Experience

The basics

Experience is awarded to characters for turning up to sessions of the game at a rate of one point per session (yup, nice and simple). Experience points can be spent on buying skills by either grabbing me before or after one of the events or sending me an email about it. What you can buy are all the skills which are available to new characters (the one exception to this benig ‘Empowered’. Either you’re born with the magical spark or you’re not. It isn’t something you can learn to have) at the same cost as they would be for new characters or anything off of the ‘advanced skills’ list below. Please note that both experience points and extra skills are linked to the characters so if your character dies you loose all the extra skills and half (rounded up) of their accumulated experience. For the armour proficiencies, upgrading from one to another costs the difference in points between them (eg. upgrading from Light to Heavy Leather costs 1pt whereas going from Light Leather to Plate would cost 6pts)

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The Advanced List

  • Create Magical Potion (requires Potion Creation) – Allows you to create magical potions with the right ingredients and equipment. – 7pts
  • Create Magical Poison (requires Poison Creation) – Allows you to create magical poisons with the right ingredients and equipment. – 7pts
  • Analyse Ingredients (requires Potion Creation for potions and Poison Creation for poisons) – Allows you to study a non-magical poison or potion and deduce what ingredients were used. – 3pts
  • Refine Ingredients (requires Alchemy) – Allows you to refine alchemical ingredients into more potent forms. – 5pts
  • Quick armour repair (Requires any Armour Proficiency) – Allows you to fix your armour in half the time (i.e. 30 seconds per point rather than one minute). – 2pts
  • Armour Mastery (Requires Any Armour Proficiency) – The character may take one extra hit on the armour than is usualy allowed (eg Light Leather Armour can take 2 hits per location with this skill and Plate Armour can take 5). – 6pts
  • Irrepressible Voice – The character is no longer affected by the mute spell. – 6pts
  • Firm Grip – The character is no longer affected by the fumble spell. – 6pts
  • Seen It All – The character is no longer affected by the fear spell. – 6pts
  • Sure Footed – The character is no longer affected by the strikedown spell. – 6pts
  • Iron Constitution – The character becomes immune to all non-magical poisons. – 8pts
  • Create Written Forgery (requires Recognise Forgery and Literacy) – With this the character can forge most kind of written documents. If they have the Scroll Creation skill they may create forged scrolls. – 7pts
  • Create Forged Item (requires Recognise Forgery) – With this the character can forge money and precious or magical items. The character must come up with a convincing explanation of how they are going about the forging. – 8pts
  • Create Forged Potion (requires Recognise Forgery and Potion Creation) – Your character can create fake alchemical potions that either have no effect or have a different one to advertised. – 8pts
  • Create Forged Poison (requires Recognise Forgery and Poison Creation) – Your character can create fake alchemical poisons that either have no effect or have a different one to advertised. – 6pts
  • Perform Second Ritual (requires points in Ritualist) – The character may perform 2 rituals per day. – 6pts
  • Source of Myth (requires some form of magic) - If the character is contributing to a ritual then they automatically add 3 extra points to the ritual in adition to any gained by spending spell points. - 4pts
  • Detect Ancestral Interference (requires points in Calling) – The character may detect if there is ancestral power in an area or if someone is being possessed or influenced by an ancestor. – 4pts
  • Detect Demonic Interference (requires points in Calling) – The character may detect if there is demonic power in an area or if someone is being possessed or influenced by an demon. – 4pts
  • Power Sense (requires points in Calling) – By spending one point of calling power the character may divine the dismiss level of most undead. – 2pts
  • Source of Power (requires level six in any of the magical schools) – The character gains an additional 10spell points per day. – 5pts
  • Source of Balance (requires level three in Magery, Calling and Healing) – The characters spell points form one common pool which may be used for any magics. – 5pts
  • Inspire (requires points in Calling or Healing) – The character may make those within hearing range immune to fear by spending one magic point and giving a rousing speech or singing a cheering song. The effects last as long as the character keeps talking or singing. – 10pts
  • Tracking – The character may find any recent tracks in an area and will have an idea of what sort of creatures may have made them. They will also be able to follow the tracks provided the ground is suitable. – 4pts
  • Climb – The character may climb walls, trees or other barriers by standing next to them and making climbing motions for 20 seconds. After that they are considered to be at the top of the obstacle and out of melee range. – 5pts
  • Beastmaster – Your character knows animals. Whenever confronted by a non-magical creature you know what it is, whether it is likely to be hostile and have a rough idea of it’s strengths and weaknesses. – 4pts.
  • Keen Eye – Your character may ignore armour whenever they are using a bladed weapon. – 9pts
  • Unnatural Strength – Your character has the effect of the Strength spell permanently. – 10pts
  • Lockpicking – Your character may open any non-magically warded locks provided you role-play picking the lock for an apropriate ammount of time – 4pts
  • Escapism – Your character may escape any bonds given enough time – 4pts
  • Honest Shopper – You may hide one small object on your person in a way that normal searches will not find. – 6pts
  • Veteran Searcher – You can ignore the effect of the ‘Honest Shopper’ skill. – 5pts.
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