Players advance their characters by completing an attribute tracker (for actions) or filling their defiance clock (for special abilities).
Players earn XP by persisting through conditions, embracing their flaws, and playing to their XP triggers.
Players earn XP two ways during session. If a PC has a condition and makes an action roll with an affected action, they mark xp in that attribute. By persisting through their compromised state, they push their limits and learn from it.
If a PC rolls less than a full success when using a special ability, they can choose to narrate a consequence based on one of their flaws. If they do, they fill in a segment on their defiance clock. When they fill that clock, they earn a new soul advancement.
End of Session
At the end of each session, players should review their list of xp triggers. It they met the criteria once, they gain 1 xp; if they did it more than once, they gain 2 xp.
End of session XP can be put into any attribute track or added to the PC’s defiance clock.
When a player fills an attribute tracker, they can add a new action dot in any of that attribute’s actions. By default, a PC can only get 3 dots per action. The group can get a town improvement which allows them to raise actions to 4 dots.
When a player fills their defiance clock, they can choose one of three advancement options.