What about Achievements in The Carrington Event?

Achievements are an add-on to the experience system and are entirely optional. There is no downside to using them though – they reward players for interacting with the system and learning about it.

There are 11 Achievements. Each time a character does one of the things listed, they gain that achievement and its experience point. Each achievement can only be gained once, in order.

Each Achievement has a cute name, a cute label, and a description of what it actually covers. They are usually listed alphabetically, but that isn’t the order you’ll earn them. It’s just for convenience.

  1. Conceder: When you use a Concession, several things happen. You suffer a Condition, and have to decide what it is; you exit the scene under your own terms; you start the next scene in a possibly advantageous situation but one definitely different from the previous one; you recover all used aspects and stress. Tie the concession to your aspects or things created by your aspects in some way.
  2. Contacter: There are times a character can convert one of their aspects into the creation of a hopefully helpful new NPC. When you do this, get an experience point.
  3. Demonstrator: The easiest and probably first Achievement gained (and, in the process, introduces the achievement system). Using an aspect for its bonus, and showing you know how the bonus works, gets this achievement. Every PC will likely use multiple aspects each session.
  4. Imaginator: Spend an aspect on a story detail or situation, and create a detail that creates a situation without giving the usual aspect bonus. Use an aspect in a novel way.
  5. Magician: Using a Power raises several questions, Is it being used for an immediate momentous benefit, or for an ongoing effect? Use a power, figure out the answers to these questions, and get an experience point.
  6. Manifestor: Use a Manifestation, and gain all its benefits (gain an immediate benefit and a new power, recover everything, increase your power rating, become aware of your impending doom – you can only manifest a certain number of times).
  7. Retrofitter: At certain points in play, usually between sessions, you can redefine an aspect or change it entirely. Doing this demonstrates an understanding of the aspect system and is worth an experience point. Some characters may be happy with their initial aspects and never do this, but that is unlikely over the entire life of a character.
  8. Recoverater: Conditions are intimately tied to the ability system through Impairments, as well as the survival and experience systems. Whenever you recover a Condition, you’ll have interacted with several elements of the system which is worth an experience point.
  9. Sacrificer: The first time you use a Sacrifice, you’ll learn more about the mortality system and the conflict system.
  10. Teamworker: When you expend resources (in time and/or aspects) to assist another player, possibly at cost to yourself, that’s an achievement.
  11. Troublemaker: Whenever you suggest something that the GM agrees leads to a compel of your own aspects, that’s worth an experience point – especially if it creates complications to deal with.

And that’s it. They are just a cute bonus for learning the system, and in terms of the final XP cost, they don’t make a huge difference. Most characters will get all these achievements eventually, but the rate can vary a lot. It really doesn’t matter if they are gained early or late. Don’t rush them!

Genesis of the Idea

The idea for this subsystem came from another blog. I’d like to credit them. Does anyone know which it was?

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