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Spending Experience

EXPERIENCE


During their travels, characters get a feel for the world, recognize dangers, and perfect their survival techniques and combat style. They raise their Attributes and Skills and master new Potentials. The currency to buy all this is Experience. At the end of every gaming session, the GM awards Experience Points (XP) for mastered challenges and great feats, but also for instructive defeats. For suggestions concerning this see “Adventure Creation” on page 314. The Players should note the XP on their character sheet and scratch them out if they are using them to raise a trait.

RAISING ATTRIBUTES AND SKILLS

 
Every raise happens level by level: to raise a Skill from level (2) to (5), you must also buy levels (3) and (4). The XP cost for the next level is its numeric value multiplied by a fixed factor. This factor depends on the respective trait: Attribute, Skill, or Potential. The tendency of the character also plays a role. If he is dedicated to the Focus Skill, it is cheaper for him to raise the preferred Attributes Intellect, Agility, and Psyche, as well as all Skills linked to them. As a Primal character, the same bonus applies to Body, Charisma, and Instinct. Preferred Attributes are cheaper by a factor of (-2), and Skills by a factor of (-1).

Focus-Attributes: INT, AGI, PSY Primal-Attributes: BOD, CHA, INS

XP Cost
Attribute New Value x 12 XP
Preferred Attribute New Value x 10 XP
Skill New Value x 5 XP
Preferred Skill New Value x 4 XP


Once the XP cost is paid from the Experience pool, the new level is noted on the character sheet. (6) is the highest value for Attributes and Skills alike.

RISING IN RANK


With new Skill levels, it is sometimes possible to rise in rank. If he meets the prerequisites, the character can quietly level up in his Cult’s headquarters or another appropriate place. The Player notes the new equipment and the other effects, and the game continues. However, the Game Master should try to incorporate the process of leveling up into the game: one last little trial, a final obstacle to overcome, an unpopular opponent, a ceremony to remember. The character gains this level only once, they have earned a bit of a celebration of their achievements.

POTENTIALS


Using Potentials, a character becomes more specialized. The more Potentials and Potential levels he gets, the harder it becomes for him to learn new levels. Every new level costs more XP than the last one, regardless of whether the Potential was just chosen or if it is being upgraded. Unlike with Skills, when raising Potentials, all Potential levels are added: 1 more is added for the new level and the result is multiplied by 10.

XP cost for raising Potentials = added level of all Potentials x 10

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