Treasure, Experience & Advancement

p 52.1 Experience and Level Training

Characters advance in experience and expertise by fighting monsters, overcoming obstacles, and bringing lost treasures back to civilization.

Monster XP are determined by the HD & any special abilities they might have.

Treasure XP is earned at a rate of 1 XP per GP value of treasure brought into a settlement.

XP Limits

An adventurer may gain enough experience during an adventure to advance to the next level, or more. A PC that gains experience in excess of the amount needed for their next level will not be able to accumulate any more until they train up to the appropriate level.

Training

A Fighter needs 2,001 XP to be eligible for second level. Once this threshold has been passed, a PC cannot gain any more XP until they have completed their training for second level.
Training costs 1,000 GP per week. Training takes a number of weeks equal to the PC's grade for the previous adventures.
A PC who has done a fair job at fulfilling their role as a character and alignment in one adventure, will get a score of 2. In the next adventure they do an exemplary job of role-play, and get a score of 1. In the second adventure session, they gain enough experience to advance a level. Their average Grade is 1.5, so Training will take 1.5 weeks and cost 1,500 GP.

Ex: a third-level Fighter has accumulated 6,550 XP. They go on an adventure and return with treasure valued at 3,000 GP. Their XP total is now 9,550 which is 1,449 more than the 8001 needed for fourth level. The fighter will not be able to gain any more XP until they complete their training. The Grades for the previous four adventures (since advancing from 2nd level to 3rd) are 2,2,1,2. Training will take 2.75 weeks and cost 2,750 GP.

Maximum Training time is four weeks for all levels.

Living Expenses

Each PC will spend money each month for basic living expenses, food, shelter, carousing, etc. Comfortable standard of living will cost 1% of the PC's XP total.

A PC may spend more or less on this, with a proportional effect on their relations with others. Spending less will create a penalty to Reaction Rolls and other checks involving Charisma, Persuasion, Loyalty, or Personal Presence.

XP Multiplier Quality of Life Modifier
.5% Meager -2
.75% Adequate -1
1% Comfortable 0
2% Prosperous +1
3% Lavish +2
Quality of Life modifiers apply to Henchmen and Hirelings as well.

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