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Attack Stats
Encumbrance
EXP Rewards
1d6/5 = start with 1d6 damage, and add +1d6 more damage for every 5 points in your Martial Trait
Start with your Dexterity Active Trait, all physical weapons use this to modify your Attack roll. Then add the first "+" value of your weapon's "Proficiency", noted as "Prof." in the Equipment section. Then apply any Modifier.
If your weapon is Melee, start with your Strength Active Trait. If your weapon is Ranged, start with your Dexterity. Some Guns may use Ingenuity. Then look at the second "+" value of your weapon's Proficiency.
Look at your Ingenuity, Intelligence, and Spirit. The highest of those three is your "Spellcasting Trait". This Trait is added to your Spell attack rolls and damage dice (where noted). Further modifiers from your Implement, and the Rank of Spell you cast, are then added.
Small items occupy one space of inventory.
Medium items occupy 2 spaces of inventory, note an 'X' on the second space, or draw a line to indicate it is occupied.
Large items occupy 4 spaces of inventory, which fills a whole Pack. Larger items require more than one character to carry, or a carrying device that can span across multiple packs or add additional encumbrance spaces.
Tiny items occupy half of one inventory space. They can not fit alongside any larger item, but two Tiny items can occupy the same space.
Items with less than Tiny size occupy a Diminutive space. Four Diminutive items make a Small item. Diminutive items can be written in any space even if it is already occupied by a larger item, but no more than one Diminutive item can occupy the same such space.
The GM must determine if what Encumbrance the object occupies. Remember that Encumbrance is a combination of both size and weight, so even very light items may occupy larger Encumbrance spaces if they are big.
If the object is easy to carry, Small size. If it requires proper handling, Medium. If the object requires attention to be carried properly, it is a Large Encumbrance. If the object fits in a pocket but can be felt there, like a wallet or phone, then it is Tiny. Smaller items can fit into a pocket and you could not feel them, making them Diminutive.
Picking up other characters would be larger than a Large Encumbrance, which is why a Skill Check is typically required to accomplish such a task. See Chapter 10.0 to read more.
Items you carry In-Hand, like the weapons you have in your On-Hand or Off-Hand, may sometimes have a Large Encumbrance. But you only have 4 In-Hand Encumbrance spaces, so can you also carry something in your Off-Hand?
One-Handed Large Encumbrance items are rather rare, and they are written as such to indicate an item that requires your full attention to handle even if you are carrying an item in your Off-Hand.
For an item to be in your Off-Hand while holding a Large item In-Hand, the Off-Hand item must be noted in a Clothing or Armor Space. Any item carried in your belt, or on your shoulders, or that you wear as a boot are also In-Hand.
This means it is virtually impossible to carry two Large Encumbrance One-handed items at the same time without supporting belts.
The Encumbrance sizes of items become one size larger or smaller for each size your character is smaller or larger than Medium. For example, a Small Character will find Small Encumbrance sized items to be treated like Medium Encumbrance items.
Similarly, a Large character will be able to hold a Medium Encumbrance sized item as if it were a Small Encumbrance size.
This means it is impossible for a Small character to hold a normally Large Encumbrance item without supporting equipment. And, no matter how hard they try, a Large character is simply too big to properly use an item with no Encumbrance (Diminutive Encumbrance).
Remember that for every size bigger than Large, or smaller than Small, your character is, the more Encumbrance sizes change.
100 x the Level you are trying to reach.
5 x the Level you are trying to reach.
Generally, 10 EXP for each hour of gameplay; 1 EXP for each Level of enemy defeated; 5 to 50+ EXP for party role play; and 25-100 EXP for any completed quests.
In general, each in-game day has time for 1 Lesson of Training. Players can push their characters to Train more while travelling if they can role-play it, but GMs can enforce Skill Checks as per Chapter 6.0. Since not every session will complete a day, award players with Training as part of their EXP reward.
When EXP is awarded, also reward around 1 Lesson worth of Training per hour of gameplay, or an equivalent reward in the form of Training that the GM chooses for the players, such as Trait Training for 5 XP to a Trait, or a Skill Training.
Generally, award 0 to 3 Fame and 0 to +/-10 Honor per accomplishment. Consider the player's actions. Did they affect more than 10 NPCs? If so, +1 Fame. More than 100 NPCs? 1000 NPCs? Were their actions honest or selfish?
In general, award the following EXP:
Conflict: the Level of all defeated enemies as EXP
Quest Completion: 10 EXP for completing an optional quest, 25 EXP for completing an objective, 50 EXP for advancing a major plot point, or 100 EXP for completing a story.
Role Play: Award minimum 5 EXP per player as a reward for roleplaying. Award an additional 5 or more EXP to the party for each player that demonstrated exceptional roleplay decisions.
Don't forget to award Veteran Points, Honor, and Fame as bonuses!