“Seasoning” is the process by which a person becomes seasoned or experienced. In this campaign, a “season” is an abstract unit of personal growth, awarded at regular periods by the Storyguide.

Assigning Seasons: Each player assigns an activity for each season received. This should reflect things done in that same session or, time permitting, activity immediately after.

An individual season is usually dedicated to a learning activity like Adventure, Practice, or Vis Study. Seasons can also be dedicated to other significant activities like creating something in the laboratory or teaching other characters. These latter activities provide Exposure Advancement.

Seasons awarded at the same time cannot be assigned to the same Advancement activities, with the exception of Exposure. (See pages 163-165.) Nor can experience from those seasons be applied to the same Art or Ability; no two seasons awarded for the same session can contribute experience points to the same thing.

A character can use the same group of seasons for multiple lab projects, even the same type of lab project. But a character cannot use multiple seasons awarded in a single session to advance the same lab project, as in a single project that could not be completed in only one season.

Adventure: Adventure experience is always five points.

Opening New Forms: Opening a new Form (giving it a score of zero) costs 10 experience points. These points can only derive from being taught, from studying vis, or from Virtues like Elemental Magic and Secondary Insight. To teach a Form that the student has not yet opened requires the teacher to have a score of at least 5 in the Form.

Weapon Mastery Abilities: Just like spell mastery, practicing weapon mastery is always a Source Quality of five.


The Farrani Corps Randy Randy