Starting characters have 12 mojo, modified by their archetypal ability as a major contributor.
Players can increase their starting resources using mojo throughout their first level. Mojo are resource points within the game. Characters may use their mojo for any purpose listed in the rest of the rules, such as affecting archetypal die rolls. But first level characters can also use their mojo for things that non-starting characters can’t, and in some cases can use it for things that non-starting characters can but at a lower mojo cost.
Once your character reaches their second level, you may no longer use mojo to acquire equipment and money, nor may you use the discounted mojo rates for resources.
When a first level character’s player uses mojo to “gain” something, it is assumed that the character always had the resource in question; it only became relevant at the time the mojo was spent. If the course of play has made it impossible to assume this, then the resource cannot be acquired in this manner.
The same rules for gaining bonuses to die rolls when spending mojo to gain skills applies to discounted first level mojo. This means that it can be advantageous to wait until they’re needed to choose fields and skills. If you buy the skill or improve the field at the same time that you make the skill roll, you gain the mojo spent as a bonus to that roll. If you bid mojo on a skill roll, and that mojo is enough to improve the field bonus you used (or to buy the field), then you do.
Whether farmer’s son or princess of the kingdom, player characters have no income. They have no money beyond what the game gives them. Some specialties, such as nobility, allot characters more money, and characters will find hidden treasure during their adventures.
Beginning characters can trade mojo for equipment: each mojo is worth up to 30 monetary units of equipment. They can trade directly for monetary units at the rate of 10 monetary units per mojo.
Players can trade two mojo for one field at +1; this includes one initial skill within that field. They can use mojo to gain extra skills within a field or to increase a field bonus: one mojo gives one additional skill or one field bonus.
Players may spend mojo to gain Fighting Art skills but not to increase their Fighting Art field bonus. The field bonus is tied to their archetype levels. Players may not use mojo to gain the restricted Fighting Art skills of the Warrior or Thief archetype.
Monks may purchase new fields, field bonuses, and skills as normal. Psychic Techniques cost 1 mojo during the character’s first level if the Technique applies to one Skill, and 2 mojo if the Technique applies to all skills within a Field.
Sorcerors must use their beginning mojo to purchase first-level spells. Each spell costs one mojo. For these initial spells, the player only need pay mojo. The spells are assumed to have already been in their spellbook, and no ink costs are necessary.
On paying mojo for a spell, the player may choose to have their sorceror have already memorized the spell, if the memorization points are available for that day.