How to get Experience points .... A rough guide only
Experience points are gained as the game progresses, every time experience points are awarded any bonus or penalty is applied. To get bonus experience points:
+10% if a Fighter with 16+ Strength
+10% if a Thief with 16+ Dexterity
+10% if a Ranger and Strength, Dexterity and Wisdom are all 16+
+10% if a Cleric and Wisdom 16+
+5% if Great Honour (Honour 17-20 at 1st level)
+5% if possess Experience Bonus Talent
-10% if Dishonourable (Honour <6 at 1st level)
+5% if Group Honour 17-20
-10% is Group are Dishonourable (Group Honour<6)
points are awarded (1st level characters)
Defeating a creature in combat Depends on Monster, and is divided amongst those who hit or attempted to hit the slayed creature, or creature defeated in other manner the rules give the example that a magic-user protected by a circle of fighters while he prepares a spell is NOT involved in the combat
Most valuable player in session 500(peer vote)
Most Awesome death 300
Most damage dealt in single blow 10/point
Player has good idea 10-100
Player saves party 100-500
Good role playing 100-200 includes sacrificing a game advantage for sake of role- playing, e.g. refusing to fight ambidextous although
you can, to fight with a hand behind back, or a rich
character refusing an reward.
also dependant on class
Fighters and the Ranger
3 or more critical hits with a missile weapon in a session 100
3 or more critical hits with melee weapon 100
Per Critical Hit suffered 10/severity level (10-240)
Cleric
Curing wounds 1/point cured
Raising a character EP of character raised
Heroic spell cast 100
Thief
Ingenious use of special thiefy ability 200
Treasure surreptitiously obtained 2/5gp value
Disarming a trap varies
Experience points.... what do they do then? EH!!
They make you go up levels
This is NOT as easy as it sounds.
When you go up a level announce it, your Experieince points FREEZE at the minimum required for the next level, even if you earn them you get no more experience points until the following steps are completed
1/ GM checks you EP and makes sure your sums are right then assigns character rating from 1-4
2/ The PC must then attend school for a number of weeks equal to the rating from step 1, each week cost 1500gp, payable in advance, advancement in level does not take place until this period is completed.
It is also essential for the PC to find a school or master that teaches his subject and has places, and is willing to take the character on as a pupil. Schools can be found in the local or schools already
known about can be returned to.
3/ During the BBI (Basic Block of Instruction) is taking place (step 2), the PC can sign up for 1 addition Skill course, in a skill you already possess or in a NEW skill. You must pay the course fees and at the end of the BBI roll to see if passed the course. This is Learn Ability (based on intelligence)+Course Difficulty Modifier. If the roll succeeds the Mastery dice+Honor dice are added to the skill (like when you spent BP's on them). If it is a NEW skill add the Mastery dice+Honor dice to the relevant Attributes.
Example:
Tusker the Red (Troy's Half-Orc) decides to take a course in eye Gouging when he is doing his training to rise from 1st to 2nd level, during his normal weapon training, he joins a special class in Eye Gouging with his Master, his current skill 33%, learning ability 40%.
Checking Appendix F (p308-) Eye Gouge has Mastery Die 1d8, the course costs 125gp, and the Course Difficulty is +5%.
If he rolls 45% or less he passes the course and gets to add 1d8+Honour dice to the skill.
If he fancied learning Ballroom dancing, the would pay the Course cost (400gp), and roll
50% or less to pass (Course difficulty +10%). If pass course get new skill at DEX (Attribute Dancing based on)+1d6 (Dancing Mastery Dice)+Honour Dice
If the course is failed, you lose the money, gain no skill points and lose 1 point of Honour.
NB: If anyone had been a Bard, they automatically pass any course
4/ You can stay on at school after the BBI is finished. For each week you stay you can attempt to learn/improve 2 skills. You must pay 1500gp/week and any Course Fees. Rules as Step 3
But you lose 1 Honour each additional week you stay..you are an Adventurer not a Student!
5/ After all the traininmg is over, you go up a level, and Increase you Hit points.
6/ Now for each attribute roll your Honour Dice plus the Dice from the following table dependant on you class, and increase each attributes percentile, if the percentile goes over 100, increase the main attribute. Then modify Abilities (hit prob, dam adj, reac adj etc) accordingly.
Fighter Cleric Thief
Strength d20 d12 d8
Intelligence d4 d6 d10
Wisdom d6 d20 d4
Dexterity d10 d4 d20
Constitution d12 d10 d6
Charisma d8 d8 d12
Comeliness d4 d4 d4
e.g. Hogg would raise his Wisdom percentile by d20+whatever his honour dice was at the time
7/ Improve your saving throws
8/ Note new proficiency slots if any.
Note: Fighters can only Specialise in ONE weapon, (I checked it up)
Filling weapon proficiency slots is NOT automatic, as with skills a course must be passed and course fee paid (in step 3/4)
9/ Record any new abilities/powers of your Class for your new level.
10/ You are now level 2
The Fighters are now no longer Veterans but Warriors
The Thief is no longer an Apprentice, he's now a Footpad
The Ranger not a Runner, but a Strider
An the Cleric an Acolyte, not an Altar Boy
How else can I raise skills and stuff?
If you want you can trade in a number of experience points and attend a school before going up a level. Rules are as Step 4, you can learn up to 2 skills in 1 week if fees are paid and course passed.
The number of Expeience points you must trade in is equal to 10% of what it takes to get to the next level.
i.e during 1st level 2nd level 3rd level
Fighters 200pts 200 400
Clerics 150 150 300
Thief 125 125 250
Rangers 225 225 550
When you get to a high enough level you will be good enough to teach yourself in skills you already know:
Until then you need schooling.
Levels are:
Fighters 9 - Lord
Ranger 10 - Ranger Lord
Cleric 9 - Priest
Thief 10 - Highwayman
Fame
You might not want to become famous, but it comes along with being an adventurer.
There is a box on your character sheet, a big one, your Fame goes in here
Your current fame is equal to (Current Honour*Level)/10 (Round down)
So the party have Fame of 0 and 1 (Hazy, Jen and Reds have 1)
To be classed as Notable, a local celeb status, at first level Fame would be 6-10 (but thats not important)
Fame.. what is it good for? - the basics
For each 60 points of Fame intelligent monsters/creatures get a -1 to Morale checks
When it gets to 60 you start appearing in songs
When it gets to 210 you start appearing in Epic tales, and are considered a Great Hero
You can increase you your fame by:
Rising in social class
Pulling of Outrageous or Heroic Stunts
Rumor Dissemination - spreading rumours about your self
Clan honour - your family might effect you Fame
others benefits etc are a secret
Group Alignment, Honour and Fame
As you know, the group has its own character sheet. The group or 'Adventuring Company' needs a name, and a battle standard or banner of some sort.
Why?...again..I hear you yell
The more Famous your group, the more likely you'll get asked to do the meaty jobs with the big treasure, the more likely the orcs are going to run off when they hear you are on your way.
Group alignment is important because changing alignment is bad, this is because the gods don't like it.
It's especially bad to someone whose class depends on it i.e Rangers and Clerics.
Hanging around with those who do things against your alignment is bad, likewise hanging around with those who are dishonourable will have a detrimental effect (or a good effect if your the dishonourable one).
Honour
The Groups Honour starts off as an average of everyone in the parties honor:
Group Honour is therefore:10
This works just like individual Honour, and any benefits/penalties are in addition to those from individual Honour
e.g. Someone with Great Individual Honour, in a Group of Great Honour, he would get +2 to ALL die rolls, +10% experience points, and 2 re-rolls per session.
For a 1st level group (average of groups levels rounded down)
Great Honour 17-20 ALL die rolls +1, +5% experience bonus, training costs 90%, one Mulligan (re-roll) per game-session.
Dishonourable <6 ALL die rolls -1, -10% experience penalty, training
costs 110%
At the end of every month the group travel together, everyones Honour moves 1 towards the Group Honour, to simulate hanging around with a bad bunch.
Group Fame is calculated like individual Fame, (Group Honour*Group Level)/10
And has similar effects, i.e. A Group Fame of 210+ means the group would go down in Epic legends
So currently the Group Fame is :1
Alignment
Luckily I don't have to think about this yet, as none of you have had time to stray.
As a guide to how to stay in alignment
Example:
5 evil acts by a Lawful Good character would make him Lawful Neutral
A further 5 evil acts would make him Lawful Evil.
One day he kicks a puppy up and down the street, this Chaotic act takes him one step towards
Chaotic, another 4 Chaotic acts would make him Chaotic Evil
Then again he could always counteract his Evilness with 5 Good Acts, but his Honour would probably have suffered for the worse already.
If your Alignment changes due to your actions:
Lose 1 level, Experience points go to beginning as next lowest level
Lose whatever hitpoints you gained with the level, and any abilities.
Lose 50% of your Honour.
To regain all the loses you must:
1. return to former alignment ASAP
2. make atonement through cleric of same alignment
3. sacrifice 10000gp/level of treasure to the Gawds
Quests could replace attonement or sacrifice, its up to the Gawds