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Advancing in a School

Seção Experience Points and Character Advancement

Texto

Each dōjō has developed a school curriculum over the centuries that represents its tried-and-true method. A school curriculum consists of a set of tables, each of which corresponds to one of the first five school ranks of a character’s school, and a Mastery Ability (Rank 6) that a character unlocks upon completing the first five ranks.

Completing School Ranks

To complete their current school rank, a character must spend XP on advancements listed on the curriculum table for that rank. The amount of XP to complete each school rank varies: 20 for Rank 1, 24 for Rank 2, 32 for Rank 3, 44 for Rank 4, and 60 for Rank 5. Advances that do not appear on the curriculum table at that rank contribute only half their XP cost.

Table 2–2: Advancement Costs and Restrictions

ADVANCEMENT

TYPE | COST | RESTRICTIONS

Ring value +1 | 3 XP x value purchased

Cannot increase a ring to a value greater than lowest ring + Void Ring. Maximum 5.

Skill rank +1 | 2 XP x rank purchased | Maximum 5.

Technique

3 XP, or other listed value

Once a character completes a rank, their school rank increases and they move on to the next rank in their curriculum table. Further experience they spend now counts toward completing their new rank. After a character completes a rank, they do not count the XP spent to complete previous ranks as part of their progress to complete their new rank.

Category must be listed among available techniques or technique must appear on your curriculum (denoted by Técnica concedida como exceção ao pré-requisito symbol).

Spending XP in Curriculum

Any XP spent on advances that appear on one’s current school rank curriculum table fully contributes to the current rank. Record the full value of this XP as part of the total needed to complete the current rank.

Spending XP out of Curriculum

Any XP spent on advances that do not appear on one’s current school rank curriculum table (including any purchases of Ring advancements) partially contributes to the current rank. Record half the value of this XP (rounded up) as part of the total needed to complete the current rank.

Emily’s character is a Hida Defender. She’s at school rank 1, and she wants to spend 2 XP increasing her character’s Martial Arts [Unarmed] skill rank to 1. Because Rank 1 of her Hida Defender curriculum lists Martial Skills (the group that includes Martial Arts [Unarmed]), her 2 XP fully contributes to reaching school rank 2. Later, she decides to spend 4 XP on increasing her Martial Arts [Unarmed] skill rank to 2. Now, she’s spent a total of 6 XP out of the 20 XP she needs to spend to achieve school rank 2. If she had spent that 4 XP on a skill that does not appear on her curriculum at that rank, she would only add 2 XP to her total toward school rank 2, and would be at 4 XP out of the 20 XP she needs.

Rank Tests and Ceremonies

Some GMs prefer to require that PCs must return to their dōjō to be tested by their teachers to begin each new school rank. Others simply let PCs “rank up” immediately. See Real World Experience versus School Secrets for advice on these two methods.

Unlocking Mastery Abilities

Once a character finishes the fifth rank in their school, they are invited to learn its deepest mysteries. They unlock and gain a Rank 6 Mastery ability that is the capstone to the samurai’s studies and allows them to unlock their true potential.

Texto do livro

Core Rulebook · Chapter 2: Creating a Character › Experience Points and Character Advancement › Advancing in a School · p. 97 p. 98

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Each dōjō has developed a school curriculum over the centuries that represents its tried-and-true method. A school curriculum consists of a set of tables, each of which corresponds to one of the first five school ranks of a character’s school, and a Mastery Ability (Rank 6) that a character unlocks upon completing the first five ranks.

Completing School Ranks

To complete their current school rank, a character must spend XP on advancements listed on the curriculum table for that rank. The amount of XP to complete each school rank varies: 20 for Rank 1, 24 for Rank 2, 32 for Rank 3, 44 for Rank 4, and 60 for Rank 5. Advances that do not appear on the curriculum table at that rank contribute only half their XP cost.

Table 2–2: Advancement Costs and Restrictions

ADVANCEMENT

TYPE | COST | RESTRICTIONS

Ring value +1 | 3 XP x value purchased

Cannot increase a ring to a value greater than lowest ring + Void Ring. Maximum 5.

Skill rank +1 | 2 XP x rank purchased | Maximum 5.

Technique

3 XP, or other listed value

Once a character completes a rank, their school rank increases and they move on to the next rank in their curriculum table. Further experience they spend now counts toward completing their new rank. After a character completes a rank, they do not count the XP spent to complete previous ranks as part of their progress to complete their new rank.

Category must be listed among available techniques or technique must appear on your curriculum (denoted by Técnica concedida como exceção ao pré-requisito symbol).

Spending XP in Curriculum

Any XP spent on advances that appear on one’s current school rank curriculum table fully contributes to the current rank. Record the full value of this XP as part of the total needed to complete the current rank.

Spending XP out of Curriculum

Any XP spent on advances that do not appear on one’s current school rank curriculum table (including any purchases of Ring advancements) partially contributes to the current rank. Record half the value of this XP (rounded up) as part of the total needed to complete the current rank.

Emily’s character is a Hida Defender. She’s at school rank 1, and she wants to spend 2 XP increasing her character’s Martial Arts [Unarmed] skill rank to 1. Because Rank 1 of her Hida Defender curriculum lists Martial Skills (the group that includes Martial Arts [Unarmed]), her 2 XP fully contributes to reaching school rank 2. Later, she decides to spend 4 XP on increasing her Martial Arts [Unarmed] skill rank to 2. Now, she’s spent a total of 6 XP out of the 20 XP she needs to spend to achieve school rank 2. If she had spent that 4 XP on a skill that does not appear on her curriculum at that rank, she would only add 2 XP to her total toward school rank 2, and would be at 4 XP out of the 20 XP she needs.

Rank Tests and Ceremonies

Some GMs prefer to require that PCs must return to their dōjō to be tested by their teachers to begin each new school rank. Others simply let PCs “rank up” immediately. See Real World Experience versus School Secrets for advice on these two methods.

Unlocking Mastery Abilities

Once a character finishes the fifth rank in their school, they are invited to learn its deepest mysteries. They unlock and gain a Rank 6 Mastery ability that is the capstone to the samurai’s studies and allows them to unlock their true potential.