Experience:
- your Experience Pool is what you use for advancement
- you must permanently spend one or more dice from your experience pool on traits to advance them
- you may either count each die spent as 5 points, or,
- you may roll the die, gaining that many points
Ability Advancement:
- cost multiplier is calculated separately for Core Abilities and non-Core Abilities
- Core: use only Core Abilities in the calculation
- non-Core: use all abilities, Core and non-Core, for the calculation
- To raise an Ability to a given level costs (Cost Multiplier) x (Tier Factor) x (New Score) points
- You may raise an ability only one point at a time
Training:
- you may also raise an ability by finding someone to teach you, or a source to learn from
- the teacher or other source of training/knowledge must have a score in the Ability higher than the score the student wants to achieve
- books or other sources of knowledge that cannot actively teach the student are treated as half their level for purposes of learning speed, though their full level is considered the limit on how high they can train a skill
- each unit of time spent studying/being taught earns (teacher's Ability) / (student's Ability) or 1, whichever is greater, experience points to be applied towards raising the taught Ability
- the usual unit of time is a season, or 3 months, at about an hour/day but this may vary depending on the nature of the Ability and the teacher. For example, deep hypnotic teaching might only take half as long, and a language barrier could easily double or quadruple the learning time
- for purposes of this calculation, the student's Ability is treated as a 1 if they don't have the Ability at all
Other Improvements:
- All hooks and grommets are subject to change and/or elimination during play, as events warrant.
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