Rules
- Adventuring
- Architecture
- Climbing
- Doors
- Excavations
- Expeditions
- Make Camp:
- Automatic under normal circumstances
- Roll under difficult circumstances (snow storm, heavy rain)
- Roll for critical success - find resources, increase healing, defensive elements, etc
- Recovering Treasure
- Exploration - per Miseries, Necropraxis
- Foraging & Hunting - Camp, Watches
- Getting Lost
- Hazards
- (Attribute Lose, Aging, Damage, Disease, Drugs, Falling, Poison, Starvation)
- Healing
- Languages
- Light & Vision
- Mapping
- Movement & Encumbrance
- Searching
- (Sleight of Hand)
- Stealth
- Swimming
- Time
- Tinkering
- Traps
Retainers, Property and Finance
- Hirelings
- Advanced Hirings
- Hiring Retainers
- Loyalty
- Property - Upkeep and Taxes
- Investment - Returns and Bankrupcy
Advancement & Experience
Sources of Experience
Treasure:
- 1 silver piece (or equivalent) grants 1 experience point (presuming a silver standard)
- Treasure must be secured, i.e. taken to home location (“base”) or banking establishment and outside the encounter area. Some classes may have special abilities that impact this (thieves and buried treasure, prophets and shrines). Jewelry and other apparel gained as treasure may be actively worn for one week to gain the xp value - you don’t need to keep that ruby studded codpiece at home!
- Magic items may grant experience points. Expendable items grant their experience points upon identification or use. Other items must be identified or studied for one week to gain their associated experience points. Only a single party member may ever gain exprience points for any given item - a sword can not be passed around to advance multiple characters.
Defeating Foes
- Monsters amd other hostile will provide a standard experience point value based on formulae or static monster listing. At the referee’s discretion they are earned immediately, though at a point of rest or sleep may be more applicable to the style of game. Foes do not have to be killed or destroyed to gain experiences; surrender, breaking morale, banishment, and similar negation of threat are just as legitimate.
Gaining Levels
Procedure
Experience Needed (Standard)
Level |
Experience Points |
1 |
0 |
2 |
2000 |
3 |
4000 |
4 |
8000 |
5 |
16000 |
6 |
32000 |
7 |
64000 |
8 |
128000 |
9 |
256000 |
10 |
384000 |
11+ |
+128000/lvl |
Magic
- Prophetic Magic
- Magician Magic
Magical Research and Activities
(Move to Character Creation or Downtime?)
- Beginning and Preparing Spells
- Transcribing a Scroll
- Scrolls, Use and Creation
- Researching Spells
- Creating Holy Water
- Creating Potions, Staff, Wands
- Time of Magical Activities
- Casting Spells
- Libraries and Laboritories