Minor milestones usually occur at the end of a
session of play, or whenever one significant piece
of a story is resolved. A minor milestone allows
the characters to evolve in response to the story
that’s been unfolding before them.
When a minor milestone occurs, you may
choose one of the following:
- Switch the rank values of any two skills,
or replace one Average skill with one that
isn’t on your sheet. - Change any single stunt for another
stunt. - Purchase stunts or powers, provided you
have the refresh to do so. - Rename one aspect.
Minor milestones are ideal when you want
to switch the focus of your character’s existing
abilities or change something on the character
sheet, like a skill or the wording of an aspect.
Maybe something happens in the story that
makes part of your character’s sheet seem inappropriate,
or you’ve simply discovered that your
choice of skills, aspects, and stunts don’t match
your expectations in play.
Obviously, these changes should be justified
as much as possible, either within the story
(“Hey, my character’s contact died, so I think I
want to make his Joe the Reliable Contact
aspect into Vengeance for Joe, okay?”) or
as a result of play (“So I thought I wanted this
guy to have a Good (+3) Presence, but I’m not
really using it much—it’d be more fitting if he
had a lower Presence and a higher Rapport, so
I’m going to switch it out with my Fair (+2)
Rapport.”). If the skill you’re switching out is at
Average (+1), you may change it for a skill that
isn’t on your sheet. Be careful when switching
a character’s peak skills (his highest ones),
though—this can significantly change the character,
which is not the purpose of a minor milestone.
Keep it in character, so to speak.
Example: The GM announces that a minor
milestone has been reached. Fred, who plays
Biff Abernathy, decides that he’s not been
portraying the character as Playing The
Dumb Jock, and he’d rather change that to In
The Scrum, relating his tendency to face problems
head-on with his skill at rugby.