Advancement activities are described on pages 163-165. This campaign modifies some of activities and fundamentally changes the character of how seasons are assigned.

Assigning Seasons

This system changes seasons into abstract units of personal growth. (“Seasoning” is the process by which a person becomes seasoned or experienced.) At the end of each game session, the Storyguide will assign a “block” of seasons, usually two, but sometimes three for a session where significant story progress has occurred. Major story events or revelations will (rarely) be worth four or five seasons in a block.

Each player assigns an activity for each season received. This should reflect things done in that same session or, time permitting, activity immediately after. Seasons provided in the same block must be assigned to different activities; they cannot be used to improve the same Abilities or Arts. This means that the variance in seasons affects the width of growth rather than the depth; the more seasons assigned in a block, the more different traits each character can improve, but each trait is limited to only one instance of improvement each session.

  • The following activities cannot be repeated within the same block of awarded seasons: Adventure, Practice, Training, learning from Teaching, learning from Books, learning from Vis. A character can learn from Exposure without this restriction.
  • No two seasons from the same block can contribute Experience Points to the same Art or Ability, even through advancement by Exposure.
  • A character cannot apply more than one season from the same block to advancing the same individual laboratory project. Lab activities are only possible if the characters had access to a laboratory at some point (during the session for which the seasons were assigned) or during downtime immediately following it.

Specific Activities

Adventure: Adventure experience is always 5 points.

Weapon Mastery: Just like spell mastery, practicing weapon mastery abilities is always a Source Quality of 5.

Arts: Opening a new Form (giving it a score of zero) costs 20 experience points. These points can only derive from being taught, or from studying vis. 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.


Experience points earned from Elemental Magic and Secondary Insight are not bound by the rules of this page. If you apply experience points to particular Arts through season activity, you are not prohibited from applying experience points to the same Art using these Virtues. Experience points from such Virtues can also apply to the 20 points necessary to open a new Form.


Moonless Nights Randy Randy