Chapter II: Character Progression
Content coming soon.
To Do - Rank Requirement (Challenges): Basic Rules Pg. 4 establishes that a character must be of a monster or challenge's Rank to even view, find, or accept it - content above their Rank stays hidden and inaccessible. Still needed here: how a GM actually adjudicates "hidden" at the table - does the party get a vague rumor of it, nothing at all, a locked map marker, or something else? Needs a concrete GM-facing procedure before this rule is fully usable in play.
To Do - Growth XP Table: Basic Rules Pg. 4 establishes Growth as a steep, grindy, uncapped curve that grows Vitality and gates Rank. The actual level-by-level XP table (how much XP each Growth Level requires) still needs to be built out and published here.
To Do - Character Level Pacing: Basic Rules Pg. 4 establishes Character Level as the fast track - Character Level 1 should land almost immediately (before the first NPC conversation wraps up), governing REM Point spending (Attribute Repository, TST) and Ability/Spell picks. The actual thresholds/curve for Character Level 2 and beyond still need to be set and published here.
To Do - Module XP Award Guidelines: Baseline XP values a module should award per encounter/quest/discovery, broken out by Rank (Common through Divine), so module authors have a consistent baseline instead of inventing numbers per module.
To Do - Retirement Age: Basic Rules Pg. 4 establishes a single Retirement Age shared by every race regardless of lifespan - the actual number has not been set yet.
To Do - Retirement / Legend NPC Procedure: Once a character retires, the GM needs a concrete procedure for converting them into world lore - how a retired Legend's monument/statue/song gets generated or chosen, how an immortal retiree is statted and placed as a visitable living NPC, and how a retired character gets logged so later modules/expansions can reference or cameo them consistently. See Retirement tracking fields, Ch. I.
To Do - Nature Drawn / Spell Drawn Paths: Basic Rules Pg. 6 flags that Nature Drawn and Spell Drawn Abilities may eventually branch into their own Paths, similar to how main classes branch into Paths and Branches. Not yet designed - decide whether these get paths at all, and if so, how many, what they're themed around, and how a player picks one.
To Do - Nature/Spell Drawn Growth Pick Procedure: Basic Rules Pg. 4 establishes that every Growth Level grants a Nature Drawn or Spell Drawn Ability pick, player's choice of one or the other. Needs a GM-facing procedure - how the pick is presented and resolved at the table each Growth Level, and how it's logged so a Growth Level lost to the Death Penalty correctly reverts it (see Level Loss, Basic Rules Pg. 5).