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Advancement

Pillar XP

When one of the Pillars occurred during the session, gain 250xp. Gain double the xp, if the pillar occurred multiple times.

  • Fortune: You acquired a small fortune
  • Discovery: You gained new useful, interesting or valuable information
  • Influence: You convinced, swayed or influenced an important NPC
  • Trouble: You escaped deathly trouble

Deeds

Deeds are for high-level play (6+), when Pillar XP no longer drives meaningful advancement. Complete one and you’ve put skin in the game—factions know your name, your choices closed doors and opened others.

What Counts as a Deed

PatternExamples
EndThreats, contracts, enemies, unfinished business
TakeAssets, territory, prizes, seats of power
ShiftStrengthen allies, topple enemies, forge or break alliances
DiscoverExplore places, uncover truths, follow leads, secure artifacts
BuildFactions, havens, alliances, monuments

If you’re pursuing something that fits these patterns, it’s probably a Deed. Declare it, rate it, put it on the board.

Magnitude

MagScaleXP
1Personal — one NPC, one debt, one asset1,000
2Local — a crew, station, neighborhood2,000
3Regional — a faction or moon3,500
4Planetary — a world or multiple factions5,000
5System — reshapes Nusantara7,500
6Sector — Great Power involvement10,000

Rate by the highest of: Scale (who’s affected), Permanence (how lasting), Opposition (who’s against you).


Active Deeds

DeedMagXP
11,000
Take Ryzal’s Atoll from Captain Throne11,000
End the Ashen Knives contract22,000
Follow a Stygiograph Scroll to its end22,000
Broker peace between Cobalt Syndicate and 12 Finger Guilds45,000
Break GTC’s grip on Suluna45,000
Descend the Ziggurats of Iron to the Lost Holds57,500
Open the Eye of Nusantara permanently610,000

Updated as threads emerge and resolve.

Hit Dice Cap

Inflated HP pools take away tension and quick combat. Allowing players to rely on stats instead of skill and planning.

Starting at 6th level players can instead of gaining an extra HD and rerolling your HD, choose from 3 options:

Option 1: Gain a Wise

The character gains a Wise related to their experiences or background. A Wise is treated as a Level 1 Skill, granting +1 to related rolls.

Examples:

  • Warrior: 5th Legion-wise, Dueling Customs-wise, Seven Holy Weapons-wise
  • Expert: Ridiculous Request-wise, Starport Scuttlebutt-wise, Opulent Excess-wise
  • Psychic: Eschatology-wise, Wayline Dynamics-wise, Insanity-wise

Option 2: Gain a Trait

Traits are narrative tools that offer rerolls in specific contexts. A character can invoke their Trait once per session to gain a reroll on a failed Skill Check.

Examples:

  • Unheeded: No one notices this character, or even remembers their name properly. Trait for avoiding attention or notice.
  • I Know This Ship Like My Own Hands: The spacer is a strange bloke, but they definitely know the ship. Trait for rerolling things related to fixing or finding things on the spacer’s ship.
  • Imperious Demeanor: Use this trait to reroll social checks when dealing with anyone of lower station or rank.
  • Incomprehensible Diagnosis: Use this trait when trying to hide the true facts of a medical or technical diagnosis.
  • Wise Aphorisms: Use this for social skills if the player can come up with some appropriately sagacious dialogue to throw into play at the right moment.

Option 3: Raise an Ability Score

Gain +2 to any Ability Score or +1 to two Ability Scores. Raising an Ability Score from 17 to 18 requires a +2.

Trainer Fee

No Trainer Fee for Level 1 or lower

Hireling and Retainer Advancement

Retainers gain half of the XP gained during the session, if they have been participating in the events.