XP Awards and Expenditures
For transparency, and everybody’s reference.
Each of you may edit your own records as you see fit.
Keys
When you hit a Key, you can do one of two things:
❖ Take an experience point (XP)
❖ Add a die to your pool (up to a max of 10)
If you go into danger because of your key, you get 2 XP or 2 pool dice
(or 1 XP and 1 pool die).
When you have accumulated 5 XP, you earn an advance.
You can spend an advance on one of the following:
❖ Add a new Trait (based on something you learned during play or on some past experience that has come to light)
❖ Add a tag to an existing trait
❖ Add a new Key (you can never have the same key twice)
❖ Learn a Secret (if you have the means to)
You can hold on to advances if you want, and spend them at any time, even in the middle of a battle!
Each key also has a buyoff. If the buyoff condition occurs, you have the option of removing the Key and earning two advances.
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This message was last edited by the GM at 10:14, Sun 03 Oct 2021.