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Previous Section: [[07 🟡 Character Progression|Character Progression]]
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# Experience Points
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Character growth is expressed in experience points, given out at the end of every session or at GM discretion. Players may spend or save these experience points to increase their character's traits or buy new features and qualities.
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## Gaining Experience
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### Session Experience
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At the end of every session the GM should grant all players an equal number of experience points based on the amount of progress they made towards the campaign goal. This amount of experience is recommended to be between 2 and 10 points. All players gain the same amount of Session Experience
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### Extra Experience
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Characters can gain 2 points of experience by fulfilling any of the following criteria. Characters can only gain experience from **each** criteria once per session.
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- Expressing, supporting, or engaging a major or [[05 🔵 Intimacies|defining intimacy]] in such a way that it reveals something about the character, develops the character's personality, or provides a character moment that everyone at the table enjoys.
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- Being significantly challenged, endangered, or harmed in the course of protecting or upholding a major or [[05 🔵 Intimacies|defining intimacy]].
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- Bein significantly impeded, endangered, or harmed by a flaw.
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- Intentionally ceding the 'spotlight' of a scene to another player's character in such a way that it makes that character shine or directly supporting another character in expressing, supporting, or engaging a major or [[05 🔵 Intimacies|defining intimacy]].
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Characters can also gain 2 points of experience by meeting **one** of the following criteria once per session.
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- Defeating a powerful enemy, defending a vulnerable party member through skill, using combat to directly advance a [[05 🔵 Intimacies|major or defining intimacy]], or using combat to directly protect a[[05 🔵 Intimacies| major or defining intimacy]].
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- Inspiring others to uphold one of your [[05 🔵 Intimacies|major or defining intimacies]] in a significant way, enduring great hardship in the name of a [[05 🔵 Intimacies|major or defining intimacy]], accomplishing a great deed that furthers a [[05 🔵 Intimacies|major or defining intimacy]]. or creating, defending, or advancing the fortunes of some edifice or institution that expresses or furthers a [[05 🔵 Intimacies|major or defining intimacy]].
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- Learning lost or similarly valuable knowledge, learning something that helps advance or protect a [[05 🔵 Intimacies|major or defining intimacies]], or solving a significant problem or crisis through application of knowledge or through education.
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- Removing a major impediment to the character's or party's goals through assassination, blackmail, or other underhanded means, stealing something that directly furthers the character's or party's goals, gaining a significant advantage over a dangerous enemy through infiltration or stealth, upholding or protecting a [[05 🔵 Intimacies|major or defining intimacy]] through "criminal" means.
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- Bringing two or more parties with a meaningful dispute to accords, gaining a noteworthy dispute to accords, gaining a noteworthy advantage for the character or the party through diplomatic means, successfully navigating and thwarting social or geographical obstacles preventing the character or party from achieving a significant goal, exploring a cultural tradition or legal system in furtherance of a [[05 🔵 Intimacies|major or defining intimacy]], bringing someone's [[05 🔵 Intimacies|intimacy]] closer to aligning with those of the character or the party, or inspiring or taking part in the creation or transformation of a social institution.
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The GM always has final say on whether or not the character met any of the criteria and how much experience they gain at the end of the session.
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## Training Times
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While experience points are an abstraction to provide satisfying pacing for advancement and a sense of reward for players, character advancement has to make sense in the context of the story. It doesn't make sense for a character to raise their Dueling skill from a 4 to a 5 if they haven't experienced combat in weeks, even if they have enough experience points to do it.
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The following training times assume characters spend a significant portion of the quoted time working on the trait in question, though they need not do so exclusively -- a character can study to improve Engineering without being chained to a desk all day. Also, many forms of training may potentially benefit multiple traits -- Strength training is also a good reason to raise Athletics. Finally, practical experience also counts as a significant amount of training, however experience requires contemplation and practice to be truly beneficial. Neither training nor experience alone is sufficient for mastery. Treat these training times as a rough guideline rather than absolute quotas. Mentors and similarly skilled trainers should also reduce training times proportionate to their skill at teaching. Likewise, these training times assume the character is balancing training time with getting other things done. A character who retreats from their other duties to pursue nothing but training can raise their traits significantly faster than the times given here.
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| Trait | Training Time |
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| -------------------- | --------------------------- |
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| Attribute | 10 + (new level) months |
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| Skill | 10 + (new level) weeks |
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| Skill Specialization | (new level modifier) months |
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| New Quality | Specified by the quality |
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| New Feature | Specified by the feature |
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# Next Section
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[[09 🟡 Features|Features]]
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