Progression
XP is tracked per skill / Stat / other
Increasing a skill costs XP equal to the new level. To change a skill from 4 to 5 costs 5 xp, to start a new skill costs 3 xp
To increase a natural Stat (before adjustments from gear or supernatural adjustments) from 1 to 2 costs 20xp, 2-3 costs 30xp etc.
To improve a stat from a negative or zero to a positive costs 20xp per point.
For those with supernatural talents that involve 'spells' spells can be purchased for XP equal to twice the cost of said spell, assuming all other requirements are met.
Acquisition of XP
During quiet time or down time characters can work on self improvement.
Quiet time
Is when you are doing other things that do not occupy all your time but most of it. Quite time includes things like.
- Holding down a job, quiet time reflects your spare time
- During a calm point of a Caper, everyone is alert and ready but waiting.
- While travelling long distances as a passenger situation dependant.
- While on the run. Actively avoiding people covering tracks but lots of spare time.
- While training others you have quiet time to do self improvement.
During Quiet time you can be Taught, Practice or Train one thing.
Down time
This is your doing nothing time, between capers when you have nothing else to do. You can be Taught, Practice or Train two things simultaneously.
- You cannot work a job if you are that is Quiet time not Downtime
- You cannot be currently on a caper or planning a caper, that would be quiet time.
- This could include while laying low between capers.
- This could include staying with family or friends.
Being Taught (skills and other)
A teacher can train you granting 1 xp in a skill they have equal or higher than your goal. They can grant you 1xp every 10 days you spend with them. The 10 day period is reduced by one day for each point in your tutors teaching skill. Teachers typically need paying, materials and a place to train you, which all come at a cost. A teacher can train multiple people up to their Presence + Teaching skill simultaneously.
Practice (skills and other)
You can spend your free time working on your skill. You can gain 1xp in a skill every 10 days. Space equipment and resources might be needed to practice. For instance want to practice Engineering, you will need access to books on the subject and the research skill.
Training (stats)
You can train your Strength, Dexterity, Fortitude, Presence, Wits and Resolve. This could involve lifting weights, Obstacle courses, Repeatedly taking a beating, social networking, Solving puzzles or Facing voluntary Hardship.
You can gain 1 xp every 10 days.
You can only train to a maximum of your starting unmodified stat +3 any other stat improvement beyond training would have to be produced by other technical or magical means.
Chapter Completed
At the end of a chapter or caper you will be granted a small amount of xp to place where you will based on what skills and attributes you used during that time.
Amount rewarded will be based around level of challenge, time involved, Learning that occurred.
- Minor chapter: 2–3 XP
- Standard: 4–6 XP
- Major: 7–10 XP
Hermetic Magic takes longer to learn
Everyone can learn Hermetic magic. You can be taught Hermetic magic. In order to practice hermetic magic you need a tome covering the appropriate study. Either way rather than a base time of 10 days to earn a single xp the base time is 50 days.