



6.1 Start of the adventure
The adventure begins. The good news is that everyone is still alive...
To get the most out of the scenario, it's a good idea to check a few things before you start.
6.1.1 The character sheet
Each player must check that his character sheet is up to date. He should have specified the weapons and equipment he has on his person or on his horse. The GM will pay particular attention to equipment.
6.1.2 Character age
Character ages are adjusted at the start of each adventure, taking into account the time that has elapsed since the last scenario. However, to ensure that the age of the characters does not change too quickly, it is assumed that no more than 3 months can elapse between each adventure.
The GM provides this information and, if necessary, adjusts the date of the new scenario, to remain consistent with this rule.
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6.3 End of the adventure
Now that the adventure is over, it's time to take stock and adjust certain skills and characteristics. In theory, skills never diminish, unless explicitly stated otherwise in the scenario.
6.3.2 Earnings
6.3.2.1 Gain in characteristics
Each completed adventure earns each character 1 point of EXPERIENCE, whether the adventure was a great success or a dismal failure.
However, the GM does not distribute this EXPERIENCE point to characters who have abandoned the adventure too quickly. Any character who was unable to continue the adventure due to injury earns the EXPERIENCE point, even if they hardly participated at all.
The GM may also decide to increase a character's characteristic other than EXPERIENCE by 1 point if the character has found himself in an exceptional situation. For example, a character who emerges alive from a duel with someone 10 points faster than him in "combat speed" probably deserves to gain 1 point of SPEED. Likewise, a character who crosses part of the Desert of Death with a canteen of water is likely to earn one point of RESISTANCE.
However, this type of increase must remain a exception.
6.3.2.2 Gain in skills
Each character earns percentages in the 4 skill categories. These percentages are specified in the scenario.
If the adventure is successful overall, all percentages are earned.
If the adventure is unsuccessful overall, the percentages earned are divided by 2.
A completely unsuccessful adventure earns nothing.

It's the GM who decides whether the adventure is a success overall, a failure overall or a complete failure. There's no point in offering him a gift to try to get on his good side.
For each category, the percentages earned are to be distributed among the skills in the category. Three rules apply:
1 - Up to 100% in the skill, you must spend 1% to gain 1% in the skill.
2 - Above 100% in a skill, you must spend 2% to gain 1% in the skill, and above 120%, you must spend 4% to gain 1% in the skill.
3 - It is not possible to increase a skill by more than 8%.
A character can increase the percentage of mastery of a language he knows, only if he has used that language during the adventure.