Broken Sorcery
Chapter 7
Character Progression
So much to do, so much to learn!
Leveling Up
You start your journey as a Level 1 adventurer. To Level Up, you must collect enough Experience Points (XP) according to your Class and Level. Resting is required to harness your new abilities.
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You start with maximum HP for your Class’s Hit Dice, plus your Constitution Modifier (minimum 1 HP)
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Upon reaching Levels 2 through 5, increase your HP by rolling your Class’s Hit Dice and adding the result plus your Constitution Modifier
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At Level 6 and beyond, increase your HP by 1 plus your Constitution Modifier
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Update your Attack and/or Willpower and note any new Spells or Abilities granted by your Class
Work with the GM to narrate story beats, character transformations, and training montages which describe how you acquire each of your new skills and powers.
Experience
Your GM can choose to award you XP for any of the following at the end of a Session:
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Engagement & Roleplaying: Typically 15–100 XP per Session
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Completing Objectives: Anywhere from 25–1,000 XP
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Surviving Combat: Escaping with your life, or defeating your foes, varies wildly and will grant you anywhere from 5 to over 1,000 XP depending on the encounter (typically 10 per enemy Hit Die, divided by the party)
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Treasure Hoards: For each 1 GP acquired in a Treasure Hoard you receive 1 XP (divided by the party). Acquisition of Magic Items, Gems, and other objects of value do not grant XP. Acquiring Pocket Change does not grant XP.
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Individual XP: Players may receive small individual XP bonuses (typically 25 XP) for strokes of brilliance during gameplay, distributed at the end of a Session
Perks
Through dedicated study and practice you may acquire one or more Perks.
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To gain a Perk, set it as an Objective
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Frequently practice your skill in game, complete with the disadvantages suffered by the unproficient
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You receive Perks at Level 3, 6, and 9 if you have adequately practiced your new skill (determined by the GM), throughout the previous 2 Levels
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This process can be accelerated by actively training with an expert
Work with your GM to incorporate your character’s development into your game’s storyline: immersing yourself in a new Language, charging into battle fumbling with an unfamiliar Weapon, or struggling to survive while awkwardly clad in cumbersome Armor.
The following are examples of Perks—but the options are only limited by your imagination.
Ability Boost
Pumping iron, reflex training, endurance running, study, mysticism, or socializing.
- Increase an Ability Score by 1
Alchemist
Through dangerous experimentation, failure, and success, you’ve become a competent Alchemist!
- +1 Alchemy
Alert
A lifetime of looking over your shoulder has enhanced your senses: you hear mice in walls, spot figures on the horizon, and smell poison in your wine.
- +2 Perception
Animal Trainer
You’ve learned to communicate non-verbally with a domesticated or wild animal.
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Trained animals obey simple commands, are loyal, and protect you
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Taking this Perk requires you acquire a young animal of the chosen type and train it over several months
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You can train up to 3 at once
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This Perk can be taken multiple times for different types of animals
Archer
You’ve honed the subtle precision required to be a master Archer.
- +1 Damage with Bows or Crossbows
Armor Proficiency
What used to be a rigid, uncomfortable, and sweaty set of Armor is now a second skin.
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You no longer suffer any Penalties while wearing Light, Medium, or Heavy Armor
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Anyone can learn Light Armor, but Light Armor proficiency is required for Medium Armor, and Medium is required for Heavy
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You can take this Perk once for each class of Armor
Combat Medic
You’ve learned how to stay calm and deflect blows while treating wounds in battle.
- You can apply First Aid Kits, Healing Salves, and Healing Potions while in Close Combat without you or your patient suffering Disadvantage on Defense
Engineer
Drafting, building, and tinkering is your calling.
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Gain Advantage when Engineering
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Attract an assistant who’s enamored by your skill and follows you around, hauling your Drafting Tools in exchange for rare glimpses of inspiration (work with the GM to create an NPC assistant follower)
Language
Constant immersion in a new Language has developed your ability to communicate.
- Through broken sentences and confusing dialogue you’ve become passably fluent with a new Language. Brilliant.
Natural Leader
You’ve inspired those around you, built trust, and stayed honorable to your word. Leadership is now second nature.
- Gain +1 Loyalty
Part-time Thief
You dabble in a Thieving Skill: Find/Remove Traps, Forgery, Lock Picking, etc. (see Thief)
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Gain +1 to your selected Thieving Skill (max of 6 per Skill)
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This Perk may be taken multiple times for the same or different Thieving Skills
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This Perk may not be taken by characters with the Thief Class
Spellcraft
Through rigorous study and practice you gain a limited ability to channel Magic.
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Gain access to a single Sphere of Magic which you do not already have access to and 1 Spell
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You can learn new Spells from Scrolls & Tomes for a single Sphere (as Wizards do, see Wizard in Chapter 5: Classes)
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Spellcasting: Clerics, Druids, Rangers, and Paladins use Wisdom Modifier + Willpower, other classes use Intelligence Modifier + Willpower
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This Perk may be taken multiple times for the same or different Spheres of Magic
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Each time you take this Perk for the same Sphere of Magic beyond the first grants you a +1 Willpower
Tracker
Hours spent examining animal and humanoid prints in dirt and mud, noticing subtly bent blades of grass, and looking for dust and smoke on the horizon has made Tracking second nature.
- You benefit from automatic success while Tracking
Weapon Proficiency
You’ve trained, practiced, and charged into dangerous battle zones dozens of times, fumbling with a specific Weapon, It’s paid off!
- You no longer suffer Disadvantage while wielding this specific Weapon