Mastery bonuses represent specific skills that the ethereal being embodied by the player can learn. They apply during tests specific to the associated mastery.
These bonuses are permanent and persistent across scenarios, campaigns, and characters, as long as the player remains with the same Game Master (GM).
A mastery affects specific skills that require fulfilling a particular condition to benefit from the bonus it grants.
The player must inform the GM at the beginning of the game of their intention to acquire one of these bonuses through a named and defined mastery.
Example:
I want to master the art of the sword. My mastery will be Swordsman.
It will allow me to gain additional test bonuses every time I attack with a sword.
The GM has the freedom to accept, refuse, or propose alternatives for acquiring this mastery bonus, and then authorize the purchase at the end of the game if they believe the PC's actions have been consistent and sufficient to acquire this bonus.
If not, the player must remind the GM in the next session that they wish to continue their mastery goal.
During the purchase phase, the player must spend experience points (XP) to acquire this bonus.
Learning Cost in XP: 2 x Bonus Value
Examples:
- Swordsman +0 to +1 costs 2 XP
- Archer +1 to +2 costs 4 XP
If the GM allows it, the XP cost can be reduced if the character is assisted by an instructor specialized in that mastery, with additional training fees in NX.
- Learning Cost in NX: (2 x Bonus Value) x 10
- Learning Cost in XP: Bonus Value
However, it is only possible to purchase one additional level of bonus per learning phase. Moreover, the maximum value a mastery bonus can reach is +5.