As you play the game, your character will increase in prowess and awesomeness. The GM will reward you with Experience Points (sometimes abbreviated as “XP” ) as you advance the story or show your value as a tamer of the ravaged world. You may spend XP to increase your character’s stat and skill levels.

It’s considered good form to spend your XP at the end of the session so the GM has time to collect your updated character data in case it will be needed in subsequent game sessions but there’s no hard rule on when to spend it. Just make sure the GM knows that you’re doing it.

Ramping Up Stats

To increase your stat by one level, spend an amount of XP equal to twice the next level for that stat. Recalculate the Stack Numbers and write the amount of XP spent on your character sheet.

Example:
If you have an Awareness of 3 and would like to raise it to 4, you must have 8 XP _available_ to achieve this. If you do, subtract 8 from the XP available and add as much to the XP spent field on your character sheet. Then write the number 4 down in your character sheet under the Awareness's level box.

You must ramp up your stats one level at a time, paying the XP cost each time. Thus, if you wish to raise your Awareness from 3 to 5, you must first raise it to 4 (costing 8 XP) and then raise it to 5 (costing another 10XP for a total of 14XP to ramp-up two levels).

Stat Ramping For Mooks

If your profession benefits granted you a steed or a familiar, you can also use your own XP to increase that mook’s stats as if those stats were your own.

Ramping Up Skills

To ramp-up your skill will cost an amount of XP equal to the level you wish to raise it to. If you do not have a skill, it’s level is 0 and raising it to level 1 costs 1 XP. Raising it from 1 to 2 costs 2 XP.

Just as with stats, you must raise your skill levels once at a time so the cost of going from completely untrained (level 0) to novice levels (level 2) is 3 XP.

Remember that professions usually offer benefits that may adjust this cost. The adjustment applies each time you wish to increase the skill’s level.

Example:
If you wish to increase your Engineering skill from level 4 to level 5, it would normally cost 5 XP. But if you are an Earthhewn Mechanic, it will only cost 4XP. Raising it again to level 6 costs only 5 XP --- making the total XP cost of going from level 4 to 6 9XP.

Remember that you may only purchase spell skills if you have a benefit that explicitly states that you may.

Advanced Benefits

As your character grows in ability and resources, certain talents and resources become available that weren’t before. Advanced Benefits work similarly to your profession benefits but must be purchased with XP, will have certain requirements that must be met before they may be purchased and they may only be purchased once.

Arcane Awakening

You’ve never noticed it before but you’re suddenly aware of the magical forces that permeate all reality. This epiphany wildly reshapes your view of everything. Things that confounded you now make perfect sense and things that you took for granted seem incredibly alien to you.

Requirement:
Spirit 4+
Cost:
10 XP
Benefit:
You may purchase Magic skills (see Purchasing Spells)

Final Barrage

The pistol, though not endowed with the best terminal ballistics, is a very handy weapon and you’ve come to love the subtle ways that it can be made highly effective on the battlefield.

Requirements:
Grace 6+, Cunning 4+, Tactics 8+
Cost:
15XP or 8XP if you start with the Quick Thought, Quick Shot profession benefit
Benefit:
After you've hit with a pistol, you may pay the TP cost to ready another weapon and immediately make an attack action with it as part of the same Full Action. You may not perform any more attack actions for the rest of the turn.

Beat the Competition

One of the most upsetting things you ever have to put up with is the attempt to out-perform you. Anybody who tries needs to be taught a lesson and you’re going to teach it to them.

Requirement:
Cunning 5+, Tactics 5+
Cost:
15XP or 8XP if you have the Strike First or Die profession benefit
Benefit:
If you successfully secure the top priority during bidding, you may inflict 3 Wounds on the combatant that made the second-highest bid. You choose in the case of a tie.

Blast Lover

There really are very few things in life that are more beautiful than a big, loud, hot, earth-shaking explosion. The more flame and concussive force, the better. Your intimate knowledge of how explosions work is both a source of joy and tactical prowess.

Requirement:
Tactics 5+
Cost:
15XP or 8XP if you have the Blast Mastery profession benefit
Benefit:
Whenever you inflict Mass Damage on a location, gain 1TP plus another 1TP for each combatant that did not use the Clear Out reaction.

Cheater of Death

The injuries that would cripple normal people are mostly just annoying to you. You’ve learned to put up with the brutality of life and don’t think twice about it.

Requirements:
Endurance 5+, Tactics 5+
Cost:
15XP or 8XP if you have the Omnipresent Death profession benefit
Benefit:
When calculating your Wounds Threshold (ref Wounds Threshold Score), the total is five times your Endurance stacks count instead of four.

Driven by Justice

You can not be stopped because you know your cause is just. Your foes will eventually get accustomed to being controlled by their betters and they should be thankful that, for now, the controller is you.

Requirements:
Cunning 4+, Resolve 3+, Tactics 5+
Cost:
15XP or 8XP if you have the Justice Prevails profession benefit
Benefit:
Your melee attacks have +1 Precision when targeting a combatant with fewer TP's than you have.

Enter At Your Peril

It may have been defending your home against The Fouled or defending your company against bandits but you’ve learned to stand your ground and make anybody suffer for getting near you. Your presence is always strategically significant.

Requirements:
Cunning 5+, Tactics 5+
Cost:
15XP or 8XP if you have the Stand Firm profession benefit
Benefit:
As a simple action, if you occupy no location, you may spend 1TP to create a location that you now occupy. Any combatants may, with your consent, enter this location immediately as it's created by paying the usual TP cost. If you leave this location or if it is occupied by only you, this location ceases to exist. All melee weapons here have +0/+1.

Infiltrator’s Craft

It’s a terrible idea to turn one’s back on you. Unfortunately for them, those that make this mistake never live to learn from it. You are the next level of sneaky git and people fear you far less than they should.

Requirements:
Grace 5+, Guile 5+
Cost:
15XP or 8XP if you have the Unseen Shadows profession benefit
Benefit:
Whenever you enter a location, you may inflict wounds on a local combatant equal to the number of TP's you spent to enter the location or 5 Wounds if you spent 1TP.

The Might of Precision

Your hands are steady and your focus keen. You’re able to ignore all the distractions of the world and keep your eyes on target. When you unleash your attack, it lands true and yields profound effect.

Requirements:
Grace 4+, Tactics 5+
Cost:
15XP or 8XP if you have the Shot Placement profession benefit
Benefit:
If you hit a combatant and your attack roll beats the target's Evasion by 5 or more points, the hit inflicts extra wounds equal to the number of Power stack numbers you have.

The Rod of Your Destruction

Your every attack, whether it hits or not, will give you an advantage; helping you control the tempo and movement of the fight. You have mastered the art of turning all movement to your advantage while using a polearm weapon.

Requirements:
Grace 5+, Tactics 5+
Cost:
15XP or 8XP if you have the Relentless Predator profession benefit
Benefit:
If you miss with an attack that rolled with the Polearms skill, gain TP's equal to your weapon's Second Intention Damage rating.

Sanguine Control

It amuses you when your enemies assume that running away would do them any good. It’s a common instinct that doesn’t pan out nearly as well as they would hope. It makes your job much easier.

Requirements:
Power 5+, Cunning 4+, Tactics 5+
Cost:
15XP or 8XP if you have the Summit's Freedom profession benefit
Benefit:
After you inflict wounds during another combatant's turn, gain 1TP

Sea Dog’s Beating

When fighting merfolk, sailors found their enemies diving into the water to escape gun fire then climbing back aboard while the guns were reloading. Sailors had to learn to deal as much punishment as they could in the moments just before the enemy hopped out of sight.

Requirements:
Cunning 5+, Seamanship 5+
Cost:
15XP or 8XP if you have the Fight Dirty profession benefit
Benefit:
As a simple action, spend 1TP and select a combatant in a location. For the rest of the turn, profession benefits may affect that combatant as if he or she occupied the original location even after moving somewhere else.

Shake Their Resolve

You’re an unnaturally smooth talker. Some would say it’s freaky how effective you are at convincing people that violence really is not the answer to their problems. Or maybe you’re just really good at saying terrible things about peoples' mothers.

Requirements:
Awareness 4+, Tactics 5+
Cost:
15XP or 8XP if you have the Beacon of Hope profession benefit
Benefit:
When a local combatant is attacking with a weapon skill lower than your Diplomacy skill, the target of the attack may gain +1 Damage Reduction for the rest of the action.

Shield of Searing, Hot Lead

As somebody who respects the sanctity of life, you’ve come to understand that the best defense is a sure offense. You can draw a pistol in the off hand, shoot it and return it to the holster faster than most people could blink.

Requirements:
Cunning 4+, Tactics 5+, Marksmanship 5+
Cost:
10XP or 4XP if you have the Shield of Compassion profession benefit
Benefit:
When you use the Intercept (ref Intercept) reaction and you have a pistol in your inventory, the attacker suffers wounds equal to your pistol's Second Intention Damage rating even if that pistol is not readied. If the attacker continues the attack, inflict the same wounds on the attacker again.

Stand Still, Filthy Coward!

It’s amusing to you when people try to run from the concussive force of your grenades.

Requirements:
Grace 3+, Tactics 5+, Archery 4+
Cost:
10XP or 5XP if you have the Explosive Fury profession benefit
Benefit:
Anybody who uses the Clear Out reaction on your turn suffers 1 Stun or 2 Wounds if they have no TP.

Superior Maneuvers

The ebb and flow of the battlefield is as natural to you as breathing. It is almost frightening how aptly you maneuver chaotic situations.

Requirements:
Tactics 10+
Cost:
15XP
Benefit:
If you have at least 4TP, you may spend all your Tactical Points as a Simple Action to reduce the TP cost to enter a location to zero for the rest of the turn.

Waves of Lead

Lots of folks like to imagine themselves as having a keen tactical mind capable of executing complex maneuvers on the battlefield to defeat their enemies in some fancy way. You’ve noticed these die just as quickly as everybody else when their bodies are stuffed full of lead, arrows or crossbow bolts.

Requirements:
Resolve 4+, Endurance 4+, Tactics 5+
Cost:
15XP or 8XP if you have the Torrent of Lead profession benefit
Benefit:
When you hit with a Ranged Attack and the target has fewer Tactical Points than you do, inflict a Stun and an extra Wound with the hit.

You’ll Regret That

To the novice, every movement on the battlefield is a threat. To you, every person’s attack is just the creation of a vulnerability. You know how to harshly punish people for not executing their maneuvers with utter precision.

Requirements:
Cunning 5+, Tactics 5+
Cost:
15XP or 8XP if you have the You Have My Spear profession benefit
Benefit:
As a reaction when a local combatant has been attacked and missed, the attacker suffers Wounds equal to your weapon's Second Intention Damage rating. If you're wielding a spear, increase those Wounds by your second-best Power stack number.