Spending XP

A mis-reading of the rules about how and when to spend XP caused a huge fuck-up in a previous campaign, so here are the correct rules, neatly condensed and explained as clearly as I can.

Basic XP Costs
Improvement Cost Limits
+5% to Main Profile Characteristic 100xp Not greater than starting characteristic + current advance
+1 to Secondary Profile Characteristic 100xp Not greater than starting characteristic + current advance
a Talent 100xp Required by current career. No duplicates, unless specifically stated
Basic training in a Skill 100xp Untrained Skill that current career requires trained
+10% Mastery to a Skill 100xp Trained Skill that current career requires trained
additional +10% Mastery to a Skill 100xp Mastered Skill at +10% that current career requires trained
Enter a new Career 100xp All conditions described below met
Switch to non-exit Basic Career 200xp All conditions described below met
Advance Profiles and Improving Characteristics

Each career comes with a table of advances, listing the main and secondary characteristic increases needed to master a particular career. This is compulsory (i.e. you must purchase the maximum advances before you can change careers AND you may not purchase anything beyond these listed advances).

But the real twist is this: Those advances are compared with your starting characteristics, as you initially rolled them up, plus any permanent increases/decreases from Talents, injuries and the like. It does NOT mean you get to add whatever’s in the advance scheme with every single career.

For example, you start with a WS of 31%. Your first advance scheme says WS +5%, your second says +15% and your third says +10%. All three of those are advances compared with your starting WS of 31%. So in the first career, you spend 100xp to get your WS to 36%. In your second career, you’re aiming for 31% + 15% = 46%, but you’re already at 36%, so you only need to spend 200xp to buy another 10% and get yourself up to 46%. In the third career, you’re aiming for 31% + 10% = 41%, but you’re already over that, at 46%, so you can’t push your WS up at all this career.

Spending XP on Skills and Talents

In addition to the characteristic improvements in the advance scheme, there will be a list of Skills and Talents required for that career. For your starting career, you automatically get all of these (picking between those separated by an “or”), and in later careers you need to buy these individually.

The catch is, if you had a Skill trained in a previous career, it still counts as trained now, so you can ignore it OR you can spend 100xp to become a master of that skill and gain +10% to it. You can only do this twice, to a maximum of +20% to a Skill. (Rarely, a career will insist that you gain skill mastery.)

You also can’t buy a Talent twice, unless the Talent description specifically says so. Talents on your advance scheme that you already have from previous careers can be ignored.

Again, you may not spend XP on Skills or Talents that aren’t in your current career’s advance scheme, unless the GM makes a special exception for some reason.

Starting a New Career

There are two ways of starting a new career: Enter one of the listed career exits for any of the careers you’ve already completed, or start from scratch down a brand new Basic career. These two options require the following:

Option 1 (Follow your listed career exits):

  1. Complete your current career by getting all the characteristic increases, Skills and Talents it demands.
  2. Pick a valid career exit, ensure that your GM approves of this.
  3. GM may require some roleplaying fluff along with all the formal rules stuff, so be sure to give him plenty of warning. (3 or 4 sessions’ warning will be adequate.)
  4. Ensure you have all of the trappings listed with your new career; some adjustments may be negotiated.
  5. Spend 100xp.

Option 2 (Start something new from scratch):

  1. Completing your current career is not necessary! You can abandon it at any time to take this option.
  2. Pick any Basic career, ensure that your GM approves of this.
  3. GM may require some roleplaying fluff along with all the formal rules stuff, so be sure to give him plenty of warning. (3 or 4 sessions’ warning will be adequate.)
  4. Ensure you have all of the trappings listed with your new career; some adjustments may be negotiated.
  5. Spend 200xp.

Spending XP

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