This game uses a version of the narrative rule set used by Omicron, EarthScorpion, and more in their own quests. I thank them for their work, and encourage everyone to read their quests if they haven't.
Titles
Our skills are organized into Titles, broadly applicable descriptors of what our character is capable of achieving. For example, one with the Title of Scholar of the Realm is an individual trained in all that one would need to understand the Scarlet Dynasty, including its history, religion, social customs, and so on. Another with the Title of Mercenary Assassin is skilled in the arts of infiltration, subterfuge, poisoning, lock picking, and contract negotiation. The names of Titles can evolve as one puts more points into them; a Fire Dragon Student, initiated into a storied martial art focused on ferociously quick attacks with paired swords, will become a Fire Dragon Initiate upon spending XP to reach the next rank, and a Scholar of the Realm might become a Renowned Scholar of the Realm sought out by others as a font of knowledge when they hit the rank of Master.
As a Dragon-blood, our Titles are also Aspected, aligning with one of the five traditional elements that suffuse the world of Creation; Air, Earth, Fire, Water, and Wood. Aspect affects the rate at which we attain
Charms, supernatural powers that extend from the skills associated with our Titles. Charms allow us to do things that would be outright impossible by any normal means; a Fire Dragon Master can learn how to breathe fire to scorch his foes and set the area around him ablaze, while a Criminal Mastermind can learn to read behaviors so well that she gains a limited amount of foresight into their future moves. You acquire your first Charm at the rank of Disciple for out-of-Aspect Titles, and at Initiate for in-Aspect Titles, and get one Charm per rank after that.
XP is awarded after achieving goals and doing great deeds in the story, with the amount roughly corresponding to the importance of the deed.
- Untrained (N/A) - You may have some basic or impromptu knowledge of the techniques, but nothing that can be counted reliably in your skill sets.
- Student (100xp) - You are the rankest amateur - a novice, nothing more. There are people at this level of this skill who are quite unaware of how much they have left to learn, but that's just a sign of their ignorance.
- Initiate (200xp)- This is the level of skill common among mortals in their wage-earning profession. Suitable for them - but for one of the Exalted, it is the mark of a dabbler.
- At this level, you acquire your first Charm for Styles aligned with your Aspect.
- Disciple (400xp) - The basic understanding imparted by training has been reinforced by practical experience and personal specialization, allowing you to use the skill absent error even under pressure or outright attack.
- At this level, you acquire your first Charm for Styles which are not aligned with your Aspect.
- Adept (800xp) - Your technique has been refined to a point beyond simple training, including the personalized moves and individual techniques that mark your Terrestrial Charms.
- Master (1600xp) - For a human to reach such a level of skill, they must open their chakras and reach enlightenment, developing their own Charms. Such exceptional beings might even be the peers of a Celestial Exalt - at least in that one singular field.
- Grandmaster (2400xp) - Your students speak your name with pride, gods nod in acknowledgement and the common folk look up at you with awe. Most Dragon-blooded struggle to break this boundary.
- Heroic (3600xp) - You have risen beyond the level of what any mortal could do, and tales of your prowess are spoken by hushed voices in teahouses and shared by idle peasants in the fields. Even among the Terrestrials, one with skills at this level exceeds their peers.
- Champion (5400xp) - Even your enemies grudgingly attest to your prowess, and even among the legends of Creation there are few who can hope to call themselves your superior. You stand out among the ranks of the Terrestrial Exalted as an exceptional specimen.
- Infamous (7500xp) - If it can be done, you have done it; if you cannot do it, it cannot be done. You are the master of this style, and the meeting of two such exemplars in battle is something more akin to a natural disaster in motion than anything resembling an actual fight. The mightiest Immaculate masters might have mastered their signature style to this level.
- Legendary (10,000xp) - The things you can do defy belief and shatter any kind of expectation. You are the unattainable ideal against which the prodigies of tomorrow will measure themselves. For a Dragon-blood to reach this level is nearly unheard of.
- Mythic (N/A) - You are, quite simply, the best. There is by definition only one being of this level of achievement for any given skill; attaining the rank for yourself would be an epic for the ages.
Allies and Subordinates
In your journeys, you will make friends, form alliances, and hire others whose skills fill gaps in your own expertise. These Allies and Subordinates have their own Titles and their own expectations of you in return for their services. An Ally is one who will perform tasks for you based solely on your good relationship with them; actions that go against their morals may drive them away, as will not performing favors for them in return. Subordinates are paid to work for you, whether with cold hard silver or other assets; miss a payment and they're gone.
Assets
Your material possessions fall under this category, such as your arms and armor, your pets and steeds, your money, and so on. Narratively, they serve to enable or ease tasks; a book on spirits might help one learn what a particular god wants as a sacrifice, a set of lock picking tools can open a door, a sharp blade can cut through a rope tying someone up, and so on.
Artifacts are special Assets that have inherent magical properties; swords blazing with fire, jade crowns that radiate an aura of majesty, and more await you.
Principles
Principles are statements of the values, ethical standards, and goals that our character adheres to in their life. In the narrative, they define what our character will and won't do, and what they are inclined to do.