Rather than using general level numbers to determine what can be done by a character, skills are determined exclusively by the selected qualities a character has, and each individual quality can level up. Increasing a quality’s level improves not only the success rates of attempts to use a quality, but also the abilities that the quality affords. In addition to these levels, Experience Points also help to improve your character. The more Experience Points you get, the stronger and more varied your character becomes.
Experience Points are a reflection of your character’s growth. You can earn Experience Points from doing things that result in learning experiences for your character. Every time you reach 100 Experience Points, you have a choice to either increase an existing quality’s level by 1 or add a new quality at level 1. If you create a new quality for your character, you are free to create anything you desire, following the Character Creation rules. After increasing or creating a Quality, reduce your Experience Points to 0.
You can only earn Experience Points when performing a Check roll, because that is when your character is using the quality as normal, which can lead to growth and learning. Contest rolls are excluded because that is an attempt to put your quality to the test against another living thing. (Also, it’s much easier to fail a Contest roll, which would lead to gaining too much Experience too quickly.)
Your character earns Experience Points for each failure-level (2 or 1) die rolled for a Check roll according to the Success Scale. Only the dice themselves matter for this, not the result of the roll. For example, if you roll 3D6 and get 2, 5, and 4, your roll is successful, but you earn 1 Experience Point because one of the dice you rolled was a failure.
Additionally, your GM may reward Experience Points for doing difficult things. Whether you successfully get your character through a dangerous situation or you insult a world leader and get into trouble, your character earns valuable experience from doing these things and can work toward improving themselves.
In contrast to general Experience, Learning Experiences for a quality are only earned based on the result of the Check roll rather than on the dice rolled.
Badly failing an attempt when using a quality gives your character a Learning Experience: whenever your Check roll results in a Negative Impact, add 1 Learning Experience to the main quality you were using to roll the Check. Note: you only receive 1 Learning Experience no matter how many dice you rolled for the Check. When you get 10 Learning Experiences on a given quality, that quality is immediately increased by 1 level to reflect that your character is learning how to use that skill better, and the Learning Experiences for that quality are reduced back to 0.
Each quality’s level can increase to a maximum 10. When a quality reaches level 10, it cannot be increased again—you must focus on other qualities instead, but your character can still earn Learning Experiences for that quality. When a given quality has reached level 10 and all 10 Learning Experiences are filled in, your character is considered to have Mastery in that quality. No further growth can be made on that quality.
Note: you can roll additional D6’s for doubles rolled even after you roll the 10 max.
Your character achieves mastery in a quality when the quality has reached level 10 and all 10 Learning Experiences for the quality are filled. When your character has mastery in a quality, that allows them to change the value of any 1 die they roll using that quality for both Check and Contest rolls. If you want to change a die from a Failure to a Positive Impact, you can do that! Or, if you want to change the die’s value to that of another die to get a double, you can do that, too! After you roll, just announce your change to the GM.