XP is claimed, not handed out. At the end of the session you name a row, name a number, and make the case for it. The GM can move the number either way. Everything below is one chart and the rules for arguing with it.
Paths
When you gain a level you may declare a path: one row you intend to chase. Name a secondary as well if you want one. Both are locked until your next level-up, so declare for the campaign you expect, not the session you just had.
×3Your path. Everything you claim in that row pays triple.
×1Your secondary path, if you named one. Pays as written.
×0Every other row. Do the thing anyway if it needs doing. It earns you nothing.
GeneralistDeclare nothing. Every row pays as written and nothing triples.
Showing up and your roles are never paths. Both pay in full whatever you declared, so a session that ignores your path still pays for turning up and for the week's work.
Tripled XP counts against the session cap of 30. A specialist reaches the ceiling on a good night, and what is over the line buys Light and Dark Points rather than levels.
Declare Combat, then spend the night in a courtroom, and you earn almost nothing. You cannot re-declare until you level.
The Session Chart
Find the row that covers what you did, then read across to how far you took it. That number is your claim.
Track
1 – 2PresenceYou did it at all
3 – 4CompetenceYou did it properly
5 – 6ImpactThe outcome changed
7 – 8ExcellenceAgainst the odds
9 – 10StandoutNobody did it better tonight
⚔ Combat
You were in the fight and you acted.
⚔ Combat1 – 2 Presence
Rolled initiative and took a swing every round
Landed a hit that actually connected
Threw a cantrip instead of holding your action
Moved into range when everyone else hung back
Closed with something instead of shooting from the back
Took a shot at the thing nobody else could reach
Held a door long enough for the others to form up
Stayed in melee instead of disengaging on round one
Called an enemy's position out for the party
Spent your whole turn on the fight, not on the loot
You held the line, or took the hits meant for someone else.
⚔ Combat3 – 4 Competence
Stood between the casters and everything that wanted them
Grappled the thing chasing the wounded ally
Ate three attacks so the healer never had to move
Kept a flanker busy for the whole fight
Held a chokepoint alone while the party repositioned
Raised a shield over a downed ally and did not move
Took the reaction hit rather than let it reach the back line
Baited a breath weapon away from the group
Tanked the boss four rounds without dropping
Blocked the corridor so nothing got behind the line
You broke the enemy, or reversed a fight that was going badly.
⚔ Combat5 – 6 Impact
Dropped the caster before their second spell landed
Counterspelled the thing that would have ended the fight
Killed the commander and the rest broke
Turned a rout into a win with one action
Shattered the formation so the party could pick them apart
Ended the ritual on the round before it finished
Broke their morale — they fled instead of finishing you
Dispelled the effect that was killing the party
Landed the critical that took the boss out of the fight
Cut the reinforcements off before they joined
You won outnumbered, underleveled, or on the enemy's ground.
⚔ Combat7 – 8 Excellence
Won a fight two levels above the party
Beat six of them with three of you
Fought on their ground, in their light, and still took it
Won with no spell slots and no potions left
Took the win with three of the party already down
Beat something immune to everything the party specialises in
Won a boarding action against a larger crew
Took a fortified position with no siege support
Won after the ambush went entirely their way
Beat a creature the party had no counter for on paper
Barely survived. Dying or broken at the end, and it still went your way.
⚔ Combat9 – 10 Standout
Ended the fight at zero and stabilised on the last roll
Failed two death saves and the party still won
Won it and carry a permanent wound for it
Took the kill on the same round you dropped
Survived on one hit point with nothing left to spend
Won and lost your weapon, your mount and your cloak doing it
Went down twice and got up twice
The enemy died with their hands still on you
Won a fight the GM built for the party to run from
Everyone lived, barely, and it was your call that did it
🧩 Cunning
You asked the question that opened the problem up.
🧩 Cunning1 – 2 Presence
Asked who benefits from this going wrong
Asked what the room was for before touching anything
Noticed the guard rotation was ten minutes off
Asked the price before agreeing to the job
Wondered aloud why the door was locked from the inside
Asked what the client was not telling you
Checked whether the seal matched the house it claimed
Asked who else had been hired for this
Noticed the ledger did not add up
Asked what happens if you simply do not pay
Right tool, right skill, right approach.
🧩 Cunning3 – 4 Competence
Picked the lock instead of breaking the door
Used the right skill and rolled well enough
Brought the tool kit you knew the job needed
Read the contract before signing it
Disabled the trap by the method it was built to resist
Used a spell for exactly what it was written for
Bribed the person whose price you already knew
Forged the document with the correct seal
Took the mundane route and it worked first time
Asked the expert instead of guessing
A creative solution worked, or you moved someone who was not going to move.
🧩 Cunning5 – 6 Impact
Solved it with a spell nobody uses that way
Turned a hostile guard into an informant
Used the environment instead of your character sheet
Got a flat refusal reversed inside one conversation
Talked a price down by half with a true thing
Repurposed loot as the answer to the puzzle
Made the enemy's own protocol work against them
Convinced someone to act against their employer
Solved a locked-room problem without opening the door
Found a legal route through something everyone assumed was force-only
You exploited the weakness, or talked down a fight that should have happened.
🧩 Cunning7 – 8 Excellence
Found the flaw in the ward and used it
Talked down an ambush before initiative was rolled
Used a faction's own rules to win the argument
Found the one lie that unravelled the whole cover story
Stopped a duel that both sides wanted
Used a rival's pride to make them stand down
Turned the trap on the people who set it
Got a hostile captain to stand off mid-boarding
Exploited a scheduling gap nobody had noticed
Won a hearing you were not supposed to be allowed to speak at
The problem dissolved, or you got it in writing before witnesses.
🧩 Cunning9 – 10 Standout
The encounter the GM prepared never happened
Got the concession signed in front of a full court
Made the enemy solve your problem for you
Got a public commitment nobody can quietly walk back
The obstacle was an ally by the end of the scene
Got a writ, seal or charter with your name on it
Talked a faction out of a war it had already declared
Turned the whole job into somebody else's obligation
Left with what you came for and nobody against you
Got it on the record in front of people who count
🧭 Discovery
You scouted, or asked after the history of something.
🧭 Discovery1 – 2 Presence
Went first into the dark
Asked who built the ruin before walking into it
Climbed for a look at what was ahead
Checked the map against what you could actually see
Asked a local what the place used to be
Read the inscription instead of walking past it
Scouted the perimeter before the party committed
Asked how old the wreck was
Looked behind the thing everyone else looked at
Noted the maker's mark on a piece of salvage
You found the way through, or the fact the party needed.
🧭 Discovery3 – 4 Competence
Navigated the route without losing a day
Found the safe crossing on the third try
Recovered the name the party needed to get in
Mapped the level so the party could find its way out
Found the creature's weakness in a book
Plotted a void course that avoided the patrol
Got the schedule the whole job depended on
Found the entrance nobody else could find
Read the weather well enough to move at the right hour
Identified the substance before anyone touched it
A new place on the map, or lore no single source held.
🧭 Discovery5 – 6 Impact
Put a location on the map that was not on it
Cross-referenced two accounts into one real answer
Found a settlement nobody had recorded
Reconstructed a route from three partial charts
Found the wreck and got aboard it
Pieced a name out of two incomplete registers
Found the chamber under the chamber
Worked out what a device was for from its wear
Located the source of a river everyone had mapped wrong
Spotted one faction's hand across unrelated sites
A secret someone meant to stay lost, or a sealed record.
🧭 Discovery7 – 8 Excellence
Opened a vault that had been warded shut
Read a record that had been sealed by order
Found the name struck from the archive
Recovered a document somebody had paid to bury
Broke a cipher meant to outlive its writers
Found the level the plans denied existed
Recovered testimony that had been suppressed
Got into a private library and came out with something
Found the burial nobody was meant to find
Uncovered a faction's real founding, not the published one
What the world forgot. How a 6th Era device was made; why an era ended.
🧭 Discovery9 – 10 Standout
Learned how a 6th Era device was actually made
Recovered the true name of something long dead
Found out why an era ended
Recovered a lost technique in working form
Learned a dead language well enough to use it
Found the original text a whole tradition misread
Located something the setting files as myth
Learned the method, not just an account of the method
Uncovered what the Collapse was meant to prevent
Recovered knowledge no one else alive holds
🎭 Character
You held the character — voice, manner, point of view.
🎭 Character1 – 2 Presence
Stayed in voice through a whole scene
Answered as your character, not as the player
Kept a mannerism up without being reminded
Reacted the way your character would, not the optimal way
Described what your character noticed, in their words
Held the accent through a tense negotiation
Kept your opinion of an NPC consistent with last session
Ate, drank, prayed or slept the way your character does
Used your character's vocabulary, not your own
Stayed in character while losing an argument
You acted on a bond, belief, or relationship on your sheet.
🎭 Character3 – 4 Competence
Went out of your way for a bond written on your sheet
Deferred to the person your character actually respects
Kept a promise made three sessions ago
Refused a job on principle
Spent coin on something only your character cares about
Wrote to the person your background names
Took the long road because of a debt
Defended your faith when nobody asked you to
Chose an ally's safety over the objective, in character
Argued for what your character believes and lost
You acted on a flaw or anathema when it was against your interest.
🎭 Character5 – 6 Impact
Told the truth when a lie was free
Let pride cost you the better deal
Refused to leave, and it hurt
Broke cover because your character could not stay quiet
Took the bait you knew was bait
Gave up the advantage rather than break your code
Drank, gambled or spent when you needed the coin
Attacked what you swore to attack, at the worst moment
Trusted the person your flaw makes you trust
Refused healing because of who was offering it
You put your code above the party's plan and lived with it.
🎭 Character7 – 8 Excellence
Said no to the party plan, out loud, and held it
Warned the target because the plan was dishonourable
Took the blame in front of everyone
Refused an order from someone you owe
Let a mark go and told the party why
Turned in an ally who had crossed a line
Kept a vow that cost the party the score
Broke with a faction you had served for years
Stood down mid-fight because the fight was wrong
Told the truth to the person the party was deceiving
It cost you. Something is gone off your sheet and you chose it.
🎭 Character9 – 10 Standout
Broke a vow and lost what it granted
Gave up a title, a rank, or a name
Lost a patron by refusing them
Renounced a faith and took the consequence
Burned a relationship that was written on your sheet
Gave away the item your character was defined by
Lost standing with a faction by choice
Abandoned the goal your character was built around
Chose exile rather than comply
Took a permanent wound, mark or curse deliberately
🤝 Teamwork
You set up an ally in time for them to use it.
🤝 Teamwork1 – 2 Presence
Aided a check that mattered
Set up a flank and said so out loud
Buffed the right person before the right turn
Passed the information across before the round ended
Opened the door someone else needed open
Held your action so an ally could go first
Marked the target the striker could use
Handed over the item another player needed
Made space so the melee could get in
Called the enemy's weakness out to the table
You planned with the table and the plan held.
🤝 Teamwork3 – 4 Competence
Made a plan at the table and it survived contact
Assigned roles before the door opened
Agreed a signal and everyone used it
Set a fallback and it was there when it was needed
Timed two characters' turns to land together
Scouted, reported, and the party acted on it
Rehearsed the cover so nobody contradicted anybody
Split the party deliberately and it worked
Called the retreat before it became a rout
Coordinated spell and steel so neither was wasted
You kept someone standing, or brought them back.
🤝 Teamwork5 – 6 Impact
Healed someone up off the floor mid-fight
Reached a downed ally through a threatened square
Stabilised someone on their last death save
Broke a grapple that was killing another character
Pulled the aggro off someone who could not survive it
Dispelled the effect that was going to kill an ally
Dragged an unconscious character out of the area
Gave up your action to save someone else's turn
Cured the condition nobody else could touch
Got everyone out alive when one of them should not have been
You gave up your moment so someone else could have theirs.
🤝 Teamwork7 – 8 Excellence
Passed the killing blow to the player whose arc it was
Stayed quiet so another character could lead the scene
Handed over the item you wanted to whoever needed it
Let someone else take the credit publicly
Set up a combination where all the glory was theirs
Spent your slot enabling their plan instead of yours
Took the boring job so someone else got the good one
Argued for another character's goal over your own
Stepped back from a rivalry you were winning
Gave the newer player the spotlight and backed them up
You held the party together when it was coming apart.
🤝 Teamwork9 – 10 Standout
Stopped a party split that would have ended the campaign
Brokered peace between two characters at each other's throats
Held the group together after a character died
Kept everyone at the table when a session went badly
Found the compromise nobody else could see
Took a side you did not believe in to keep the group whole
Talked a character out of walking away for good
Absorbed the blame to stop the party turning on itself
Rebuilt trust after a betrayal inside the party
Kept the party functioning while its leader was gone
🎯 Progress
You moved the needle on something the party is chasing.
🎯 Progress1 – 2 Presence
Got one step closer to a stated goal
Found a lead worth following
Crossed a name off the list
Got one of the three pieces you need
Made contact with somebody who can help
Recovered one of the items the job requires
Confirmed a rumour was true
Got the party from the wrong city to the right one
Narrowed the search from ten places to two
Made a delivery that was actually owed
You completed an objective.
🎯 Progress3 – 4 Competence
Finished the job you were hired for
Delivered the cargo intact and on time
Cleared the site as contracted
Got the target out alive
Retrieved the item and handed it over
Escorted the caravan the whole way
Closed the contract and got paid
Finished the survey you were sent to do
Got the message where it was going
Completed the ritual you set out to complete
You resolved a problem the party had carried for sessions.
🎯 Progress5 – 6 Impact
Closed a thread that had been open for months
Killed the thing that had been hunting the party
Cleared the debt that had been driving every job
Cured an affliction someone had carried since level two
Answered the question the campaign opened with
Broke the siege that had shaped the whole arc
Found the missing person the party had been chasing
Settled a feud the party had been caught inside
Removed the curse the party had been working around
Ended the shortage that had been squeezing the region
You changed the map, the standings, or the balance of power.
🎯 Progress7 – 8 Excellence
Put a faction in charge that was not in charge before
Redrew a border
Broke a monopoly
Opened a trade route that moves prices
Toppled somebody who had been untouchable
Made a neutral faction pick a side
Cut off a supply the enemy depended on
Founded a settlement that goes on the map
Shut a station, port or route down for good
Made two enemies into allies against you
Finished, plus something extra nobody had budgeted for.
🎯 Progress9 – 10 Standout
Completed the job and kept what you were meant to hand over
Finished it and came out with an ally you did not have
Got paid twice for the same work, legitimately
Closed the contract and walked away with leverage on the client
Finished early and took a second job in the same window
Got the objective and intelligence nobody had asked for
Completed it without spending the resource everyone had budgeted
Finished it and took the rival's contract as well
Delivered, and secured a standing arrangement
Got the outcome plus a claim on whatever comes next
📈 Long Game
You named the project, or kept the books in order.
📈 Long Game1 – 2 Presence
Told the table what you are building toward
Wrote down what the project needs and what it costs
Balanced your books at the end of the session
Renewed a licence, a permit or a berth
Maintained the kit, the ship or the shop
Filed the paperwork the holding requires
Set the plan out so the party can hold you to it
Checked in on the thing you own
Named a price you are working toward
Kept a ledger anyone at the table can read
You paid in — coin, time, materials, upkeep, a favour spent.
📈 Long Game3 – 4 Competence
Put coin in with no return this session
Paid wages when it would have been easier not to
Spent downtime on the project instead of on yourself
Bought materials at a bad price because you needed them now
Called in a favour to move the project along
Covered the rent out of your own share
Hired somebody and paid them properly
Spent a session's earnings on the build
Took a loan you actually intend to service
Gave up loot to fund the thing
A milestone landed, or it returned something for the first time.
📈 Long Game5 – 6 Impact
Finished a stage of the build
Took the first payment out of the venture
Opened the doors for the first time
Shipped the first cargo on your own account
Got your first crew member who stays unpaid
Completed the prototype and it works
Registered the enterprise with somebody who matters
Made the first sale
Got the first contract in your own name
The thing produced something the party then used
You defended it from a rival, or it now pays for itself.
📈 Long Game7 – 8 Excellence
Somebody moved on your holding and you still hold it
Income now covers upkeep without your coin
Beat a rival's undercut and kept the customers
Survived a legal challenge to your claim
Kept the crew when somebody tried to buy them
Weathered a season that closed your competitors
Broke an attempt to squeeze your supply
Defended the premises and traded again the next day
Got the protection arrangement at a price you can pay
Turned a hostile inspection into a clean record
It paid out at the scale you promised when you started it.
📈 Long Game9 – 10 Standout
The scheme paid the number you named when you started
Sold the venture for many times what you put in
The route you built is now the route everyone uses
Your holding funds the party's next operation outright
Compounded the profit into a second thing that also runs
Cornered the supply you spent sessions positioning for
Got the charter, monopoly or seat you were building toward
Turned the enterprise into leverage over a faction
The long con landed exactly as designed
Retired the debt and kept the asset
Every box has ten worked examples behind it. Hover one, or tap it on a phone.
Scroll the chart sideways to see every column.
Two numbers per column. Take the lower one. Take the higher when it cost you something you had: resources spent, real risk run, a line struck off your sheet.
One claim per row, per session. Pitch your best moment in that row. The rest of them are worth nothing.
Judged on tonight. If you cannot point at it before the session ends, it does not count. No row asks what it will be worth in ten sessions.
Showing Up
What the evening was worth. It sits outside the chart, runs 1 to 5, and everybody claims it.
1You showed up and played.
2You were involved throughout.
3Something went the way it went because of you.
4That happened more than once, in different kinds of scene.
5MVP. Ask the table who carried it and your name comes up.
A 1 is automatic. Turn up and you earn something.
Between Sessions
The work the table runs on, done in the week between games. Each role you hold pays 1 to 5 XP by tier. Hold several and each one pays separately.
Role
XP
What earns it
🛠 Hero Forge Designer
5
Per Hero Forge updated between sessions, where the update is something notable or significant in the design.
Minor tweaks — 1 XP
📦 Resource Tracker
5
The whole party's resources tracked and current. Food and supplies count, so Food Keeper lives here.
Your own resources only — 1 XP
🕰 Timeline Keeper
5
Five or more notes added on the Timeline page. That is the bar for the full award.
Under five — 1 XP per note
📝 Session Recapper
2
The session written up and shared before the next one.
🎖 Group Lead
3
Every other role delivered before the session starts. Chasing the people who owe work is the job.
One role missing and Group Lead pays nothing
Claimed once per session, for the work done since the last one, pitched like anything else.
Roles sit outside the chart. A path neither triples them nor kills them.
Role XP counts against the session cap like every other source.
The Pitch
1 · Row
Name the row you are claiming. One pitch, one row.
2 · Number
Say the number out loud. Do not make the GM pick it for you.
3 · Case
Two sentences: what you did, and why it clears that column.
4 · Ruling
The GM confirms it or moves it. They move it up about as often as down.
"Combat, 7. We were two levels under the encounter and down a body from round one, and I dropped the caster before the second wave landed."
The Rest of the Rules
Max XP per session = 30, all sources included, at every level. What you claim past it is not lost — see Overflow.
One event, one row. If a moment fits two rows, you pick which.
It has to have mattered. If nothing was at stake and nothing changed, there is no claim in it.
The 9–10 column is reachable. It means nobody did that better tonight, not that the campaign turned on it. Somebody should be going for it most weeks.
A natural 20 on a significant check is +1 XP off-chart, at the GM's discretion.
Overflow
XP you claim above the session cap does not disappear. Every 3 XP past 30 buys 1 point on the Light & Dark track, to a limit of 3 points a session. Round down. You take the points at the start of your next session and choose Light or Dark as you spend each one.
Claim 40 against a cap of 30 and you are 10 over, which is 3 points. Claim 32 and you are 2 over, which is nothing. The limit binds before the arithmetic does: 60 claimed is 30 over, and it still buys 3.
The cap decides how fast you level. The chart decides what else you walk out with.
Level Progression
Every level costs the same 90 XP, and the cap is flat at 30. Claim the cap and a level takes 3 sessions — at 2nd and at 19th alike. What you bank is what you claimed.
Level
XP to Reach
XP Total
1
—
0
2
90
90
3
90
180
4
90
270
5
90
360
6
90
450
7
90
540
8
90
630
9
90
720
10
90
810
11
90
900
12
90
990
13
90
1080
14
90
1170
15
90
1260
16
90
1350
17
90
1440
18
90
1530
19
90
1620
20
90
1710
Converting a Character You Already Play
Keep your level. Convert only your progress toward the next one. Work out how far along you were as a fraction of the old price, and take that same fraction of 90.
Say you are 8th level with 90 XP banked of the 240 the old table asked for. You were 37.5% of the way, so you start again on 34 XP of 90. Round up on anything fractional.
Leave your lifetime XP total alone. It is a record of prices that no longer apply, and converting it would hand you levels you did not play for — 1,980 XP at 12th level reads as 23rd against a flat 90. Nobody's level changes. Start the new count from your current one.
The whole table converts in the same session. Convert first, play second, and claim that night under the new cap.
A new or replacement character starts at party level with 0 XP toward the next.
At 3rd level nothing moves at all. The old price of the next level was 90 and the new one is 90.
Changed 2026-08-08. Delete this block once every character has converted.