Leveling Up
To level up, spend EXP equal to {Next Level + 5}. For example, advancing to level 4 costs 9 EXP (4 + 5). After leveling up, apply the rewards for the new level.
When a PC levels up, apply the rewards for the new level:
- Add +1 to two separate skills.
- On even levels, gain +1 Perk.
- On odd levels: gain 1 Essence upgrade: Mana, Minor Chamber, Major Chamber, or Circuit.
Skill increases must stay within the skill's level cap of {Level / 2}, minimum of 1.
- Starting skill ranks can exceed the level cap, but cannot be raised again until the character's level cap catches up.
Perks and Essence follow normal limits:
- Each Perk can only be taken once.
- Major Chambers cannot exceed Minor Chambers.
- Minor Chambers cannot exceed Mana.
Skill level caps default to {Level / 2}, rounded down, minimum of 1.
- e.g. levels 1 to 3 are capped at 1.
- e.g. levels 4 to 5 are capped at 2.
- e.g. levels 6 to 7 are capped at 3.
Session Experience
After each session, players gain experience based on the type of session:
- 2 EXP for casual sessions: standard sessions that don't stand out or didn't make major progress.
- 3 EXP for excellent sessions: significant progress was made or it was very memorable.
- 4 EXP for milestone sessions: the party achieved a long-standing objective.
Bonus experience is then granted for:
- +1 EXP for party cohesion: The PCs worked together without inciting party tensions or conflicts.
- +1 EXP for long sessions; e.g. 5 hours or longer.
- +1 EXP for special contributions, at GM discretion.