Ch 10 Long Term Effects

ADVANCEMENT

“Seasoning” is the process by which a person becomes seasoned or experienced. In this campaign, a “season” is an abstract unit of personal growth, awarded at regular periods by the Storyguide.

Assigning Seasons: Each player assigns an activity for each season received. This should reflect activity in the previous session or, time permitting, activity immediately after.

An individual season is usually dedicated to a learning activity like adventure, practice, or vis study. Seasons can also be dedicated to other significant activities like creating something in the laboratory or teaching other characters.

Some activities have prerequisites that must be met. For example, laboratory activities require an actual laboratory, stocked for magical research. Studying from a book requires the book itself (and the ability to read it).

Seasons awarded at the same time cannot be assigned to the same activities. Nor can experience from those seasons be applied to the same Art or Ability; no two seasons awarded for the same session can contribute experience points to the same thing.

Adventure: Adventure experience is always five points.

Weapon Mastery Abilities: Just like spell mastery, practicing weapon mastery is always a Source Quality of five.

Ch 10 Long Term Effects

End Times DangerMouse