Modification-Points (M.P.):
All newly created characters will start out with 3-D20 +9 modification-points. As soon as you have rolled up these points, see the notes below for gaining additional modification-points as you advance in levels.
At level 0 a character will start out with 3-D20 +9 Modification Points.
With each level advanced thereafter, you will gain an additional 2-D6 modification-points, adding an additional +1 per 2 levels advanced above level #0
Example: Modification-Points:
At level #1: 2-D6
At levels #2 and 3: 2-D6 +1
At levels 4 and 5: 2-D6 +2
At levels 6 and 7: 2-D6 +3
At levels 8 and 9: 2-D6 +4
At levels 10 and 11: 2-D6 +5
At levels 12 and 13: 2-D6 +6
At level 50: 2-D6 +25
Humans will always gain an added bonus of: 1-D4 +1 additional modification-points per level.
See: "Modification-Points, Using" on the following page:
Modification-Points, Using:
Modification-points are used to gain Abilities, Divine Favors, Spells and Trade-skills. Within each of these will be the required "Modification-point cost:". You can purchase whatever you like if you have enough modification-points, and if you meet the required "Prerequisites:" for each.
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At the creation of your character, you will not need a Guild Master to learn any of these. After you finish the creation fo your character, every character will need to visit a Guild Hall in order to train. Training will cost money. Training will also take time to accomplish.
Resources:
"Guild Halls, Chance of locating:" in the G Section of the Basic Rules Book.
"Shops, Chance of locating certain:"
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The following are links which will take you to each section where you can use modification-points to buy up specific Abilities, Divine Favors, Spells and Trade-skills:
Links to Abilities, Divine Favors, Spells and Trade-skills:
Abilities (Adventurer: Levels 6+): These are abilities and spells for the more
weathered character. Most all Seeker Abilities
stack with Adventurer level abilities.
Abilities (Seeker: Levels 0 to 5): These are pre-abilities and spells for the newly
created character.
Divine Favors: These are special abilities and powers, granted
your character in return for services and
devotion given to one or more Jahtha.
Trade-Skills: These are trades learned and practiced (i.e.,
Blacksmith, Fisherman, Hunter, Jeweler,
Leather Worker, etc.
Next step: Other Significant Features