A character with 50+ AP has answers for everything—crits are routine, decks are managed by multiple conservation Perks, and Vitality pools are enormous. The cap ensures the GM always knows the power ceiling and can design encounters accordingly. It also makes AP spending feel meaningful: every purchase in a 25 AP campaign is precious, while a 50 AP campaign lets players experiment more freely.

The Max-5 Ceiling

The maximum value for any stat is 5. At character creation, the practical maximum is 4 (templates distribute 8 points, backgrounds add +1 to two stats). Reaching 5 requires spending 4 AP during Advancement.

A stat at 5 is transformative. Five-card draws mean you almost always find what you need. A +5 Resonance bonus pushes even modest matching cards into the double digits (a 5♠ on a Spirit 5 check produces EV 10). An Ace with Resonance hits 19—the theoretical maximum, enough to clear Legendary DCs. And the derived value impact is significant: Body 5 gives Guard 10 base and Vitality gets +15 from Body alone.

The Max-5 Ceiling

No stat can exceed 5, ever. No Trait, Perk, equipment, or magical effect raises a stat above 5. Effects that grant "+1 to a stat" cannot push past this ceiling. If a character has Body 5 and gains an effect that would grant +1 Body, the bonus is wasted for that stat.

Technique Creation During Advancement

When a player spends 2 AP to create a new Technique, they work with the GM to design it. This is one of the most creatively rewarding parts of Advancement—a Technique is your character's signature move, and designing it should feel personal. Here's the process:

  1. Start with the fiction. What does the Technique look like? What does the character do? "I want to slam my shield into the ground and send a shockwave through the zone" is a better starting point than "I want a 2-action Sweep with Stunned." The fantasy drives the mechanics, not the other way around.
  2. Determine affinity and requirements. Which stat governs the Technique? Which Traits enable it? A Technique requiring Traits from two different trees is a multi-affinity Technique—automatically more powerful, and balanced by the investment required to reach it.
  3. Set the mechanics. Action cost, targets, range, effect (the number-card outcome), bonus damage (the face-card sweetener), and defense type. Use the power budget table in the Techniques chapter as a baseline: 1-action Techniques do one thing well; 3-action Techniques should be the centerpiece of a turn.
  4. Playtest and adjust. The Technique enters play provisionally. If it proves too strong or too weak after a session or two, adjust it. Nudge the action cost, narrow the targets, or tweak the bonus damage. This is a playtest document—nothing is sacred.
Example: Creating "Inferno Wall"

Mira (Spirit 4, Magecraft T2) wants a zone-control Technique—a wall of fire that blocks a corridor. She describes it: "I hold out my orb and a curtain of white flame erupts from floor to ceiling, filling the zone with fire."

The GM and Mira design it together:

  • Affinity: Spirit. Requirements: Magecraft T2.
  • Actions: 2. Targets: Zone (Engaged). Range: Engaged.
  • Effect: Creates a fire wall in the target zone. Enemies who enter or start their turn in the zone take damage equal to Mira's Spirit stat (4). Long duration.
  • Bonus Damage: — (this is a control Technique, not a direct-damage one).
  • Check: DC 10.

On a number card, Mira gets either the fire wall OR nothing (since there's no bonus damage to choose instead). On a face card, she gets the wall. This makes face cards especially valuable for this Technique—fitting, since the wall is powerful area denial. The GM approves. Mira names it Inferno Wall and adds it to her sheet.

Technique Modification During Advancement

Sometimes a Technique doesn't need to be replaced—it needs to grow with the character. When a player spends 1 AP to modify an existing Technique, they can upgrade one of the following aspects:

Upgrade Type Effect
Upgrade Range Increase the Technique's range by one step (Engaged → Near, or Near → Far). The Technique's action cost may increase by 1 at the GM's discretion if the range upgrade would make it too efficient.
Increase Bonus Damage Add +1 to the Technique's bonus damage (or bonus healing for support Techniques). A Technique can be upgraded this way a maximum of twice (total +2 over its original bonus).
Add a Minor Status Rider Add a Short-duration status effect to a Technique that previously had none, or upgrade a Short effect to Long. The status must be thematically appropriate—adding Burning to a frost-themed Technique doesn't fly.
Expand Targets Upgrade from Single to Dual, or Dual to Sweep. This is a significant power increase and the GM may require the action cost to increase by 1 as well.
Reduce Action Cost Reduce the Technique's action cost by 1 (minimum 1 action). This is the most impactful modification and should require narrative justification—the character has drilled this move so many times it flows like breathing.

Each Technique can be modified a maximum of 3 times total. Track modifications on the character sheet. The GM has final approval on all modifications—the goal is evolution, not exploitation.

Example: Modifying Lunge

Kael's Lunge is a 1-action, Single, Engaged Technique with +2 bonus dmg and a push effect. After several sessions, Kael spends 1 AP to upgrade the bonus damage to +3. Later, he spends another 1 AP to add a Bleeding (Short) rider—his Lunge now cuts deep. Two modifications, 2 AP total. Cheaper than designing a new Technique from scratch (2 AP), but more focused: Lunge is still Lunge, just sharper.

Loot & Rewards Beyond AP

AP is the primary growth reward, but it's not the only way to make players feel their characters are progressing. The GM has several additional tools:

  • Equipment upgrades. A masterwork weapon with an additional property. Enchanted armor with +1 Guard beyond its base. A rare catalyst with a unique bonus. Equipment rewards are tangible and immediate—a player who finds a Keen longsword feels the difference on the next crit.
  • Consumables. Healing potions, firebombs, scrolls, and tonics. Consumables reward preparation and create interesting decisions: do you drink the Greater Healing Potion now or save it for the boss?
  • Wealth Level increases. Completing a lucrative job might raise the party's Wealth by 1, giving them access to better equipment between sessions.
  • Story rewards. Allies, political favors, land, titles, secret knowledge, or access to restricted areas. These don't map to mechanics, but they shape the fiction—and they're often the most memorable rewards at the table.
  • Unique Traits or Techniques. Rarely, a major story event might unlock something unavailable through normal Advancement. A character who absorbs a dying dragon's power might gain a one-of-a-kind Technique. Use sparingly—these should feel exceptional, not expected.