At the end of every adventure, players gain a number of experience points that they can use to improve and enhance their character.
How it’s earned...
-Each Adventure should have a singular main goal determined by the GM. This could be anything from “Find a piece of incriminating evidence on the bad guy” or “Defend a traveling caravan from monsters”. Keep it simple and determine the base Experience that each Party Member gets by whether the stated main goal was accomplished or not.
-Unsuccessful Adventures (should be rare) yield 1 Experience Point (Even when we fail, we learn something).
-Successful Adventures (should be common) yield 3 Experience Points. It might have been ugly, and there were some bumps along the way, but the Players accomplished their goal.
-Very Successful Adventures (should be uncommon) yield 5 Experience Points. Not only did the Players get the job done, but they made it look easy.
-The GM can award extra Experience Points (+1 per notable instance) for good ideas, funny moments, small side quests or exceptional roleplaying (Like properly roleplaying their character’s Personality traits). Generally speaking, each Adventure should net each player around 3+ Experience points. Feel free to tweak these numbers if you want your Party to advance quicker.
How it’s spent...
-Improving a Stat by 1 costs 25 Experience Points.
-Gaining training in a Novice Skill costs 5 Experience Points.
-Improving a Novice Skill to an Adept Skill costs 10 Experience Points.
-Improving an Adept Skill to an Expert Skill costs 15 Experience Points.
-Gaining a Basic Edge or improving an existing one to Advanced costs 15 Experience Points.
-Gaining a new Power (if you have the Mysterious Blood Edge) costs 7 Experience Points.
-You may increase your Energy Maximum by 5 by spending 10 Experience Points MINUS your Vigor Stat score (Max Energy limit of 150).
-You may learn how to read/write/speak another language by finding a Tutor fluent in the language and by spending 6 Experience Points MINUS your Smarts Stat score.