CA-CR1R

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A PC goes on an adventure, gains experience and rewards and uses those to become stronger and tougher than when they were created. After a session ends, a PC gains experience and can grow. By advancing repeatedly, a PC's ability points and class levels go up, allowing them to face off against bigger enemies and get through challenging situations much easier.

Gaining and Spending Experience Points

When a session ends, PCs get awarded experience points by the GM. For one session, you get 1000 experience points if you completed the session's goal, or 500 if you weren't able to. You can also get experience points for automatic failures (page 97) and defeating monsters.

By spending experience you've gained, your PC can learn new classes and level up classes they already have. Following the experience point table to the right, pick up and level your classes.

Character growth can be done as many times as you like so long as you have experience points. However you must spend experience points each time you level a class up. For instance you can up a level 3 priest class to level 5 in one growth, but you must spend 1500 experience points to get to level 4, then spend 2000 points to achieve level 5.

You can also leave experience points to spend later, but you can't get back spent experience points. Once they're spent, that's it, so think carefully before you spend experience.

Experience Point Table and Classes
Level Major Experience Table Minor Experience Table
1 1000 500
2 1000 1000
3 1500 1000
4 1500 1500
5 2000 1500
6 2000 2000


Major Experience Table Classes
Fighter, Grappler, Sorcerer, Conjurer, Priest, Fairy Tamer, Artificer

Minor Experience Table Classes
Fencer, Marksman, Scout, Ranger, Sage

Raising an Adventurer's Level and Learning New Combat Feats

By raising your class levels, your adventurer level will also increase. When you gain an adventurer level your HP, Fortitude, and Willpower also get increased.

If your new adventurer level is an odd number, you gain a new Combat Feat. Look up any interesting Combat Feats that may fit your character's concept, choose one and learn it. When picking out a Combat Feat, you must fulfill the prerequisites in order to choose it. You cannot choose a Combat Feat with the same name multiple times unless otherwise specified.

Ability Growth

When a PC finishes a session, whether they gained experience or finished their objectives or not, their abilities increase slightly so long as they're alive at the end of the session.

First, roll two dice and match up the dice numbers rolled with to corresponding growth boxes on the character sheet. Next, out of the two that match, pick one and increase the number in the growth box by 1. The new ability has the growth points added in.

Ability growth only gives 1 point each time. You can only choose one ability to increase from the two rolled dice (If they both come up the same number, the decision was made for you). There's no upper limit to this growth, so long-term play can lead to powerful characters.

Growth Dice and Ability Increases
Die Number Ability Increase
1 Dexterity
2 Agility
3 Strength
4 Vitality
5 Intelligence
6 Spirit

Modifying Numbers Upon Ability Increases

When abilities increase, a number of other numbers change as well. As Agility grows, movement distance lengthens; as Vitality goes up, maximum HP increases; and if Spirit increases, maximum MP will go up. Since scores like HP and MP increase with adventurer level as well, each time your character grows, make sure to recalculate all your numbers.

Again, if your abilities grow and your ability bonus goes up, the numbers (such as Accuracy and Magic Power) which use that ability score bonus must also change. Update each number to make sure there aren't any errors.

Gaining Reputation

Reputation show how famous and how good a PC's reputation is. Just by having Reputation, a PC is shown to have some measure of good reputation. PCs with high amounts of Reputation are well known, are called by special secondary names, and no matter where they go they are known.

Reputation can be earned by gathering Sword Shards and having countries or adventurer shops take them. In other instances, you may get them by completing reputable missions as reward or by being given items.

Reputation gained from Sword Shards are acquired when the Sword Shard is claimed. Once the Sword Shard(s) are claimed, roll one die for each Sword Shard and gain Reputation equal to the total dice roll. For instance, if 5 Sword Shards were claimed, you would roll 5 dice and gain Reputation equal to their combined value. Every PC who gained the Sword Shards gains Reputation at the same time (everyone gains the same amount of points, without splitting them up). If a PC gains over 50 points, they're seen as a seasoned adventurer.

Also, you can spend Reputation to gain things like items and rank, as well as housing and other gifts. These rules are not included in this book. For now, store up Sword Shards and Reputation and reference the details in Rule Book II later.

Example of Growth

Wolf successfully achieved the goal of the session and was rewarded with experience points and other rewards by the GM. At the end of the session, the GM gives Wolf 1000 XP, 500G, and 5 Sword Shards. Wolf also gained experience points from automatic failures and defeating monsters. In total, he got 1500 experience points. Wolf notes each down on his character sheet.

Wolf spents the 1500 experience points earned this session to level his fighter class. With this, he will be better at making all kinds of combat checks using the additional level in Fighter. Furthermore, his adventurer level has also risen to 3. His Fortitute and Willpower increase, as does his Maximum HP. Also, he is now able to learn a new combat feat.

Wolf saw the list of combat feats and decided to take [Weapon Proficiency/Sword]. The damage of attacks from his sword weapons is now increased, and he is now able to handle A-rank swords.

Next is ability growth. Wolf rolls two dice to determine which score increses, and rolls a “4” and a “4”. With those rolls he can only grow vitality. He fills the Vitality Growth field and Vitality has gone up from 18 to 19. As his vitality and his adventurer level increased, Wolf has to recalculate his HP, increasing it from 24 to 28. He is now stronger than before.

In the end, the adventurer's Guild will take the Sword Shards and Wolf earns Reputation. Since he gives all 5 pieces, he rolls 5 dice. The rolls come up as “5”, “3”, “3”, “2”, and “1”, so Wolf got 14 Reputation for this Quest. Wolf's reputation won't grow until he the end of the session, however.