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.

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

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

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.

LevelXP to ReachXP Total
10
29090
390180
490270
590360
690450
790540
890630
990720
1090810
1190900
1290990
13901080
14901170
15901260
16901350
17901440
18901530
19901620
20901710

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.

Changed 2026-08-08. Delete this block once every character has converted.