Attributes at generation can be up to +5. I think it is reasonable to make the human limit 8–that’s half again more than the starting maximum, and 8 has a generous effect on game mechanics.
Here is a chart with the maximums for each attribute for each race in “Fictive’s Talents and Templates.” (I know it is too tiny to use, I include the chart here to give you a sense of what I’m up to; it will be plenty big enough in the book.)
To allow play up to higher levels, then, we must have things for characters to spend that +1 attribute on each time they level up. So far, I allow them to learn languages, learn to play musical instruments with great proficiency, and allow them to lump the bonus in with the new talent to gain a wound or pick up an occupational talent. Still, that’s not enough different ways to absorb that +1 attribute every level.
I have devised five backgrounds that can be purchased with that +1 attribute upon leveling up.
- Contacts. Access to information (research or current events) as well as henchmen, equipment, transportation, and meetings with shy people.
- Domain. Territory controlled by the character, appropriate to the character type.
- Favor. A government, organization, settlement, or individual thinks well of the character and is positioned to offer help.
- Legendary Object. Life force infused into objects near and dear to the character, gaining an advantage upon completion of a quest.
- Wealth Management. Invest money into an enterprise, so it can generate more money (as long as the investment doesn’t suffer setbacks.)
I will unpack these in later entries.