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56• advanCement

CharaCter adVanCement
When characters accumulate enough experience points,
they advance a character level. New PCs start out at lev- Benefits of Gaining a Level
el one and the most experienced, capable heroes in the Once a PC has been awarded enough experience points
sector might reach level ten. Advancing beyond level to reach the next level, they immediately gain the ben-
ten is usually prohibitively difficult, though possible at efits of advancement. No special training or practice
the GM’s discretion. is required as their abilities are assumed to have been
honed by their past adventures.
Gaining Experience Points
To advance in capability, PCs need to earn experience Roll Additional Hit Points
points. Once they accumulate enough experience, they First, they become harder to overcome in combat. To
can advance to the next character level, representing determine their new maximum hit points, they roll a
the sharpening of their skills and the heroic veterancy number of six-sided dice equal to their new level, add-
that comes of surviving perils and dire challenges. ing their Constitution modifier to each one. A nega-
There are many different things that can earn a tive modifier can’t lower a die’s result below 1. If the
hero experience points, and the kind of activities and total is greater than their current hit points, they take
goals that reward them will vary with the kind of cam- this new total. Otherwise, their current maximum hit
paign you’re playing. The GM should make clear to the points increase by one.
whole group what kind of things earn the PCs experi- Thus, if a character with a Constitution score of
ence in their game. 14 and four hit points reached second level, they’d roll
For some games, success might lie in plundering 2d6+2. If the total was five or greater, they’d keep it.
alien hoards or clawing wealth from the hands of des- If they managed to roll snake eyes and get only a four,
perate patrons. Other games might reward the PCs they’d still increase their maximum hit points to five.
for achieving personal goals, whether or not there Warriors and Adventurers with the Partial War-
was any money in it. Some might even award XP only rior class option get a further two hit points each time
for spending credits, requiring every PC to recklessly they advance a level. Thus, a third level Warrior would
waste their wealth before gaining a level. It’s up to the roll 3d6+6 for their hit point total, plus three times
GM to pick a method that fits the group’s tastes. their Constitution modifier.
The table below indicates how many experience
points need to be earned before a PC can advance to Improve Attack Bonus
that level. Once the requisite number of XP are earned, A PC’s base attack bonus becomes equal to half their
the hero gains their new level and all the benefits. new character level, rounded down. Warriors may
Note that this table makes for a relatively fast instead use their full character level for the bonus. Ad-
progression through the early levels of an adventur- venturers with the Partial Warrior class option may
er’s career, before slowing drastically at higher levels. add a cumulative +1 to their attack bonus at levels one
A group that prefers a different pacing might alter the and five, thus having a total +1 attack bonus at level
chart to suit their own tastes. one and +4 at level five.
In general, you can assume that one “successful”
gaming session should usually earn you about 3 XP. Improve Saving Throws
The PC becomes more capable of evading chance
harms and perils. Their saving throw scores decrease
Character Level Total Experience Required
by one, making it easier to succeed on saving throws
1 0 by rolling equal or over it. As a first level character has
2 3 saving throw scores of 15, reaching second level would
3 6 lower them to 14, modified by attributes.
4 12
5 18
6 27
7 39
8 54
9 72
10 93
11+ +24 points for each level more
advanCement •57

Gain and Spend Skill Points Purchase Improved Attributes


They become more capable with their skills. A PC gains A veteran adventurer may have trained or honed their
three skill points they can spend on improving their natural abilities well enough to improve one of their
skills or save to spend later. Experts and Adventurers six base attributes. While even the most determined
with the Partial Expert class option gain an extra bonus development isn’t enough to turn complete ineptitude
point to spend on a non-combat, non-psychic skill. into gifted competence, a hard-working adventurer can
If the PC is a Psychic or Partial Psychic, they must hone their existing strengths considerably.
spend at least one of these points on improving psychic The first time a PC improves an attribute, it costs
skills or gaining new psychic techniques. They can save 1 skill point and adds +1 to an attribute of their choice.
these points to spend later if they wish, but they cannot The second improvement to their attributes costs 2
spend them on more mundane talents. Restricted psy- skill points, the third 3, and so forth. Each improve-
chics can only ever improve or learn techniques from ment adds +1 to the attribute, potentially improving
the psychic discipline they selected when they picked its modifier.
the Psychic primary focus. Unrestricted psychics can PCs must be a certain level before purchasing the
improve or learn any discipline. PCs with the Psychic third, fourth, or fifth attribute boost. No more than five
character class are all unrestricted, while Partial Psychic attribute boosts can ever be purchased by a PC.
Adventurers are restricted in their talents.
Skills that are gained or improved immediately on Attribute Skill Point Minimum
gaining a level are assumed to have been perfected over Boost Cost Character Level
the past level and require no training time or teaching. First 1 1
If you save your skill points to spend them later then Second 2 1
you’ll need to find some teacher or other explanation
Third 3 3
for developing them. It doesn’t take more than a week
to refine your new ability, but you can’t usually spend Fourth 4 6
your points mid-scene to develop a heretofore-unmen- Final 5 9
tioned expertise with flamethrowers.
The cost for improving a skill is listed below. Ev- Choose New Foci
ery skill level must be purchased in order; to gain lev- Finally, the PC might be eligible to pick an additional
el-1 in a skill you need to pay one point for level-0 and level in a focus. At levels 2, 5, 7, and 10 a PC can add
then two points for level-1. A PC must be the requi- a level to an existing focus or pick up the first level in
site minimum level to increase a skill to certain levels. a new focus.
Less hardened heroes simply don’t have the focus and If this is the first level they’ve taken in the focus,
real-life experience to attain such a pitch of mastery. they might be granted a skill as a free bonus pick, de-
A PC cannot develop skills beyond level-4. pending on the focus’ benefits. During character cre-
ation, this bonus skill pick is treated like any other skill
New Skill Skill Point Minimum
pick. If the focus is taken as part of advancement, how-
Level Cost Character Level
ever, it instead counts as three skill points spent toward
0 1 1 increasing the skill. This is enough to raise a nonexis-
1 2 1 tent skill to level-1, or boost a level-1 skill to level-2.
2 3 3 They may do this even if they aren’t high-enough level
to normally qualify for a skill level that high.
3 4 6 If the skill points aren’t quite enough to raise the
4 5 9 skill to a new level, they remain as credit toward future
advances. If applied to a skill that is already at level-4,
Psychic Effort and Techniques the PC can spend the three skill points on any other
When a Psychic gains a new level in a psychic skill, they skill of their choice.
can immediately pick a technique from that discipline
of equal or lesser level. They can’t save this pick; they
must choose it as soon as they gain the new skill level.
Psychics can also spend their skill points to master
additional psychic techniques. The cost of this educa-
tion is equal to the technique’s minimum skill level re-
quirement. Thus, to master the Biopsionic technique
Metamorph would cost three skill points, because Meta-
morph requires Biopsionics-3 skill to learn.
A Psychic’s maximum Effort is equal to 1 plus their
highest psychic skill, plus the best of their Wisdom or
Constitution modifiers.

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