As with Level-Based Progress, Adventurers earn Experience Points through Adventuring.
Rather than wait for the next “level” of advancement, the Adventurer may spend Experience Points at any time to improve an Attribute Score, Skill, or Special Effect ability as desired.
Progress | Experience | Weeks Downtime |
---|---|---|
None to -10 | 10 | 1 |
-10 to -9 | 11 | 2 |
-9 to -8 | 12 | 3 |
-8 to -7 | 13 | 4 |
-7 to -6 | 14 | 5 |
-6 to -5 | 15 | 6 |
-5 to -4 | 16 | 7 |
-4 to -3 | 17 | 8 |
-3 to -2 | 18 | 9 |
-2 to -1 | 19 | 10 |
-1 to 0 | 20 | 11 |
0 to +1 | 21 | 12 |
+1 to +2 | 22 | 13 |
+2 to +3 | 23 | 14 |
+3 to +4 | 24 | 15 |
+4 to +5 | 25 | 16 |
+5 to +6 | 26 | 17 |
+6 to +7 | 27 | 18 |
+7 to +8 | 28 | 19 |
+8 to +9 | 29 | 20 |
+9 to +10 | 30 | 21 |
Improvement Cost: Experience Points required to “spend” to gain that tier of progress.
Time Required: Weeks of downtime study, practice, training needed
Monetary Cost: Progress may also require monetary expense for supplies, gear, training fees, and other support.
Example: An Adventurer wants to improve their Strength from +2 to +3.
The improvement would cost 23 experience points, 14 weeks of Strength training and may cost for gym time or to purchase gym equipment.