Rule 16-03-10: Expansion of Rule 14-11-1
At the start, a player may roll for one "free" character. However, if this character is rejected, they must then create a "real" character. If the real character is also rejected, the player may roll another free character after every rejection of a full and real character. The function of these "zero SPE" characters is to generate "Special Points" without consuming any, while providing a juxtaposition (contrast) between these preliminary characters and fully realized ones.
Should a "zero SPE" character perform well, the player has the option to create a linked character—a protégé or nephew—by spending 1 SPE. This linked character receives half of the mentor's experience points (XP) off-stage and can optionally gain other benefits. If the player successfully matches the XP value at the time when the 1 SPE was spent, the protégé earns a bonus, doubling the XP gained from that value.
Example:
An ordinary character accumulates 500 XP and treasures. The player decides to invest 1 SPE to take on a protégé (initially undefined). From this point forward, half of the main character's XP goes to the protégé. Starting with 0 XP, the protégé gains XP as the mentor progresses. If the mentor earns 100 XP in an adventure, only 50 XP is retained, while the other 50 XP is transferred to the protégé.
When the mentor earns a total of 1000 XP, 500 XP would have gone to the protégé, reaching the initial target of 500 XP. This triggers a bonus, doubling the target XP and awarding the protégé 1000 additional XP, bringing the total to 1500 XP—potentially exceeding the current mentor's XP.
Any levels earned by the protégé through XP are automatically trained, enabling them to start at full level. If the protégé shares the same class as the mentor, they gain an additional 50% XP bonus on top of their earned XP. For instance, if the protégé is a thief with 1500 XP (enough for level 2), they receive an extra 750 XP on top of that, reaching 2250 XP.
The protégé can enter play either after the mentor's death or upon achieving the bonus XP (and possibly when the mentor retires). The protégé need not share the same class as the mentor, but if they do, they gain a 50% XP bonus after levels are calculated (though they cannot start play with extra levels from this bonus). The relationship between the mentor and protégé is primarily one of support, not necessarily of class alignment.
If circumstances dictate that the new character should be unrelated to the mentor, the benefits can be transferred to a "stranger" who had a different mentor, though with a 10% penalty on the bonus experience.
Alternate Option:
The original character can foresee their own potential and spend 1 SPE to re-roll their ability scores using another system. If these re-rolled scores are better, they can be noted as "potential scores." With every level earned, the player gains 1 point towards one ablity score of his choice, and may spend 1 (or 2) SPE to shift all ability scores by 2 (or 2) points upwards toward these potential scores. Those abilities below or or equal to there current value are uneffected.
If the charcter spends 2 spe to rise all the general stats they may then spend an additonal 1 sp to raise any potential stat up to 3 points.
The rise will not occur unless some ingame explaiation allows it. If for example if the player works at all three of those ablities in play (reading for intelligence, socializing for Charisma and diet and exerisse for contition then this would be fine.) The explaation could also be a wound treated by a cure spell or what not healed a long term injury weaking the charter. or some mentor influce, or even potential divine experience or revulation. The rise in stats will thus have some real world role playing consquenes - for exmaple being in debt to a mentor for teaching them to read or what not.
Example
1st roll set: S 13 I 5 W 15 D 17 Con 7 Cha 10
2nd roll set S: 6 I 15 W 13 D 6 Con 18 Cha 16
Since Strength, wisdom and dexterity are less or equal to the potential they stay the same
But Intelligence, Constitions and Charisma can go up by one each level, the players choice.
THe first time he goes up a level he picks constition so it goes up to 8. He then choses to spend 2 SPE.
This will cause intelligence, constition and Charisma al to go up 3 (maximum of their potential)
so intelligence become 8, constioion be 11 and charistma will be 13.
The next level he does the same thing so consition at first goes to 12 but then gains plus 3 so its now 15 intelligce goes to 11, and charisma to 16. Charisma can no longer rise as its reached its maxium potential. The charcter wants his full 18 for constition so he decides then to spend 1 more sp to raise it to by 3 points to 18!
His intelligece is the last remaining one at 11 and he elects not spend any more points to raise it on the next level so it goes to 12, and he does the same waiting for it tor raise to 15 by gaining 4 more levels.
Optionally he could spend 2 points to raise it 15 in one go on the next level but intelligence is not important to this rouge.