Spending XP

After choosing Species, Occupation, Background, and Flaws, spend your remaining XP to customize your character. XP is a universal currency. It buys everything.

These costs apply both during character creation and during advancement between sessions. The only difference is the creation limit on Skills (see below).

XP Costs

PurchaseCost
Train a new Skill (Skill 0)5 XP
Train a new Discipline5 XP
Cross-train a Discipline5 XP (first rank free)
Raise a Skill one rank5 × new rating
Buy a Specialty10 XP
Raise an Ability one point10 × new rating
Feat (in-occupation)5 / 10 / 15 per tier
Feat (out-of-occupation)10 / 20 / 30 per tier
Second Occupation15 XP

Cross-training applies when you already have a discipline under the same base skill. A character trained in Combat: Firearms who wants to learn Combat: Melee pays 5 XP and begins at Skill 1 instead of Skill 0. The shared foundation makes the transition faster. This does not apply when training an entirely new skill.

Skill Costs

FromToCost
UntrainedTrained (Skill 0)5
Skill 0Skill 15
Skill 1Skill 210
Skill 2Skill 315
Skill 3Skill 420
Skill 4Skill 525

Ability Costs

FromToCost
1220
2330
3440
4550

Creation Limits

During character creation, no Skill may be raised above 2. This represents a starting character — competent in their field but not yet a master. Skill 3+ represents years of dedicated practice and should be earned through play.

Abilities are not capped during creation beyond species limits. If your Species allows an Ability of 3 and you can afford the XP, you may start there.

Derived Stats

After spending XP, calculate your derived stats:

  • Defense — higher of Agility or Perception (unless modified by species traits or feats).
  • Wound Capacity — Strength + Will.
  • Willpower Pool — Will + Focus (0 if untrained in Focus). Humans with Intrinsic Will add +1.

Veteran Characters

Not every character is fresh out of training. Sometimes the story calls for a crew of seasoned professionals, a retired officer pulled back into service, or a Freelancer who has been running jobs for twenty years. The Veteran Characters system allows the creation of more experienced starting characters with GM approval.

After completing normal character creation (Species, Occupation, Background, Flaws, and XP spending with the standard creation limits), the GM and player agree on how long the character has been active in their profession. The GM then awards bonus XP based on the following guidelines:

Experience LevelBonus XPDescription
Seasoned+25A few years beyond standard. Knows the ropes.
Veteran+50A decade or more. Reliable, respected, dangerous.
Elite+75The best at what they do. Sought out by name.
Legend+100Decades of experience. Reputation precedes them everywhere.

Bonus XP is spent using the normal XP costs, but the creation limit of Skill 2 does not apply. Veteran characters may raise Skills to 3, 4, or even 5 with their bonus XP. Abilities may also be raised beyond their starting values.

Guidelines for GMsInfo

Veteran characters should be the exception, not the default. A table of Seasoned characters is a slightly more competent crew. A table with one Legend and three Green characters is a recipe for spotlight problems.

The best use of this system is when the entire table agrees on an experience level. "We're all Veteran Freelancers" sets a tone and ensures nobody is dramatically outclassed.

When mixing experience levels at the same table, the higher-level characters should have narrative reasons for not simply solving every problem — their expertise is in a narrow domain, they are past their prime, they have obligations that limit their freedom, or the situation is genuinely outside their experience.

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