Spells

Spells are highly individual things and vary for campaigns.  GMs should have a good idea of what spell system they want to run, but this brief rule-set can suffice if running an impromptu game session.

Generally spells are memorized and the ability to cast a spell is lost once it is pronounced if memorized.  To cast a spell, roll Wisdom + Spell-Casting, (you must have it in order to cast), and then roll according to the spell instructions.  For spell casting without the supplements this is the only roll, but this is for quick and dirty games.  Spell casting success may depend on reusable components and gestures, but the roll is always Wisdom.  Failed spells always have the consequence lose 1D3 Constitution.  There may be other effects as well.  Constitution recovers 1 per day.  Constitution below 1 renders you unconscious.  Spells are dealt with further in world supplements.

Experience

After age 65 characters lose one Nature point from a random Nature except Wisdom, which if rolled you ignore! (use a d10), every two years.  GMs should remember to apply this in a campaign.  This is for normal human aging.  In situations such as the Mission Universe, this does not apply until much later.

GMs should give experience as they go along, but this is hard, and experience is generally given at the end of the session.  Do not explain it, but do accept that players may feel they deserve more, and you should listen to these arguments, players will often support each other in these cases.  Give experience in points of one or two during a session, and on the order of tens at the end.

For every forty (40) points in experience, players gain 1 Development point to spend as they see fit.  If players choose to save these for a total of four hundred (400), they may take an increase of a Nature point.

It has not been uncommon to give 5 or more points per session.  “Take 1” is the phrase we have used in play test to give bonus experience for quick or particularly intelligent thinking, or excellent role-play.