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Chapter 5 by Zingiber Zingiber

More about Boarbristle Academy Rules?

Advancement: Gaining and Spending XP

Advancement

Copied here from the last section of Rules for Boarbristle Academy to point to SPENDING XP more directly from Boarbristle story chapters.

GAINING XP

Rolling a success on a Move can grant +1 XP according to the rules for each Move. Achieving a GOAL may grant XP.

SPENDING XP

Each +5 XP gained and spent should grant a character advantage, or maybe something fun that doesn't correspond to a game mechanic. If you can, use the occasion of the advancement to narrate something significant connecting the advancement to your character's story or the story of the Academy, since you're probably ten or more chapters into the storyline. Advancement is a good time to jump forward in the story, introduce a new element, or change things up.

  • Learn a new Character Move (as in the previous chapter's list, or propose one)
  • Learn a Special Spell. (Advanced Spell, House Spell...)
  • Learn a Forbidden Spell
  • Gain a +1 to a Trait (+3 max)
  • Change Houses and learn the House Sex Move. In future, your House Trait is that of your new House. Roll (+Old House Trait). On a 10+, you keep any FRIENDS or FAVORS from your old House. On a 7-9, you lose any FAVORS but keep any FRIENDS. On a Miss, you lose all FAVORS and FRIENDS from your old House. If you had no FRIENDS, your old House Master is now your ENEMY.
  • Narrate an advancement in the plot to protect your Academy by learning one of your enemies' secrets, or a similar gain for your House or the Boarbristle Academy. Gain an important FRIEND (the Headmistress, a Head of House, or as you wish) who offers to owe you a FAVOR.
  • Narrate an advancement in the plot to advance your character's personal goals. Gain a FRIEND who will help you in pursuing your goals who offers to owe you a FAVOR.

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