Advancement
Earning Experience Points
AX.C.12.01
After each session, characters earn experience points at a rate typically set by the GM.
Standard XP Awards
- Per Session: 3 XP (recommended baseline)
- Per Major Milestone: 5-10 XP (completing story arc, defeating major villain)
- Per Accomplishment: 1-2 XP (solving puzzle, excellent roleplaying, creative solution)
GM Discretion:
The GM sets the XP rate based on:
- Campaign pace (fast = more XP, slow = less XP)
- Session length (longer sessions = more XP)
- Player engagement and creativity
- Story significance
Alternative XP Systems
Milestone Leveling: No XP tracking. Characters advance after major story events (GM decides).
Session Goals: Award 1-5 XP based on achieving session objectives (rescue hostage, explore dungeon, etc.).
Individual Awards: Each player gets XP based on their contribution, engagement, and character development (not recommended for most groups).
Spending Experience Points
AX.C.12.02
Characters improve by spending XP earned from adventuring. XP can be spent to:
- Increase Attributes
- Improve existing Talents
- Train new Talents
- Train or improve Talent Foci
- Advance bonded Relics (Genre Catalog-dependent)
Attribute Advancement
Cost: Current Value × 3 XP
The standard maximum Attribute value is 5D. A single Attribute may reach 6D if a Lineage explicitly permits it. No Attribute may exceed 6D under any circumstances.
Attribute Advancement Table
This table outlines advancement based on advancing across the 6D, 9D and 12D packages. This is based on earning 3XP per session and only investing in Attribute advancement.
| Transition | Array | XP Cost | Sessions |
|---|---|---|---|
| 6D → 9D | 3/2/1 (spread) | 15 XP | 5 |
| 6D → 9D | 2/2/2 (balanced) | 18 XP | 6 |
| 9D → 12D | 4/3/2 (spread) | 24 XP | 8 |
| 9D → 12D | 3/3/3 (balanced) | 27 XP | 9 |
| 6D → 12D total | spread | 39 XP | ~13 |
| 6D → 12D total | balanced | 45 XP | 15 |
Talent Advancement
Improving Existing Talents
Cost: Current Value × 2 XP
The standard maximum Talent value is 5D. No Talent may exceed 5D through advancement regardless of available XP or training. This ceiling applies universally, Genre Catalogs do not alter it unless explicitly stated.
Training New Talents
Cost: Parent Attribute Value × 2 XP
A character may train any Talent connected to an Attribute they possess. New Talents begin at 1D.
Talent Advancement Table
This table outlines advancement based on advancing across the 6D, 9D and 12D packages. This is based on earning 3XP per session and only investing in Talent advancement.
| Transition | Talent Array | XP Cost | Sessions |
|---|---|---|---|
| 6D → 9D | 1D/1D/1D (low) | 6 XP | 2 |
| 6D → 9D | 2D/1D/1D (mixed) | 8 XP | 3 |
| 6D → 9D | 2D/2D/2D (balanced) | 12 XP | 4 |
| 9D → 12D | 2D/2D/2D | 12 XP | 4 |
| 9D → 12D | 3D/3D/2D | 16 XP | 6 |
| 9D → 12D | 3D/3D/3D (balanced) | 18 XP | 6 |
| 6D → 12D total | low→mid | 18 XP | ~6 |
| 6D → 12D total | balanced | 30 XP | 10 |
Talent Focus Advancement
Training a New Focus
Cost: Parent Talent Value (in XP)
A Focus begins at 1D. Foci may only be established for Talents the character already possesses.
Improving an Existing Focus
Cost: Current Focus Value (in XP)
The maximum Focus value is 3D. No Focus may exceed 3D under any circumstances.
Advancement Cost Summary
| Advancement | Cost |
|---|---|
| Attribute +1D | Current Value × 3 XP |
| Talent +1D (existing) | Current Value × 2 XP |
| New Talent (at 1D) | Parent Attribute Value × 2 XP |
| New Focus (at 1D) | Parent Talent Value in XP |
| Focus +1D (existing) | Current Focus Value in XP |
Maximum Values: Attributes 5D standard (6D with Lineage), Talents 5D, Foci 3D.
Training Requirements
AX.C.12.03
When and where characters can advance depends on the campaign style.
Option 1: Quick Advancement
Between Sessions: Characters can advance any one thing by one step between sessions.
Requirements:
- Must have used the Attribute or Talent during the session (for improvements)
- Must have appropriate XP to spend
- No training time required
Limitations: Can only advance ONE thing between sessions (choose Attribute, Talent, or Focus)
Benefits:
- Fast, simple progression
- Works well for dungeon-crawling campaigns
- Keeps characters growing steadily
Example: After a session, character has 8 XP. They used Melee Combat during the session. They spend 4 XP to improve Melee Combat from 2D to 3D.
Option 2: Deliberate Advancement
For slower, more realistic campaigns:
Downtime Required: Advancing requires significant downtime (days to weeks).
Requirements:
- Attributes: Requires Downtime (1 week minimum)
- Talents Used in Session: Can improve during Downtime
- Talents NOT Used: Requires Downtime AND possibly a mentor
- New Talents: Requires Downtime AND mentor (someone with 3D+ in that Talent or +3 Focus)
- Foci: Requires focused practice, Downtime
Training Time:
- Improving Attribute: 1 week
- Improving Talent: 3 days
- Learning New Talent: 1 week
- Improving Focus: 3 days
- Learning New Focus: 1 week
Finding Mentors:
- Cost: See Genre Catalog for setting-appropriate training costs
- Availability: Major cities have trainers for common Talents
- Rare Talents: May require quests to find suitable mentor
Benefits:
- More immersive, realistic progression
- Encourages character development and planning
- Creates natural adventure hooks (finding mentors)
Drawbacks:
- Slower advancement
- Requires more GM planning
- May not suit all playstyles
Downtime Activities
Between adventures, characters can engage in various activities.
Training
Already covered above. Spend XP to improve character capabilities.
Crafting
Create items using appropriate Talents:
- Requires Craft Talent and tools
- Costs half item price in materials
- Time: See Genre Catalog for crafting time and material costs
Research
Investigate topics using Scholar, Investigate, or specialized knowledge:
- Cost: See Genre Catalog for setting-appropriate research costs
- Time: Varies by complexity
- Outcome: Learn lore, discover secrets, find clues
Carousing
Build contacts and gather rumors:
- Cost: See Genre Catalog for lifestyle expense guidelines
- Time: Days to weeks
- Outcome: Make contacts, hear rumors, reputation shifts
Building Strongholds
Construct bases, guildhalls, or fortresses:
- Cost: See Genre Catalog for setting-appropriate construction costs
- Time: Months to years
- Requires laborers, architects, materials
- Provides secure base, income, followers
Running a Business
Operate a shop, tavern, or trading company:
- Initial Investment: See Genre Catalog for setting-appropriate values
- Income: See Genre Catalog for setting-appropriate income values
- Time Investment: 10+ days per month
- Risk: May lose money, face competition
Religious Devotion
Deepen connection to faith:
- Service at temple
- Pilgrimages
- Meditation and prayer
- May unlock special Faith abilities (GM discretion)