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Introduction
The year is divided into seven seasons. At the end of each season, experience
that a character gains for events that happened during the season is calculated.
A character earns a number of experience rolls (ER) commersurate with the learning
opportunities they had during the season. Each roll can be applied to any skill
or ability the character has and may result in an increase with that skill or
ability. Average people with generally safe lives receive about 15 ER per year.
People who go into battles or otherwise have active lives average about 20 or
more. People gaining 25 or more ER per year live very dangerous and/or interesting
lives.
Number of Experience Rolls (ER)
The number of experience rolls each character gets each season depends on their level of learning and exposure to experience.
1: Sequestered
2: Normal occupation
3: Trained during season
4: Active
5: Very active
Examples:
Sequestered: in jail (for ransom or otherwise), researching, or sequestered
Normal occupation: experience gained
Trained during season: Training or study
Active: went on expeditions or other activities allowing a diverse range of
learning experiences
Very active: went on multiple expeditions combined with varied activities allowing
a significant experience
Specific Experience Rolls (ER)
Whenever a character uses a skill in a difficult situation and rolls a critical,
that skill gets an additinoal experience roll at the end of the season which
can only be used for that skill. Since each skill can only have one experience
roll, additional criticals for that skill will not result in additional ER for
that skill.
Skill Increase
An ER can be used to increase a skill. A roll is made against the character's
base skill, but add the character's appropriate ability modifier (but not any
non-continuous magical modification to the ability modifier). If the total roll
is over the current skill, the skill increases. A total roll of 20 always raises
the experience and a roll of 1 always fails. Each skill can only get one experience
roll per season, even if a skill got a specific experience roll that season.
Ex. character has 18 skill, +3 ability modifier, and all the points of the ability
modifier are either natural or continuous. The character rolls a 16 with +3
for a 19, which is over 18, so skill increases by 1 to 19.
Automatic Increase
Each season a character can use a single ER to increase one skill under 10 by
one point.
Ability Increase
An ability modifier can be increase using experience rolls. Examples of abilities
include DAM, Appeal, Learn, Study, or Focus. For 15 ER, one of the character's
abilites can be increased (except spirit and hits), up to the racial maximum.
Example, character has spent 11 ER so far and spends 4 more (al the experience
from a season in which she joined a battle). She uses these 15 points to increase
DAM, Appeal, Learn, Study, or Focus. She decides to increase Focus from +3 to
+4, causing all the skills in that category to increase by one immediately.
Spirit Increase
Spirit is usually increased once a year, but some events or encounters can cause
a character to have an earlier increase.
Special Training
Two main types of special training exist. The first is written training and
the second is training from gods (or worshippers). Instead of just 2 ER a season,
a reader or worshipper could get an extra ER but it can only be used for one
of the skills the text is about or the god focuses on. Written training can
only be used as long as the reader has skill less that the limit of the text.
Temples to gods provide training to worshippers. Note: the training from a god
is both direct from the god and from training sessions conducted by worshippers.
Either way, to the person being trained, there is no cost.
Spell Experience Rolls (SER) for Faithful Spells
Once a member of the Faithful becomes an apprentice, they receive additional
ER which can only be used for Faithful spells. The number of SER is equal to
the number of ER that character received that season.
|
Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com |
Updated 14 MAY 02 |