STEP 7: Create Your Experiences
An Experience is a word or phrase used to encapsulate a specific set of skills, personality traits, or aptitudes your character has acquired over the course of their life. When your PC makes a move, they can spend a Hope to add a relevant Experience’s modifier to the action roll.
Your PC gets two Experiences at character creation, each with a +2 modifier.
There’s no set list of Experiences to choose from, but an Experience can’t be too broadly applicable and it can’t grant your character specific mechanical benefits, such as magic spells or special abilities. For example, “Lucky” and “Highly Skilled” are too broad, because they could be applied to virtually any roll. Likewise, “Supersonic Flight” and “Invulnerable” imply game-breaking special abilities.
EXAMPLE EXPERIENCES
Backgrounds: Assassin, Blacksmith, Bodyguard, Bounty Hunter, Chef to the Royal Family, Circus Performer, Con Artist, Fallen Monarch, Field Medic, High Priestess, Merchant, Noble, Pirate, Politician, Runaway, Scholar, Sellsword, Soldier, Storyteller, Thief, World Traveler
Characteristics: Affable, Battle-Hardened, Bookworm, Charming, Cowardly, Friend to All, Helpful, Intimidating Presence, Leader, Lone Wolf, Loyal, Observant, Prankster, Silver Tongue, Sticky Fingers, Stubborn to a Fault, Survivor, Young and Naive
Specialties: Acrobat, Gambler, Healer, Inventor, Magical Historian, Mapmaker, Master of Disguise, Navigator, Sharpshooter, Survivalist, Swashbuckler, Tactician
Skills: Animal Whisperer, Barter, Deadly Aim, Fast Learner, Incredible Strength, Liar, Light Feet, Negotiator, Photographic Memory, Quick Hands, Repair, Scavenger, Tracker
Phrases: Catch Me If You Can, Fake It Till You Make It, First Time’s the Charm, Hold the Line, I Won’t Let You Down, I’ll Catch You, I’ve Got Your Back, Knowledge Is Power, Nature’s Friend, Never Again, No One Left Behind, Pick on Someone Your Own Size, The Show Must Go On, This Is Not a Negotiation, Wolf in Sheep’s Clothing