Advancement

Restrictions

Until your character is worth 300 points, the following restrictions apply:

You can freely select/add levels to characteristics, advantages, powers, spells and perks that appear on your race, template or lens, or in DF:3 (the section for your template or race), DF:11 (the section for your template or race), up to the level indicated by the 250 point version of the template. (e.g. a Barbarian can raise ST to 25 (DF:3,11) whereas a Knight can only raise ST to 20, and a Druid can't go over the starting value of 11 (DF:1).)

To add new skills, spells, advantages, powers, etc (other than the ones listed above), you need an 'in-play' excuse (such as a trainer, an ancient spellbook, etc.) I.e. you need GM approval.

To remove disadvantages you need an 'in-play' excuse (such as a wish, a trainer, etc.) I.e. you need GM approval.

You cannot add more than one lens.

After your character is worth 300 points, no restrictions apply other than:

To add new skills, spells, advantages, powers, etc (other than the ones listed above), you need an 'in-play' excuse (such as a trainer, an ancient spellbook, etc.) I.e. you need GM approval, which won't be hard to get.

To remove disadvantages you need an 'in-play' excuse (such as a wish, a trainer, etc.) I.e. you need GM approval, which will be somewhat harder to get (unless you're replacing a disadvantage with another, in which case it won't be hard to get.)

Living Expenses

Must be paid before you can train.

Downtime/training/in town: $150/week in advance (and up, see B265 if you have high Status and want to keep it...) Note that this pretty much covers a straw bed (or at least a reasonably clean floor) and the daily stew with a beer or two at the local inn. (Skip with successful Survival roll (slept outside town, failure brings monsters) or Urban Survival (live like a bum, failure brings city guards, bribe or get tossed out of town.)) Or $20/day for short-term stays.

In the field: Whatever you spend, +$50/week to cover replacing/repairing everyday wear (such as sword-thrusts through armor, reshoeing horses, etc.)

Training Costs

The Training Costs rules on DF3:43 are used. I.e., you can't spend xp until you have paid the appropriate training expense. (What you actually spend it on is abstract. It could be teachers, wine, women and song, summoned spirits, prayer, whatever. The important thing, from my point of view, is that you don't have the money anymore. :)

Attribute/characteristic: free

Level-up something you already have: $20/p

Add new lens: $2000

Add something new that suits your template, lens or race: $40/p

Add something outside your template, lens or race: $80/p

TODO: Work in progress below:

Martial Arts Styles:

Aldorian Sword Style 8pts

This style has it's origin in the so-called Sword Baron, Sirian Aldori, who taught it only to a select group of pupils. These became the Aldori Swordlords, who came to rule Rostland for centuries. Most are in exile after Rostland's devastatio, many in southern Brevoy. Teaching the style is still restricted to their descendants and those they adopt. Over the generations the style (originally a merging of a foreign sword style and Sirian's native dueling and sword and shield training taught only Broadsword and Two-Handed Sword) has expanded to teach all sword skills. There are by now many subschools specializing in one or two sword styles, this describes the full style. The full style is going out of favor as it's quite difficult to learn.

Skills: Broadsword; Rapier; Saber; Smallsword; Short Sword; Two-Handed Sword.

Techniques: Back Strike (sword); Bind Weapon (sword); Disarming (sword); Feint (sword); Targeted Attack (Sword Swing/Neck); Targeted Attack (sword Thrust/Neck); Targeted Attack (sword Thrust/Vitals).

Cinematic Skills: Blind Fighting; Flying Leap; Immovable Stance; Kiai; Mental Strength; Power Blow.

Cinematic Techniques: Dual-Weapon Attack; Dual-Weapon Defense; Flying Lunge; Grand Disarm;Hand Catch; Initial Carving; Timed Defense; Whirlwind Attack.

Perks: Courtesy Title (Aldori Swordlord)*; Grip Mastery; Off-Hand Weapon Training; Sure-Footed (Uneven).

Optional Traits

Advantages: Ambidexterity; Combat Reflexes; Enhanced Dodge;Weapon Master (all swords).

Disadvantages: Duty; Overconfidence, Vow (Don't teach style) [1].

Skills: Acrobatics; Armoury; Breath Control; Fast-Draw (sword); Jumping; Main-Gauche; Meditation; (sword) Art; Savoir-Faire; Shield; Thrown Weapon (sword).

Techniques: Counterattack (sword); Low Fighting(sword); Reverse Grip (sword).

Perks: Shield-Wall Training; Weapon Bond.

Lens: Aldorian Dueling Sword Style 4pts

This substyle focuses on the dueling origin of Aldori Sword Style. It is quite similar to many other dueling styles, if perhaps more eclectic.

Remove all but Rapier and Saber from Skills. Remove Back Strike, all Targeted Attacks (swing), Immovable Stance from Techniques. Remove Timed Defense, Whirlwind Attack from Cinematic Techniques. Remove Sure-Footed (Uneven) from Perks. Change Weapon Master (all swords) to Weapon Master (Rapier) in optional advantages. Remove Breath-Control, Meditation, Shield from optional Skills. Add Shield (Buckler) to optional Skills. Remove Reverse Grip from optional Techniques. Remove Shield-Wall training from optional Perks.

Lens: Aldorian Sword & Shield Style 4pts

This substyle focuses on the sword and shield origin of Aldori Sword Style. It is quite similar to many other sword & shield styles, if perhaps more eclectic.

Remove all but Broadsword and Two-Handed Sword from Skills. Remove Bind Weapon from Techniques. Remove Flying Leap from Cinematic Skills. Remove Initial Carving from Cinematic Techniques. Remove Off-Hand Weapon Training from Perks. Remove Ambidexterity from optional Advantages. Change Weapon Master (all swords) to Weapon Master (Sword and shield) in optional advantages. Remove Acrobatics, Jumping, Main-Gauche from optional Skills. Add Shoves and tackles to optional Perks.