After playing for some time a player may want the character to grow in abilities. At this point a developing character can exceed the initial GM-set level limits. Character development, or “experience”, is handled as described below.
5.1 Subjective Character Development
Or the GM can simply award an improvement in a trait she feels deserves to be raised. In these cases, there is never a corresponding reduction of another trait - this is character development, not creation.
5.2 Objective Character Development
Raising a skill from: | To: | Costs: |
Terrible | Poor | 1 XP |
Poor | Mediocre | 1 XP |
Mediocre | Fair | 1 XP |
Fair | Good | 2 XP |
Good | Great | 4 XP |
Great | Superb | 8 XP |
Superb | Legendary | 16 XP + GM permission |
Legendary | Legendary 2nd | 30 XP + GM permission |
Each additional level of Legendary | Legendary + | 50 XP + GM permission |
· Raising an attribute: Triple the cost for skills of the same level.
· Adding a gift: 4 XP (or more) + GM approval.
· Adding a supernormal power: 8 XP (or more) + GM approval.
· Buying a Meta Point: 6 XP
A trait can only be raised one level at a time.
The GM may require that the player only raise traits that were used significantly during an adventure, or that the character find a skilled teacher who knows the skill and will agree to train the character. If a long campaign is planned, these MP costs could be doubled to allow room for character growth. Defining skills narrowly will also ensure characters don't become too powerful too quickly.
As a guideline, good roleplaying should be rewarded with one or two XP per gaming session, great with three XP, with an upper suggested limit of four XP for flawless roleplaying. Players may save XP as long as they wish.