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Previous Section: [[04 🔴 Safety Tools|Safety Tools]]
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# Step-by-Step Character Creation
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## Coming up with a Character Concept
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### Character Archetypes
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#### Artisan (Might need a different name)
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Artisans love to take stuff apart and put it back together again but better, most of the time. They are responsible for inventing new technologies and equipment to help move the party forward even if they aren't always the best at using it themselves.
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#### Barbarian
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Barbarians are known for their savage attacks and ability to sustain large amounts of damage. They are often the first line of offense in battle but aren't particularly savvy when it comes to socializing.
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#### Bard
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Bards are found wherever there are stories to tell or tales to learn. They excel at performing and pretending but are often most known for their ability to remember knowledge.
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#### Fighter
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Fighters are all around combat characters. They focus on being able to use a variety of weapon and armor types and improving their prowess with that equipment.
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#### Manipulator
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Manipulator are often the face of a party. They know who to talk to and when to talk to them. They're typically charismatic and quick witted in social situations but require support in combat situations.
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#### Knight
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Knights are known for their gleaming armor that allows them to stroll through a battlefield without fear of taking damage.
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#### Medic
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Medics are the ones that keep everyone else alive. They are experts at healing wounds and curing diseases. If you plan on taking a lot of damage make sure you bring your medic along to save you once the fighting is done.
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#### Monk
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Monks focus on mastering their body and mind and turning them into razer sharp weapons to deal with any threat.
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#### Ranger
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Sometimes nature is better than society. Rangers excel at navigating through wilderness and surviving harsh environments.
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#### Researcher
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Researchers are the ones that discover long forgotten lore, corporate secrets, and scientific breakthroughs. This archetype includes scientists, priests, and even spies (sometimes).
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#### Rogue
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Rogues are the dastardly individuals that excel at going where they aren't wanted and taking what isn't theirs.
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#### Tactician
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Tacticians know the strengths of their companions, the weaknesses of their targets, and the best way to match those up to guarantee success.
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## Determining Starting Attributes
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Player characters start with every Attribute at 0 and spend Attribute Points to increase them. Players have 28 points to spend on Attributes which will get a character to 2 on every Attribute and 3 on a few of them. The average score for a typical human is 0 for every attribute. There is no minimum starting value for attributes but they can only be increased to a max of 6 during this phase of character creation.
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## Determining Starting Skills
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During character creation the maximum value for any given skill is 6 regardless of any bonuses that would increase a skill past this level. This limit is lifted after character creation.
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## Choosing a Lineage
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## Choosing a Heritage
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## Choosing a Background
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## Selecting Qualities
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# Next Section
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[[02 🔵 Lineage|Lineage]]
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Previous Section: [[01🟠 Step-by-Step Character Creation|Step-by-Step Character Creation]]
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# Lineage
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Lineage represents the blood ties and hereditary traits of the a creature. It's what you're born to, no matter where you were born. Some lineage options are dwarf, elf, human, orc, etc.
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## Lineage Elements
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Your lineage dictates certain traits that your character has due to their ancestry. The following sections are included among the descriptions of each lineage option.
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### Age
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This represents the age when a member of the lineage grows into adulthood, and their expected lifespan. You can choose any starting age for your character, but if you want to a play a very young or very old character, make sure to run it by your GM first.
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### Size
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Most lineages are medium size category but some may be small. Large is not common
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### Speed
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Your speed determines how far you can move when traveling overland and in combat. Most creatures have only a walking speed, but some lineages grant special types of movement such as climbing or swimming speed.
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### Traits
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Each lineage grants hereditary traits that are unique to members of that lineage. These are traits your character is born with, such as a dwarf's ability to see in the dark. This can sometimes grant magical effects but those lineages are not described in this book.
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### Attributes
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Lineages grant bonuses to specific [[01 🟡 Attribute Descriptions|Attributes]]. Typically a lineage will grant +2 to one [[01 🟡 Attribute Descriptions|Attribute]], and +1 to two attributes.
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# Next Section
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[[03 🔵 Heritage|Heritage]]
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Previous Section: [[02 🔵 Lineage|Lineage]]
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# Heritage
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Heritage represents the upbringing and culture of a character. It's what your family, community, or other formative authority figures taught you. It dictates what [[02 🔵 Skill Descriptions#Language Skills|Language]] and [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge]] skills a character starts with and may grant other abilities too.
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Heroic characters sometimes come from unexpected origins. Your character might have been raised among a typical community of their lineage or from a totally different life.
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## Language Skills
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Your heritage includes how many [[02 🔵 Skill Descriptions#Language Skills|languages]] you know. By default all characters know one [[02 🔵 Skill Descriptions#Language Skills|language]] at the Native level and one other [[02 🔵 Skill Descriptions#Language Skills|language]] at the Normal level, but some heritages and backgrounds allow more. Choose from the Standard languages or one typical in your campaign. With the GM's permission, you can instead choose a language from the Esoteric languages or a secret language.
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## Knowledge Skills
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Your heritage also includes [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge]] skills that you have learned as you grew up. Most heritages grant up to 4 [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge]] Skills. These skills may be specified by the Heritage but all heritages offer at least 2 free Knowledge skills for the player to choose.
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# Next Section
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[[04 🔵 Background|Background]]
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Previous Section: [[03 🔵 Heritage|Heritage]]
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# Background
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Backgrounds help to define a character's personal history before becoming an adventurer. When choosing a background, consider how it plays into your character's heritage and class. Did life as a soldier pave the way for you to become a fighter? Did a religious experience pull you away from a community that holds a different faith?
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Your background may grant [[02 🔵 Skill Descriptions#Skill Specialization|Skill Specializations]], [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge Skills]], and [[02 🔵 Skill Descriptions#Language Skills|Language Skills]]. It also provides a starting set of [[01 🔵 Equipment|Equipment]] and [[06 Qualities|Qualities]].
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## Elements of a Background
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### Skills
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Each background grants +2 to two [[02 🔵 Skill Descriptions|skills]] and +1 to two other [[02 🔵 Skill Descriptions|skills]]. Players also get to choose an additional [[02 🔵 Skill Descriptions|skill]] to increase by 2 and another [[02 🔵 Skill Descriptions|skill]] to increase by 1.
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#### Specialization
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Backgrounds grant a single Novice [[02 🔵 Skill Descriptions#Skill Specialization|Skill Specialization]]. The skill that this specialization is applied to is set to +5 and can not be increased by other benefits of this Background.
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### Language Skills
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Backgrounds can grant one additional [[02 🔵 Skill Descriptions#Language Skills|Language Skill]] on top of the languages learned from a Heritage or increase the level of a language already learned.
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### Knowledge Skills
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Each background grants up to 4 [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge Skills]]. Two of these skills are free for the player to choose.
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### Contacts
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Each background grants at least 2 [[04 🔵 Interacting with Creatures#Contacts|Contacts]]. Players may come up with the contacts but they should be approved by the GM. The upper limit of contacts a player can gain during character creation is limited by GM discretion.
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### Equipment
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Each background provides a package of starting equipment.
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### Adventuring Motivation
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A background contains suggested motivations to help inform your reasons for becoming an adventurer. You can roll to determine it randomly, pick one off the list, or use them as inspiration for creating your own motivation.
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# Next Section
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[[05 🔵 Intimacies|Intimacies]]
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Previous Section: [[04 🔵 Background|Background]]
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# Intimacies
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Intimacies represent loves, hatreds, ideals, and goals. They are important in [[02 🔵 Social Encounters|Social Encounters]]. Intimacies come in three levels of intensity, Minor, Major, and Defining. Minor intimacies are notable parts of you character's worldview, but only come into play when the subject of the intimacy is directly relevant to the current situation. Major intimacies hold more influence over your character, coming into play even if the subject is only indirectly or tangentially related to the situation at hand. Defining intimacies play a part in every aspect of a character's life, they are pillars of their worldview.
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## Bonuses from Intimacy
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When a roll calls for a bonus or penalty from related intimacies treat minor intimacies as a +/-1, major intimacies as a +/-3 and defining intimacies as a +/-5.
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## Gaining Intimacies
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Characters start with whatever intimacies their players feel are appropriate, with a minimum of four Intimacies, of which at least one must be Defining, one must be Major, one must be in some way negative (a thing the character opposes or dislikes), and one must be positive (a thing the character likes or supports).
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Characters may gain new Intimacies in several ways, all subject to GM approval. The key to changing intimacies is that the change must make sense given the roleplaying going on during the scene and in the broader context of the story. Character's can't gain new intimacies if it doesn't match how they've been played.
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- Intimacies can be created at Minor intensity or strengthened by one level by the social influence of other characters.
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- Whenever the player feels it is appropriate and the GM agrees, the character may add a new minor intimacy or intensify an existing intimacy by one level.
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- In extraordinary situations, the character may gain a new intimacy at major or defining intensity based on the events of the story. If a character kills another character's family it's probably acceptable to go straight to a major or defining intimacy of hatred towards them.
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## Losing Intimacies
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Losing intimacies is similarly simple and subject to GM discretion.
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- Intimacies can be degraded by one level or removed entirely (if minor) by the social influence of other characters.
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- Whenever the player feels it is appropriate, **and the GM agrees**, the character may remove a minor intimacy or degrade an existing major or defining intimacy. Generally this should follow several sessions in which the subject of the intimacy hasn't come up; characters should rarely drop or degrade an intimacy right after it is created even if it is undesirable. Alternately, this might follow several sessions showing the character resolving or working to conquer unwanted intimacies, such as intimacies of fear or hatred.
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- Whenever the GM judges that a player hasn't reflected the intimacy in their roleplaying for a while, they may declare that it has degraded or disappeared completely. This is mostly to keep characters from accumulating lots of defining intimacies, which should be reflected in the character's actions. Few characters can sustain the kind of intensity needed for more than a small handful of defining intimacies, and the GM's pruning help keeps down the clutter.
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# Next Section
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[[06 🟡 Qualities|Qualities]]
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Previous Section: [[05 🔵 Intimacies|Intimacies]]
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# Qualities
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Characters often have innate characteristics or consequences from past experiences that shape the way they are today. These are represented as Qualities, which can be either positive or negative. Qualities are typically only gained during Character Creation but they may be awarded during play by the GM.
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Characters may choose up to 3 qualities during character creation. Some qualities allow for players to increase this maximum number of chosen qualities.
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# Next Section
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[[07 🟡 Character Progression|Character Progression]]
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Previous Section: [[06 🟡 Qualities|Qualities]]
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# Character Progression
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## Experience Points
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Experience points are used to measure character advancement in a mechanical way. Details on gaining experience can be found in the [[08 🔵 Experience Points|Experience Points]] section.
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## Spending XP
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Players can spend their XP at any point as long as they are not in the middle of an encounter. Whenever you spend XP make sure to let your GM know so they can keep track of the strengths of the PCs and tailor the game to those strengths.
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### Buying Attributes
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[[01 🟡 Attribute Descriptions|Attributes]] cost a number of experience points equal to: (20 + new level) x 2.
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### Buying Skills
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[[02 🔵 Skill Descriptions|Skills]] cost a number of experience points equal to: 20 + (new level).
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#### Skill Specialization
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The cost of a [[02 🔵 Skill Descriptions#Skill Specialization|Skill Specialization]] depends on the level of the specialization. Check the table below to determine the cost and perquisites of each level of skill specialization.
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| Level | Cost | Prerequisites |
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| --------- | ---- | -------------------------------------------------------- |
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| Novice | 20 | Min skill value of +3 |
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| Adept | 30 | Min skill value of +5 and Skill already has Novice level |
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| Expert | 50 | Skill already has Adept level |
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| Master | 80 | Skill already has Expert level |
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### Buying Features and Qualities
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The cost and prerequisites of both features and qualities can be found in the character options section for the respective improvements.
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# Next Section
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[[08 🔵 Experience Points|Experience Points]]
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Previous Section: [[07 🟡 Character Progression|Character Progression]]
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# Experience Points
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Character growth is expressed in experience points, given out at the end of every session or at GM discretion. Players may spend or save these experience points to increase their character's traits or buy new features and qualities.
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## Gaining Experience
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### Session Experience
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At the end of every session the GM should grant all players an equal number of experience points based on the amount of progress they made towards the campaign goal. This amount of experience is recommended to be between 2 and 10 points. All players gain the same amount of Session Experience
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### Extra Experience
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Characters can gain 2 points of experience by fulfilling any of the following criteria. Characters can only gain experience from **each** criteria once per session.
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- Expressing, supporting, or engaging a major or [[05 🔵 Intimacies|defining intimacy]] in such a way that it reveals something about the character, develops the character's personality, or provides a character moment that everyone at the table enjoys.
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- Being significantly challenged, endangered, or harmed in the course of protecting or upholding a major or [[05 🔵 Intimacies|defining intimacy]].
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- Bein significantly impeded, endangered, or harmed by a flaw.
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- Intentionally ceding the 'spotlight' of a scene to another player's character in such a way that it makes that character shine or directly supporting another character in expressing, supporting, or engaging a major or [[05 🔵 Intimacies|defining intimacy]].
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Characters can also gain 2 points of experience by meeting **one** of the following criteria once per session.
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- Defeating a powerful enemy, defending a vulnerable party member through skill, using combat to directly advance a [[05 🔵 Intimacies|major or defining intimacy]], or using combat to directly protect a[[05 🔵 Intimacies| major or defining intimacy]].
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- Inspiring others to uphold one of your [[05 🔵 Intimacies|major or defining intimacies]] in a significant way, enduring great hardship in the name of a [[05 🔵 Intimacies|major or defining intimacy]], accomplishing a great deed that furthers a [[05 🔵 Intimacies|major or defining intimacy]]. or creating, defending, or advancing the fortunes of some edifice or institution that expresses or furthers a [[05 🔵 Intimacies|major or defining intimacy]].
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- Learning lost or similarly valuable knowledge, learning something that helps advance or protect a [[05 🔵 Intimacies|major or defining intimacies]], or solving a significant problem or crisis through application of knowledge or through education.
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- Removing a major impediment to the character's or party's goals through assassination, blackmail, or other underhanded means, stealing something that directly furthers the character's or party's goals, gaining a significant advantage over a dangerous enemy through infiltration or stealth, upholding or protecting a [[05 🔵 Intimacies|major or defining intimacy]] through "criminal" means.
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- Bringing two or more parties with a meaningful dispute to accords, gaining a noteworthy dispute to accords, gaining a noteworthy advantage for the character or the party through diplomatic means, successfully navigating and thwarting social or geographical obstacles preventing the character or party from achieving a significant goal, exploring a cultural tradition or legal system in furtherance of a [[05 🔵 Intimacies|major or defining intimacy]], bringing someone's [[05 🔵 Intimacies|intimacy]] closer to aligning with those of the character or the party, or inspiring or taking part in the creation or transformation of a social institution.
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The GM always has final say on whether or not the character met any of the criteria and how much experience they gain at the end of the session.
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## Training Times
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While experience points are an abstraction to provide satisfying pacing for advancement and a sense of reward for players, character advancement has to make sense in the context of the story. It doesn't make sense for a character to raise their Dueling skill from a 4 to a 5 if they haven't experienced combat in weeks, even if they have enough experience points to do it.
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The following training times assume characters spend a significant portion of the quoted time working on the trait in question, though they need not do so exclusively -- a character can study to improve Engineering without being chained to a desk all day. Also, many forms of training may potentially benefit multiple traits -- Strength training is also a good reason to raise Athletics. Finally, practical experience also counts as a significant amount of training, however experience requires contemplation and practice to be truly beneficial. Neither training nor experience alone is sufficient for mastery. Treat these training times as a rough guideline rather than absolute quotas. Mentors and similarly skilled trainers should also reduce training times proportionate to their skill at teaching. Likewise, these training times assume the character is balancing training time with getting other things done. A character who retreats from their other duties to pursue nothing but training can raise their traits significantly faster than the times given here.
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| Trait | Training Time |
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| -------------------- | --------------------------- |
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| Attribute | 10 + (new level) months |
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| Skill | 10 + (new level) weeks |
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| Skill Specialization | (new level modifier) months |
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| New Quality | Specified by the quality |
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| New Feature | Specified by the feature |
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# Next Section
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[[09 🟡 Features|Features]]
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Previous Section: [[08 🔵 Experience Points|Experience Points]]
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# Features
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## Types of Features
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### Archetypal Features
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Archetypal features are features that follow a specific archetype as defined in the [[01🟠 Step-by-Step Character Creation|Step-by-Step Character Creation]] section. These features typically have a progression of five main features and a variety of "supporting" features that are related to the main ones. A list of archetypal features can be found in the [[01 🔴 Archetypal Features|Archetypal Features]] section.
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### Weapon Features
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Weapon features may be unlocked as many times as desired unless the weapon or feature says otherwise. Weapon features only apply to a single weapon type. E.g. if you unlock an extra attack for Knives you don't get an extra attack for One Handed Swords. A list of weapon features can be found in the [[01 🟡 Weapon Features|Weapon Features]] section.
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### Armor Features
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Armor features give characters additional abilities and benefits to characters when they are using related types of armor. A list of armor features can be found in the [[01 ❌ Armor Features|Armor Features]] section.
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### Ability Features
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Ability features grant new ability that characters can use. These features are often active features that a player must choose to use. A list of ability features can be found in the [[01 ❌ Ability Features|Ability Features]] section.
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### Skill Features
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Skill features grant additional abilities when characters use the related skill. These are often passive bonuses rather than abilities that can be used actively. A list of skill features can be found in the [[01 ❌ Skill Features|Skill Features]] section.
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### Tool Features
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All tools have a tool proficiency feature that is required to use the tools effectively. Anyone can use a hammer but using a hammer to construct furniture requires some expertise. A list of tool features is available in the [[01 ❌ Tool Features|Tool Features]] section.
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## Feature Properties
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All features have properties that determine how much they cost, if they have any prerequisites, or if they can be purchased multiple times.
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### Cost
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All features have some cost in experience points. The price of repeatable features often increases based on the number of times the feature has already been purchased.
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### Prerequisites
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Some features require that a character has met certain requirements before they can be purchased. These requirements can be minimum skill or attribute levels or even other features.
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### Repeatable
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Some features can be purchased multiple times. Features with the Repeatable property can be purchased a number of times equal to the number that follows the property. If there is no number the feature has no limit on how many times it can be purchased.
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# Next Section
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[[10 ❌ Party Progression|Party Progression]]
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Previous Section: [[09 🟡 Features|Features]]
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# Party Progression
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# Next Section
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[[01 🟡 Attribute Descriptions]]
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