EXPERIENCE

David says...

One particular part of roleplaying that distinguishes it from other forms of game, is your character's growth, both personality and in their abilities and skills. This is experience. Generally the more a character does something, the more a character travels, meets new beings, practices their skills, learns more of the world around them, they improve or refine what makes them able to survive in their worlds.

In game terms, this is usually recorded and achieved through experience. Each time a character goes through an adventure, they amass a certain amount of experience. Some DM's give this as they gain it, others keep a note of it until such a time as the character can address what they have learned and when they are not currently on an adventure. Whichever way is used the experience, usually described as XP, is spent by the player on those areas the player wishes, as well as some areas the DM feels are essential, useful, or mandatory.

DAM Rules XP is spent in a purchasing system with improvement of current Ratings being a multiplier of their current Rating. New Ratings in an area usually cost several XP and is usually a set price. XP can also be spent on Specifics, or Specialities of current abilities or skills, thus increasing the characters range and quality with those areas if available.

As a DM myself, I also reward characters with XP, not just for their successes, but also for their failures, especially if they learnt from their mistakes.

EXPERIENCE POINTS (XP)

Experience points (XP) are gained and increased in the following way:

  1. The DM notes each success in an individual skill, or ability if applicable, rewarding double or triple XP for critical rolls (both success or failure), dependent upon the situation.

  2. The DM notes XP for exceptional roleplaying. Note that this need not be dramatic, or even noticeable, but could be for doing little, or even nothing if this is what is called for by a character in a particular situation.

  3. The DM notes Saving Throw successes.

  4. Character promotion (or possibly demotion) gains the character XP as it boosts their confidence and drive, even if this is not apparent.

  5. Any other unobvious appropriate bonuses.

These XP are then all totalled and can be spent by the player on their character as they wish, with a few restrictions:

All remaining XP can be saved, converted into monies ÷ 10 (DM approval), or used to increase Attributes, or may be Accrued.

SENSES IMPROVEMENT

Improving senses requires XP equal to the current sense Rating x 10 to increase that sense by 1.

No individual sense can be improved above the Rating of 10, until all others senses are also 10. That is unless one or more senses are restricted due to biological or similar reasons.

SKILL PURCHASING AND  IMPROVEMENT AFTER GENERATION

Skills are improved as explained above (at least 1 XP must be placed in a skill which was successful but may not be more than 20 between any two adventures). Almost all skills explain how Specialities and Specifics are purchased.

Purchasing a new General Skill requires 10 XP, and then 10 XP per 1 Rating point up to a maximum of Rating 10 (costing 100 XP) when first purchasing a new skill. The DM must approve the purchase and it must be logical for the character to gain that new skill.

Purchasing Combat Skills  requires that the character be actively seeking training or self practice. A combat skill can not be gained from simply watching others (unless some supernatural or technological ability dictates otherwise).

MAGIC PURCHASING AND IMPROVEMENT

Each magic must be purchased with initial character generation points (GP's) or after generation, with experience points (XP's). The character's Mystic Rating indicates how frequently XP's can be spent in purchasing or improving a magic, or buying a speciality.

Default: XP's can only be spent once every 200 days of research minus the adept's Mystic Rating.

All magic needs some form of training or at worst self research and practice, as well as equipment or materials available to do so. This results in a minimum Rating necessary to be able to use that magic even remotely. This is the Harness Magnitude and represents research and competence. Any Rating below this could indicate one or more of the following: lack of ability, incomplete understanding, incompetence, misunderstanding, incorrect research etc. and could result in a Control Event.

PURCHASING NEW MAGIC

IMPROVING MAGIC

 

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