System Reference Document

CHARACTER ADVANCEMENT 

Characters grow more powerful over time as they use their abilities. If you survive your first few brushes with death, you can expect to become very powerful indeed. What does not kill you will make you stronger. The first way that characters grow in power is by earning Experience Points. Experience Points will be awarded to you for defeating enemies, for reaching story milestones, for successfully accomplishing missions, and for individual instances of good roleplaying. 

Experience points are spent between game sessions – usually this means during the wrap-up portion or end of a game session, or during the beginning of the following session – to increase character power. XP need not be spent immediately, and can be saved up between sessions but does not transfer between characters. Spending XP can mean improving Attributes, improving existing Skills (or learning new ones), or learning new Techniques

Equipment, gear, and other possessions must be acquired solely through roleplaying, while improving/learning new Skills and Techniques requires both an expenditure of XP and access to a trainer or time to practice (even if this means the character “learns by doing”) at the GM’s discretion. 

The XP costs of different character improvements are described in the following table. 

Character Improvement

XP Cost

Notes and Other Requirements

Increase an Attribute (Strength, Speed, Wits or Will) by 1 (to a maximum of 10)

50 × Current Value (New Value <7) OR 100 × Current Value (New Value ≥ 7)

(Increasing Main Attributes increases derived statistics [Health, Initiative, Defense, etc.] normally.)

Train A New Skill (Learn new Skill at Trained [+0])

25

Another character (PC or NPC) with the Skill at Apprentice level (minimum) must ALWAYS be present to train the character, along with sufficient time and any necessary equipment. GM’s discretion.

Learn a Trained Skill (Increase a Trained [+0] Skill to Apprentice [+1])

50

At the GM’s discretion, another character (PC or NPC) with the Skill at Expert level (minimum) must be present to train the character, along with sufficient time and any necessary equipment.

Improve a Skill (Increase an Apprentice [+1] Skill to Expert [+2])

100

At GM’s discretion.

Master a Skill (Increase an Expert [+2] Skill to Master [+4] level)

250

At the GM’s discretion, another character (PC or NPC) with the Skill at Master level must be present and willing to train the character, along with sufficient time and any necessary equipment.

Buy 1 Technique Pick (Multiple Picks can be saved up)

100

At GM’s discretion.