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Game Master

Experience Points                                    

You gain Experience Points (XP) as you succeed various accomplishments. For every 10 Experience Points, you gain 1 Trait Point which can be spent on traits found Traits. Your total XP should be tracked along with your total and unspent Trait Points. For every 10 Trait Points or 100 XP you have earned, your Proficiency Score goes up by one. Giving the following conversion table:

Experience PointsTrait PointsProficiency Score
100=10=1

Most Role-Playing Systems start characters at Level 1. This system is able to start at Level 0, where the characters have not invested in any traits or become very unique apart from Heritage Aspects. If, you wish to start the game at Level 1, consider starting the characters with 10 Trait Points and a Proficiency Score of 1. For starting at higher levels, consider the Proficiency Score as the Character Level and determine the Trait Points and XP accordingly.

The table below presents GMs a rough guide to awarding XP to individual character for accomplishments. It is sometimes advisable for a GM to track the group as a whole so that characters gain power fairly equally; to do so, do not award XP for single checks.

Type of AccomplishmentXP
A single significant ability or skill check (use with discretion)1
An easy challenge; three or fewer checks, good role playing, an easy combat lasting less than or equal to one round, and so forth.3
An average challenge; between three and seven checks, a basic combat with between two and five rounds, and so forth.5
A difficult challenge; between seven and ten checks, a challenging combat lasting between five and ten rounds, and so forth.7
A hard challenge; between ten and fifteen checks, a challenging combat lasting between ten and fifteen rounds, and so forth.10
An impossible challenge; more than fifteen checks, a challenging combat lasting over fifteen rounds, and so forth.15

Note this table is a guideline. If players are trying to drag the combat out for higher rewards a GM can apply the normal or lower XP for such tactics. Or if the combat was incredibly difficult but shortened with character tactics, a GM can reward players with more XP.


Difficulty Class                                          

The following table provides a rough guide for GMs determining DCs based on the party’s average proficiency score.

Average Proficiency ScoreBasic DCProficient DCHard DC
1101317
2111519
3111620
4111721
5121923
6122024
7122125
8132326
9132428
10142630
11142731
12152933
13153034
14163236
15163337
16173539
17173640
18183842
19183943
20194145

Wealth by Proficiency Score                 

The following table is the recommended amount of wealth, both currently and spent, or the equivalent item rarity a character should have by Proficiency Score.

Proficiency ScoreWealthRecommended Highest Item Rarity
160 silverCommon
2250 silverCommon
3550 silverUncommon
4950 silverUncommon
51,500 silverUncommon
62,150 silverUncommon
72,950 silverUncommon
83,850 silverRare
94,850 silverRare
106,000 silverRare
117,250 silverRare
128,650 silverRare
1310,150 silverVery Rare
1411,750 silverVery Rare
1513,500 silverVery Rare
1615,350 silverVery Rare
1717,350 silverVery Rare
1819,450 silverLegendary
1921,650 silverLegendary
2024,000 silverLegendary

Most adventurers are considered Middle Class or higher on the Downtime Living table in Chapter XVI, Basic Equipment. Matching wealth by proficiency score to living expenses, results in the following estimate of time between Proficiency Score increase. Of course, this table assumes a steady increase from constant and continuous sources of experience points from creatures, social encounters, and skill challenges, which is not always the case. For example, a high stakes, time pressure race might have a quicker increase rate because of the challenges. However, the average adventurer is much more likely to have the following or slower increase rate.

Time, assuming a 4-week month, and a 12-month yearStarting Proficiency ScoreEnding Proficiency Score
1 week01
1 month12
1 month23
1 month34
2 months45
2 months56
3 months67
3 months78
3 months89
4 months910
4 months1011
5 months1112
5 months1213
6 months1314
6 months1415
6 months1516
7 months1617
7 months1718
7 months1819
8 months1920

Stat Blocks. This provides statistics for creatures, extra information, and statistics for Non-Player Characters (NPC).

This section is under constant construction, with additions!


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