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uring the life of your character, they are prone to change and growth. This is due to the learning process that everyone experiences. Learning happens from a variety of causes; successes, failures and dumb luck. It can come from hours of library work or from simply sticking ones hand in the fire.Experience
Everyone starts out with either Level 1 career or if they went to College, then a Level 0 Career.
Class Progression
A character gains experience by every five uses of their class. This is decided by an out of character vote by all of the other players (or the Sage if this happens to be a solo campaign). A majority vote rules, with the Sage determining a tie. A character may gain experience in a class that they are not currently seeking. This is sort of a trial by fire type of progression. Characters should note which class they have received votes for.
There should be one vote for every month of game time. This means that a character can gain experience in more than one class per game session. The Sage should keep track of all possible situations and bring them forward after the game session for vote. If you gain enough experience to raise any class by more than one level within one month, wait another month to raise the class again.
A character gains a bonus equal to their level in that class for every skill listed for their class. Students and lifestyle paths are not considered classes and therefore not eligible for level bonuses. In case the character has two or more classes that have similar class skills, only use the highest level when determining class skill bonuses.
A level 2 diplomat gains a +2 to all diplomatic class skills. However, if the character was also a level 1 Negotiator, the bonus for the Negotiation Skill would be 2, because the Diplomat bonus is highest. Both Diplomat and Negotiator have Negotiation as a class skill.
When beginning a new class a person begins at Level 0, unless they gained that class through usage votes (if they received 5 usage votes for a class they did not presently possess; a soldier turned diplomat).
At any time a Character can decide to switch classes, much in the same way anyone can change a job. However, unless they have previous experience in the new class, they will begin it at Level 0.
Class skills are those non elective skills listed with the career.
Skill Progression
Skills increase in a similar fashion as class progression, except that no vote is necessary. A simple successful use of the skill (through dice roll), will count as a skill experience point. Every 10 skill experience points for that skill will increase it by 1.
Limit of one increase per in game time of one week. If you gain enough experience to raise any skill by more than one level within one week, simply wait one week to raise the skill again.
Attribute Progression
A character may also improve their Attributes. Every time any of the characters skills improve, the character receives; the character may choose one of their Attributes, associated with the skill. That attribute then receives an experience point. For every 10 experience points, the attribute is increased by 1 Die Code.
Use the Normal Attribute Associate chart for determining which Attributes are eligible to gain the experience point from a skill raise.
Gifts and Obstacles
Characters will gain and lose Gifts and Obstacles through role-play. They can not be bought or bought off with experience points, money, sex, etc.
During the course of the game, when a character begins to exhibit symptoms of a Gift or Obstacles, a party vote should be initiated to determine if the character has the trait (majority rules). If the new Gift or Obstacles counter acts an already existing one, then simply remove the effects of the first Gift or Obstacles and gain no benefit/penalty from the new one.
Tangibles are simply gained as the character gains a physical item (clothes, weapons, books, money, etc.) just note this on the character sheet in the appropriate area. The Tangibles area is for “quest” or character development related items rather than straight equipment otherwise use the Equipment Area.
New Gifts and Obstacles can even counteract existing ones from character creation. Like Gifts and Obstacles, Tangible may counter act each other (such as Wealth and Poverty). Follow the same rules as with Gifts and Obstacles.
Instruction
Skill progression can be aided by instruction as well. Characters that possess the Instruction Skill can pass on knowledge to others.
With a successful use of the Instruction Skill, characters can impart the equivalent of experience to other characters. The instructor chooses a target difficulty based on the amount of experience they wish to grant the student.
# Of XP to be granted / Difficulty #
Experience Points Starting Difficulty
1 Experience Point Auto
2 Experience Points Very Easy
3 Experience Points Easy
4 Experience Points Normal
5 Experience Points Extended
6 Experience Points Hard
7 Experience Points Very Hard
8 Experience Points Difficult
9 Experience Points Very Difficult
10 Experience Points Impossible
If successful the student gains the experience points for that skill based on the starting difficulty that was chosen. The instructor must increase his level in the skill before he can teach it again to the same student, regardless of outcome of the attempt.
Instruction is only permissible when the instructor's skill level is 3 higher than that of the students.