Character Advancement Rules
In the Perilous Adventures Warbands Guide (PAWG), your warband doesn’t climb rigid levels like in traditional tabletop role-playing games—instead, you grow through Experience Points (XP), a flexible system that lets you shape your character’s power over time. Whether you’re new to tabletop gaming or a seasoned adventurer, advancement in PAWG is about earning XP through your deeds and spending it to boost your strengths, learn new tricks, or toughen up for the next fight. We use the d100 system for rolls—lower is better—but this page focuses on how you evolve your warband, like Torren, Lira, Eryn, Kael, and Veyra, into legends. Here’s how XP works, from beefing up your attributes to mastering spells and maneuvers—no levels, just hard-earned growth. Grab your dice, and let’s build your legacy!
How Advancement Works
- No Levels: PAWG skips traditional level-ups—your power grows as you spend XP on what matters to you, not a preset ladder.
- Earning XP: Your GM awards XP after sessions—typically 5-10 per adventure, more for epic feats (e.g., slaying a wyrm might net 15). Completing goals, surviving fights, or clever plays all count.
- Spending XP: Use it to boost attributes, skills, Hit Points (HP), Mana, or pick up new spells, distinctions, and martial maneuvers—your choice shapes your warband’s edge.
Newbie Tip: XP is your reward—spend it to get better at what you love, whether it’s hitting harder or casting more spells!
Gaining Experience Points (XP)
- How Much: GMs give XP based on the session—5 for a tough fight, 10 for a major quest, up to 20 for a legendary triumph (e.g., Veyra leading the warband to topple a kraken).
- Tracking: Write it down after each session—Torren might have 15 XP after a Chimera brawl, ready to spend.
- Group Balance: Everyone gets the same XP—your warband grows together, no one left behind.
Spending XP
You spend XP to improve five key areas—attributes, skills, HP, Mana, and special abilities. Here’s how:
Attributes
- Cost: 5 XP per +1 to an attribute (STR, DEX, CON, INT, WIS, CHA)—no cap after creation (80 max at start).
- Effect: Boosts HP (CON + STR x 2), Mana (WIS + INT), and base skills—big impact!
- Example: Torren (STR 70) spends 10 XP to raise STR to 72—HP jumps from 140 (70 + 70 x 2) to 144 (72 + 70 x 2), Melee Weapons base rises to 72.
Skills
- Cost: 1 XP per +1 up to 50, 2 XP per +1 from 51-75, 3 XP per +1 from 76-100+—no cap after creation (100 max at start).
- Effect: Higher skills = better rolls, bigger Margins—master your craft!
- Example: Lira (Stealth 100) earns 9 XP, spends 3 to hit 101—rolls 40 vs. Difficulty 40 (Margin 61)—sneaks past anything.
Hit Points (HP)
- Cost: 10 XP per +10 HP—max +50 total (on top of CON + STR x 2).
- Effect: More HP = more staying power—crucial in PAWG’s brutal fights.
- Example: Kael (HP 180) spends 20 XP for +20—HP 200—takes an 80-damage hit, still standing at 120.
Mana Pool
- Cost: 10 XP per +10 Mana—max +50 total (on top of WIS + INT).
- Effect: More Mana = more spells—vital for casters like Eryn.
- Example: Eryn (Mana 170) spends 10 XP for +10—Mana 180—casts Fire Bolt (10 Mana) 18 times instead of 17.
Learning New Abilities
New Spells
- Cost: 10 XP per spell—requires Spellcasting > 0 or a distinction like Arcane Dabbler.
- How: Train with a mentor, find a scroll, or unlock via quests—GM sets the scene (e.g., Kael learns Group Mending from a hermit).
- Example: Eryn spends 10 XP to learn Frost Shard—adds it to her spellbook, ready to chill foes.
New Distinctions
- Cost: 20 XP per distinction—pick from the list or craft with GM approval.
- How: Reflects growth—Torren earns Berserker Rage after a brutal fight, Lira grabs Slippery from a narrow escape.
- Example: Veyra spends 20 XP for Negotiator—Persuasion 100 + 20 = 120 (no cap), rolls 40 vs. Difficulty 50—sways a foe effortlessly.
Martial Combat Maneuvers
- Cost: 15 XP per maneuver—requires Melee or Ranged Weapons > 50.
- What They Are: Special moves enhancing combat—GM-approved, balanced like distinctions (e.g., +20 situational, once/fight effects).
- Examples:
- Disarming Strike: Once/fight, +20 Melee Weapons, foe drops weapon (STR + Athletics Difficulty 50 resists)—Torren disarms a Veteran Guard.
- Quick Shot: +20 Ranged Weapons vs. moving targets—Veyra nails a fleeing Bounty Hunter.
- Sweeping Blow: Melee attack hits 2 foes in 5 ft (roll once)—Torren cleaves Rookie Guards.
- How: Train with a master, earn in battle—Torren learns Sweeping Blow after a barrow brawl.
Putting It Together
- Torren: 15 XP—spends 5 on STR 70 to 71 (HP 142), 10 on Disarming Strike—disarms foes with Melee 100 + 20.
- Lira: 10 XP—spends 6 on Stealth 100 to 103—Margin 60 = unseen shadow—4 left for later.
- Eryn: 20 XP—spends 10 on Mana 170 to 180, 10 on Frost Shard—more casts, new chill.
- Kael: 15 XP—spends 15 on Group Mending—heals 20 HP to all, clutch support.
- Veyra: 12 XP—spends 12 on Leadership 100 to 104—Margin 50 = epic rallies.
For Experienced Players
- Tactics: Skills past 100 = huge Margins—Lira’s 103 Stealth = Margin 60 vs. Difficulty 40—ghostly. Stack maneuvers—Torren’s Disarming + Weapon Master = control.
- Balance: Attributes (5 XP) scale HP/Mana—Eryn’s INT 95 = Mana 195 + 10 = 205—spells galore. Distinctions (20 XP) = versatility—Veyra’s Negotiator sways, Rallying Cry boosts.
- Flexibility: No cap—Torren’s Melee 110 = Margin 70 = 97 damage—grow endlessly. Spells/maneuvers = hybrid power—Kael heals and hunts.
That’s advancement in PAWG! Simple XP for newbies, deep options for pros—spend smart, roll that d100, and become a legend. Tweak with your GM!