As noted in the Classes chapter, when a PC levels up they gain **+1 to an attribute** of their choice (excluding *Luck* and Init, up to max 16), more **hit points**, and other benefits as outlined in the **Class Attack Bonus & Abilities** tables. ToA offers three ways to advance PCs: **Experience Points, Session Advance,** and **Downtime Level Up.** The GM decides which option(s) to use. ## Experience Points The Experience Points method, also known as “XP,” requires adventurers to gain a certain number of XP before they progress to the next level. ### XP Per Level | Level | XP to Reach | |-------|-------------| | 1st | 0 XP | | 2nd | 10 XP | | 3rd | 25 XP | | 4th | 60 XP | | 5th | 125 XP | | 6th | 255 XP | | 7th | 400 XP | | 8th | 550 XP | | 9th | 800 XP | To earn XP, PCs must engage in that time-honored profession known as “adventuring,” broken down into **Exploration, Combat, Loot, Social,** and **Bonus XP.** Some example rewards are outlined below. GMs are encouraged to limit the categories that apply to their campaign to promote the kind of gameplay they prefer. The GM decides if XP awards are made to individual PCs or the whole party on a case-by-case basis. If only using one or two XP categories, you might consider doubling the suggested rewards. ToA was playtested using three categories, plus the occasional Bonus XP reward. > #### Designer’s Thoughts > When a PC dies, starting again at 1st level can be daunting. The XP tables, however, are designed to ensure low-level PCs quickly catch up to high-level allies to restore party balance. For example, a 5th level party (125 XP) needs 130 XP to advance to 6th level (255 XP). A 1st level PC that gains 130 XP over this period will reach 5th level as the party hits 6th. ### Loot | XP | Criteria | | ------ | --------------------------------------------------------------------------------------------- | | 1 XP | • Obtain *Carry Loot B*, a *Trinket or Curio, Valuables A,* or harvest a useful monster part. | | 2 XP | • Obtain *Valuables B, Minor Charm, Scroll, Potion,* or harvest a valuable monster part. | | 3 XP | • Obtain a Major Magical Item or a Spellbook. | | Varies | • *Lair Treasure* grants a base 2 XP + individual treasure item XP awards. | --- ### Combat | XP | Criteria | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | 0 XP | • Defeat insignificant foes. | | 1 XP | • Defeat significant foes.<br><br>• Save a PC, ally, or innocent from severe injury or death.<br><br>• Successfully retreat from a losing battle. | | 2 XP | • Defeat difficult foes. | | 3 XP | • Defeat very difficult or particularly dangerous foes. | | 5+ XP | • Defeat extremely dangerous foes. | --- ### Exploration | XP | Criteria | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 XP | • Explore several hexes of untamed, dangerous wilds (GM determines how many hexes).<br><br>• Discover a new ruin, dungeon, significant lair, or other major point of interest.<br><br>• Explore a new level of a ruin, dungeon, dangerous city district, or other adventure site.<br><br>• Interact with mysterious dungeon components like levers, buttons, etc. | | 2 XP | • Discover lost or forgotten lore, or learn an important clue.<br><br>• Discover a secret door (2 xp if an adventurer opens it).<br><br>• Detect a trap before it goes off (3 xp if an adventurer disarms and/or repurposes the trap).<br><br>• Solve a riddle or puzzle. | | 3+ XP | • Explore 90% of an adventure site. | --- ### Social | XP | Criteria | | ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0 XP | • Make a new contact of minimal influence or power. | | 1 XP | • Influence one or more NPCs for an important purpose.<br><br>• Perform an impressive deed in jaw dropping style, or bust out a great one liner (GM may limit).<br><br>• Play out a Madness, Addiction, etc your PC has (GM may limit).<br><br>• Strengthen bonds with a PC or NPC (GM may limit). | | 2 XP | • Make a new contact of significant power or influence them for an important purpose. | | 3+ XP | • Make a new contact of great power, influence them for an important purpose.<br><br>• Earn a new henchman. | --- ### Bonus XP In addition to the above XP awards, individual adventures might grant bonus XP for completing particular objectives, reaching milestones, etc. ### Hirelings & Pets If the PCs make use of hirelings, parties larger than seven members (or other number as the referee decides) incur a -1 XP penalty for each additional member (applied to total XP for the adventure, not individual XP awards). Non-combatant hirelings count as half members. Ranger beasts, dogs, birds of prey, warhorses, and other fighting animals count as full members. Monstrous pets count as two members. ## Downtime Level Up Using this method, adventurers who meaningfully participated in the last adventure advance one level during Downtime. Some GMs might require silver and/or time to be spent on training before the level-up occurs. For a slower advancement rate, consider leveling after two or three adventures instead. ## Session Advance Using this method, at the end of a gaming session, each adventurer who meaningfully participated in the session gains a **partial level advance.** The player chooses one improvement from the PC’s next level and applies it immediately. Each class has at least three advances each level: 1. Increased hit points. 2. Increase one attribute. 3. An extra use of a class ability. Often, however, additional options are available, like: 4. A new or improved class ability. 5. An extra *[[Rerolls|Reroll]]*. 6. Increased attack bonus. 7. A new skill. 8. A new Unique Feature. 9. A *Luck* increase. Alternatively, for randomized Session Advances, **roll 1d10** and consult the list above for the advance obtained. On a 10 result, the player chooses. If the result is not applicable at the current level, the player may choose an adjacent result instead (if still NA, roll 1d3). If a PC has gained all their increases for a single level, the character is officially “leveled up,” and no further session advances are possible. > Session Advances can be **used with the XP system** as **ad hoc** rewards for characters who do not level up often, especially in a party of mixed levels.