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Chapter 2:
Creating a Character
Chapter 2: Creating a Character
Experience Points and Character Advancement
Over the course of play, characters gain experience points (XP), which
their players can spend between sessions to make the characters more
potent. XP can be spent on the following character
advancements:
• Increasing ring values
• Increasing skill ranks
• Purchasing techniques
• At the GM’s discretion, acquiring advantages or “buying off” disad-
vantages in accordance with narrative events
Awarding
Experience Points
As a general guideline, GMs should award about 2 XP per hour of play.
GMs can award additional XP at their discretion, as discussed in
Chapter
7: The Game Master (see page 178).
Purchasing Advancements
Within the walls of a dōjō, a samurai will fail countless times before per-
fecting a new technique. As a samurai pushes themself past their limits,
their skillfulness grows. As they study the texts of those who came before,
they widen their breadth of knowledge. As they meditate upon the na-
ture of the universe and themself, they unlock
new insights about their
capabilities and approaches. With these improvements, they can grow as
individuals and become better servants to their lords.
Advancement Costs
Different advancements have different costs, as described in
Table 2–2:
Advancement Costs. Additionally, some advancements have restrictions
on when they can be purchased.
Prerequisites
In addition to the listed general restrictions in
Table 2–2: Advancement
Costs, some individual advancements have prerequisites. To purchase
an advancement, a character must meet all of
its prerequisites or the ad-
vancement must be listed in the character’s current school rank.
Advancements that appear in an earlier school rank than their usual
prerequisite limitations would allow are marked with special formatting.
Advancing Within Your School
Each dōjō has developed a curriculum over the centuries that represents
its tried-and-true method of training its samurai. This curriculum in-
cludes a set of skills, techniques, and approaches that all its students must
master before they are tested and allowed to proceed to the next rank.
Some of these skills deviate from the expected purview of the school,
but in such cases, it is because the sensei have determined that its study
enriches the samurai and expands on certain
philosophies espoused by
the school.
Not all samurai may agree with the requirements laid down by the sen-
sei, which is why some leave to develop their own schools. Samurai are, of
course, permitted to pursue other studies as they see fit, but in the school’s
eyes, these extracurricular pursuits are extraneous and do not count toward
advancement. By contrast, samurai might focus solely on their school’s cur-
riculum and advance through the ranks more quickly, but in doing so, they
will not have time to pursue their own interests and studies. Most samurai
take a balanced approach, following the path of their school and supple-
menting their studies with their own hobbies and interests.
When purchasing
advancements as usual, check to see whether the
advancement is listed on the school advancement table for your specific
school. If it is, record the amount of XP spent on the advancement in the
blank area to the right of the technique or skill.
Table 2–2: Advancement Costs
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
Skill rank +1
2 XP x rank
purchased
None
Technique
(Opportunity
activation)
2 XP
The technique’s
category
must be listed among your
school’s Techniques Available
Technique (Action
activation)
3 XP
The technique’s category
must be listed among your
school’s Techniques Available
Real-World Experience versus School Secrets
A little bit of practical experience can be as potent as years of training.
Characters in any campaign should be allowed to spend their experi-
ence on skills and rings during play as they desire, as one can learn
through practice no matter their circumstances.
In the fiction of the setting, a character
is usually taught school
secrets, like techniques, by an instructor in their school or another
individual who knows the technique. Advancing to the next school
rank might be a more involved process, requiring the character to
undertake tests or visit specific locations and meet with particular
instructors of their tradition.
In practice, many campaigns are not conducive to having characters
return to their dōjō as frequently as they would like to spend experi-
ence or increase their school rank. As a result, the game’s
default as-
sumption is that characters can learn techniques and increase school
rank wherever they go, presumably receiving foundational methods
to practice on their travels or scrolls containing deeper mysteries for
them to decipher during their journeys. A character might need to
return to their school to formally verify their newly elevated rank
within their school from a thematic standpoint, but they can use its
mechanical benefits as soon as they earn it.
If you, as a GM, want to maintain the narrative element of learning
techniques and advancing school ranks, you can do so by specifying
that a character must use a downtime activity to visit their dōjō or
search for an NPC who knows the technique.
School ranks can only
be increased after visiting the proper dōjō and passing the requisite
test or training under an individual who has attained a higher rank in
that school. If you decide to take this route for your game, be sure that
you inform your players before the game begins and provide the PCs
with sufficient opportunities to spend their hard-earned experience
on techniques.