Monday, July 13, 2026

Chapter 2: Characters

 


Chapter 2: Characters

This chapter details character creation and character progression.

Character creation uses a priority system that allows you—as the name implies—to prioritize various aspects of your character. Is your character a skill monkey? You should prioritize skills. Is she going to be a sorcerer? Probably smart to prioritize magic. And so forth.

Archetypes serve as thematic inspiration to guide your character’s development, but they are not rigid character classes. Whether you follow a specific archetype or mix and match different traits, the system allows for complete flexibility in building your character.

Remember also to provide your character's motivations, goals, personality, and background.  Character creation is about more than just numbers and stats; it’s about building a unique identity within the world.

The progression system is designed with long-term progression in mind, allowing characters to grow steadily over time. Your character will start at Tier 1, fully capable but with room to grow and evolve. As you gain experience through meaningful challenges, personal involvement, creativity, and roleplaying, you will unlock Tiers 2-5, with each new tier opening up greater opportunities in attributes, skills, talents, and equipment.

Character creation

There are two ways to create characters: the Priority system or the Traditional RPG system. The Priority system is the standard one and is covered here. The Traditional system has some dice rolls and a standardized loadout of skill points, talents, etc. This system is covered in the Appendixes.

Players choose from six categories (A to F) to set priorities, with each priority determining how much power, flexibility, or resources a character has in that area. Priorities A and B are areas in which you’re very strong, C and D are your average areas, while E and F are your weak spots.

After character creation, these priorities are no longer relevant, except in a few specific cases. For example, it’ll be impossible to change your metatype.

The available categories are:

1.       Metatype

2.       Attributes

3.       Skills

4.       Talents

5.       Resources

6.       Special

There is no “best” category: everything can be gained or improved during play. That said, it is probably unwise to take less than a ‘C’ or ‘D’ in Attributes. You should also check with the GM if there are any additional restrictions, such as banning the higher priorities of Renown at game start.

1. Metatype

Determines your metatype (human, endomorph, mesomorph, etc.), which in turn determines whether you have any attribute adjustments or special characteristics, as well as the number of Karma points you can spend during character creation.

Humans, for example, have fewer attribute bonuses and special abilities than the other metatypes, but start with extra Karma points to compensate. You can also take Flaws (see below) for additional Karma points.

Karma

Karma points are used to improve your Secondary Attributes and purchase additional Talents. Points not spent are lost; Karma is irrelevant after character creation.

·         Talents: Tier 1 (1 point) and Tier 2 (3 points). This is an exception to the rule that Tier 1 characters can’t buy Tier 2 talents.

·         Secondary Attributes: Same as for Primary Attributes. For example, if you want to increase your Edge from 1 (base) to 3, that will cost 1+1=2 points. Taking it to 4 would require 4 points, then 6 points for 5, and the usual 9 points for Edge 6.

Humans

·         Humans with Priority D gain 6 karma points.

·         Humans with Priority E gain 4 karma points.

·         Humans with Priority F gain 2 karma points.

Ectomorph

·         Ectomorph with Priority B gain 4 karma points.

·         Ectomorph with Priority C gain 2 karma points.

·         Ectomorph with Priority D gain 1 karma point.

Endomorph

·         Endomorph with Priority B gain 3 karma points.

·         Endomorph with Priority C gain 1 karma point.

·         Endomorph with Priority D gain 0 karma points.

Mesomorph

·         Mesomorph with Priority B gain 3 karma points.

·         Mesomorph with Priority C gain 1 karma point.

·         Mesomorph with Priority D gain 0 karma points.

Other metatypes exist (typically as prenatal genetic enhancement packages), but can only be selected with the GM's permission.

Attribute Adjustments

·         The attribute adjustments listed for each metatype are applied after attribute points are assigned during character creation.

·         These adjustments cannot reduce any attribute below 1. Instead, the score remains 1. So yes, you can save a few points gaming this system, but think carefully about the implications of playing a character with such extremely weak attributes.

·         The adjustments also increase the maximum possible value for the affected attributes, meaning a bonus adds to the attribute’s upper limit while a penalty reduces the upper limit.

Human

Humans are the baseline metatype.

·         Attribute Adjustments:

o    None

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 12 meters

Ectomorph

Ectomorphs are lightly built. Typically native to low-G environments.

·         Attribute Adjustments:

o    ST -1, DX +1, AG +1

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 12 meters

Endomorph

Endomorphs are shorter than normal humans and comparatively stocky. Typically native to high-G environments.

·         Attribute Adjustments:

o    ST +1, VT +2, AG -1

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 10 meters

Mesomorph

Endomorphs are very tall and powerfully built. Typically native to high-G environments.  

·         Attribute Adjustments:

o    ST +2, VT +1, DX -1

·         Special:

o    Size: Medium (no modifiers)

o    Speed: 12 meters

 

2. Attributes

Attributes determine how many attribute points you start with. Attributes are vital for your skills and are used to derive many other attributes, such as defenses, health, and stamina. All archetypes will benefit from having a high priority in this category.

For comparison purposes, the average NPC will have a 3 in every attribute (adjusted for metatype), but specialists will have higher scores in the attributes essential to their archetype.

·         Priority A grants 48 attribute points.

·         Priority B grants 40 attribute points.

·         Priority C grants 32 attribute points.

·         Priority D grants 28 attribute points.

·         Priority E grants 24 attribute points.

·         Priority F grants 20 attribute points.

Attribute Purchase Costs:

Attributes range from 1 to 6 but can increase further during play.

·         1 = 0 points

·         2 = 1 point

·         3 = 1 point (2 points total)

·         4 = 2 points (4 points total)

·         5 = 2 points (6 points total)

·         6 = 3 points (9 points total)

The attribute value is then adjusted based on the metatype.

Only the eight primary attributes can be improved using points from this category. The secondary attributes can only be enhanced using Karma points (see steps 3 and 5).

Examples:

·         Having a 4 in every attribute costs 1+1+2=4*8=32 points, requiring Priority C or above. Normal people have a score of 3 across the board, so a score of 4 is well above average.

·         A Priority A could buy you a 5 in every attribute—or more typically, two 6s, three 5s, and three 4s (18+18+12 points)—which is way above the norm.

3. Skills

Skills determine how many skill points you start with. Skills are essential for succeeding at the many dangerous and challenging tasks you will undoubtedly perform. Compared to attribute priorities, you get many more points, but there are many more skills than attributes, and skills don’t contribute to defense or derived attributes.

For comparison purposes, the average NPC will have 2 ranks in skills they are somewhat competent in and 4 ranks in their specialties (if any). Exceptional NPCs can, of course, have many more skill ranks than this.

·         Priority A grants 96 skill points and a max skill rank of 6.

·         Priority B grants 80 skill points and a max skill rank of 5.

·         Priority C grants 64 skill points and a max skill rank of 5.

·         Priority D grants 56 skill points and a max skill rank of 4.

·         Priority E grants 48 skill points and a max skill rank of 4.

·         Priority F grants 40 skill points and a max skill rank of 3.

Bonus Knowledge skills:

·         Characters get bonus skill points equal to twice their Intellect attribute that can only be spent on Knowledge skills (see the Skills chapter for details on what’s a Knowledge skill).

·         Characters get ranks (not points) equal to their Intellect attribute in their native language and are fluent in that language regardless of the number of ranks. If the character is multilingual, they get the same number of ranks for each of their native languages. Astartes are fluent in High Gothic, Low Gothic, and possibly a native/tribal language appropriate to their homeworld.

Skill Purchase Costs:

The maximum rank during character creation depends on your priority. After character creation, the skill rank cap is removed.

·         1 ranks = 1 point

·         2 ranks = 2 points

·         3 ranks = 4 points

·         4 ranks = 6 points

·         5 ranks = 9 points

·         6 ranks = 12 points

Examples:

·         Priority C will give you 64 points, enough for 16 skills at rank 3, or maybe 4 rank 4s (24) + 6 rank 3s (24) + 8 rank 2s (16).

·         Priority A could start with 4 ranks in 24 different skills, which is incredible breadth and depth, 6 skills at rank 6, or more likely, a combination of a few maxed-out skills and a variety of lower-ranked skills.

·         If you want to be really good at a skill, remember that you also need a high score in the key Attributes for that skill. For example, if you want to be a competent Face character, you need a bunch of Social skills and a high Presence attribute; depending on your exact skill choices, you also need decent Cunning, Intellect, and/or Resolve.

Skill Specialization: Any skill with a rank of 5 or higher can have a specialization. When attempting a task covered by the specialization, you get a +1 bonus to your skill rank. Chapter 4: Skills has more details.

4. Talents

Talents are special abilities and feats that go beyond raw skill.

Characters can spend points from this category, plus additional points gained from Karma (see above), to purchase Tier 1 to Tier 3 talents. This is an exception to the rule that talents can only be purchased by characters in the appropriate tier. After character generation, the core rule is in effect, so you can't buy more Tier 2 talents before you reach Tier 2 or Tier 3 before reaching Tier 3.

·         Tier 1 talents cost 1 point.

·         Tier 2 talents cost 3 points.

·         Tier 3 talents cost 6 points.

Talent Points by Priority:

·         Priority A: 16 and up to Tier 3 talents.

·         Priority B: 12 and up to Tier 2 talents.

·         Priority C: 8 and up to Tier 2 talents.

·         Priority D: 6 and only Tier 1 talents.

·         Priority E: 4 and only Tier 1 talents.

·         Priority F: 2 and only Tier 1 talents.

5. Resources

Resources indicate how much money and what assets you have and are a general indication of your social status.

·         Priority A: Luxurious. You have way more personal wealth than you need. If you maintain your assets, you should be able to live in relative luxury forever.

·         Priority B: Wealthy. A big step up from C. You have more of everything, and might even have the financial assets to make purchases and investments without additional loans.

·         Priority C: Comfortable. Much like Priority D, but with more free income and probably a great deal of assets, such as stocks, real estate, and the like. You still don’t have nearly enough money to buy everything you want.

·         Priority D: Average. You have a fairly decent level of income and may have some personal assets. There are clear limits to your buying power, but you do have some free cash each month. For bigger purchases, you can get decent loans from reputable financial institutions.

·         Priority E: Struggling. You make do with what you have, which is very little. Still, you’re not exactly poor. You can afford food and simple accommodations. Getting bank loans of any size will be a challenge.

·         Priority F: Poor. You have little more than the clothes on your back. Your lodgings, if any, are simple and rented. Financial institutions will not lend you money.

The Resources priority will stay with you after character generation as an indication of your income and assets, and may well change as a result of play.

6. Special

2297AD doesn’t have psychic powers and definitely no magic. Limited forms of telepathy and adjacent abilities have been proven, however. If you want to be a special snowflake, talk to the GM. He will then decide whether to OK it.

·         Priority A gives you a Psy rating of 1, but you do not gain any powers or Psy skills (unless you somehow increase your Psy to 2+), nor may you improve your Psy rating without special permission.

·         Priority B lets you call yourself special but offers no game-related benefits beyond a Psy rating of 0, which cannot be improved.

Flaws

Flaws are drawbacks that significantly impact your character, and they should be roleplayed accordingly.

There are three degrees of severity: Mild (+1 karma point), Moderate (+2 karma points), and Severe (+4 karma points). A fourth degree of severity, Burnout, can only be gained during play, but is usually so crippling that you might as well make a new character. This Karma is added to that of your metatype.

Some Flaws are listed as “Civilian” or “Military” and apply to campaigns that are either relatively low-threat or more combat-focused.

You can take up to 4 points of Flaws, 6 if the GM agrees. The idea here is that these should be real drawbacks, but they should also not be chosen so much that you unduly hamper or even cripple your character’s ability to take part in adventures in a fun and engaging way.

Addiction (Mild, Moderate, Severe)

You are hooked on chemical substances, technological or psychological stimuli devices, or addictive activities, such as gambling or sex. The more severe your Addiction, the more resources and time you must devote to the activity.

Mild: It’s an addiction, even if you don’t want to admit it, but it doesn’t usually interfere much with the rest of your life—it just takes up a fair bit of your time and drains your resources.

Moderate: You’re in trouble. A lot of time and resources are wasted on this, and you’re sometimes under the influence at the worst possible time.

Severe: Most of your time and resources go towards satisfying your needs. You’re frequently under the influence, even when on duty. Even if you’re not, you're thinking about your addiction.

Bad Luck (Mild, Moderate, Severe)

You are cursed with bad fortune. If you believe in such things, that is.

Mild: When the character uses Edge, roll 1D10. On a result of 1-3, the point of Edge is spent, but has no effect.

Moderate: As Mild, but the range is 2-4 for not working, and a result of 1 has the exact opposite effect intended (gains Disadvantage instead of Advantage, damage is reduced, or injury becomes more severe).

Severe: As Moderate, but the 1-2 gives the opposite effect, while 3-6 does nothing. Only on a 7+ does your Edge actually help, which is a pretty big drawback!

Black Mark (Mild, Moderate)

You have a dark and lasting stain on your reputation and honor.

Mild: This thing will come up from time to time, either giving you Disadvantage on some social checks or just making life more complicated.

Moderate: It will come up more often, as will the Disadvantage. You’re unlikely ever to make officer or otherwise get very far in the ranks.

Code Of Honor  (Mild, Moderate)

You are bound by a strict code of honor, defining how you can and cannot behave in various situations. It’s not the same as normal or excessive loyalty. Instead, it introduces rules and guidelines for how you may and may not act in various situations.

Mild: Still important, but the rules can be bent or overlooked if the ends justify the means.

Moderate: The character is bound to his code and will never willingly go against it.

Combat Paralysis  (Moderate, Severe)

You tend to freeze in combat. Needless to say, this isn’t a great trait in the grim darkness of the far future, but if you play more of a support character, it might not be such a huge disadvantage.

Moderate (Civilian): After rolling for initiative, remove the highest d6 from your pool. You cannot spend Edge to add to your Initiative.

Severe (Military): After rolling for initiative, remove the highest d6 from your pool. You cannot spend Edge to add to your Initiative.

Driven (Mild, Moderate)

You have an obsession, something that drives you forward. It could be some goal or a mystery that needs to be unraveled. Whatever the cause, when faced with a clue or opportunity to advance your quest, you must do so, even if it would be inconvenient or dangerous.

Mild: It’s important to you, but more of an overarching goal or motivation than something that drives your every action.

Moderate: It dominates your life to the extent that even your duties take a back seat to your obsession.

Excessive Loyalty (Mild, Moderate, Severe)

This is not the loyalty that all good people feel toward their country or employer, but something deeper and stronger.

Mild: Your loyalty is “merely” mildly excessive. In some cases, it might even be perceived as an advantage, but for you as an individual, it means your free will is somewhat restricted. You should, for example, not question the object of your loyalty without an extremely good reason. You are, however, still largely your own master, and with good cause you might sometimes be persuaded to see things from a different perspective.

Moderate: At this level, you literally cannot in any way convince yourself that the object of your loyalty might be wrong or even less than perfect. Even if presented with irrefutable evidence, you will somehow explain it away. You will willingly commit any act, any atrocity, and think it “good” or “just.”

Severe: You’re a raging fanatic—a single wrong word from someone, and you might fly into a murderous rage. At the very least, you will put that person on your list of people you intensely dislike. If you plan for your character to interact with anyone outside his loyalty group, this is a Flaw best avoided.

Fatalistic (Mild, Moderate, Severe)

Maybe you think everything is preordained. Perhaps you cannot shake the feeling that you’re just one insignificant cog in the great meat grinder (fun fact: you are). Whatever the precise nature of your fatalism, it impacts you in many ways, small and large.

Mild: Stoicism is a virtue, but you’ve strayed into fatalism. You’re not exactly fun to be around; suffer Disadvantage on social checks where your fatalistic demeanor might come into play.

Moderate: The sense of foreboding and fatalism is ever-present in your life. You still function more or less normally, but you’re an absolute bore to be around (Disadvantage becomes more common on Social checks and might even be incurred on non-Social checks), and less likely to take the initiative or come up with creative solutions.

Severe: Your fatalism has become crippling. You can still get through life, even fight alongside your brothers, but you act only by rote, never take the initiative, or come up with anything remotely creative. You basically need to be told what to do. Maybe not an outstanding Flaw for PCs.

Gremlins (Mild, Moderate)

You don’t get along with technology. Devices malfunction inexplicably, software crashes unexpectedly, vehicles refuse to start, components become unusually fragile at your touch, and wireless links suffer faltering connections and odd interference whenever you’re involved.

Mild: Mostly a nuisance, but expect Disadvantage on checks at the worst possible moments.

Moderate: Disadvantage is the norm rather than the exception. It's not remotely funny anymore.

Hunted (Mild, Moderate, Severe)

You have a powerful enemy of some sort, or are hunted for some reason.

Mild: Someone moderately powerful and/or unlikely to come after you.

Moderate: Increased power and likelihood of negative events.

Severe: This is going to end badly—for you. You’ve made a mortal enemy of someone incredibly powerful.

Incompetent (Mild, Moderate, Severe)

Your lack of knowledge or ability with a specific skill or skill group is impressive (in a bad way).

You cannot start with ranks in this skill or skill group and must pay double to advance these skills during play. In addition, the threshold for something causing Disadvantage is reduced. For example, a mild inconvenience (not Disadvantage) for a typical character might cause you Disadvantage.

Mild: One skill.

Moderate: One skill group.

Severe: All skills, except one skill group.

Prejudiced (Mild, Moderate, Severe)

You are prejudiced against members of a specific group of people. In this day and age, that’s typically Xenos (yes, all of them).

Mild: Your prejudice is real, but rarely goes beyond Disadvantage on social checks or similar. It could also be a more severe prejudice directed against a smaller group, such as one specific alien species or an Astartes legion.

Moderate: You really hate those you are prejudiced against. Act accordingly, with or without the use of violence.

Severe: Likely to attack on sight.

Social Stress (Mild)

Whether as a result of loss or trauma or due to innate psychological makeup, you are burdened with emotions that interfere with your ability to interact with others.

Mild: Any double rolled on a Social skill is a -5 to MoS, regardless of other circumstances, including Edge.

Uncouth  (Moderate)

You are coarse and have difficulty interacting well with others.

Moderate (Human): You have Disadvantage on all Social skill checks except Coercion.

Uneducated (Mild, Moderate)

You know very little of the world.

Mild (Military): You have Disadvantage on all Knowledge skill checks.

Moderate (Civilian): You have Disadvantage on all Knowledge skill checks.

Unsteady Hands (Moderate, Severe)

You have mild shakes that affect the dexterity and finesse of your hands.

Moderate (Civilian): Disadvantage on all Dexterity-based checks.

Severe (Military): Disadvantage on all Dexterity-based checks.

Archetypes

TBA

Experience and progression

After character creation, the game uses experience points (XP) to track character advancement. The player uses XP to improve attributes and skills, buy new talents, and more. Progression is almost entirely free-form—there are no classes or skill trees—but you’re limited by what Tier your character belongs to.

The 5-tier system

The 5-tier system is designed to provide a clear and meaningful progression for characters throughout the campaign. Each tier represents a distinct level of power, skill, and influence, ensuring that characters grow in a steady and balanced way as they overcome challenges and achieve personal milestones.

Tiers 1 through 3 maintain a sense of realism and grounded play, where characters remain within the natural limits of metahumans. As characters advance to Tiers 4 and 5, they begin to access rare and exceptional abilities, equipment, and talents that set them apart, pushing the boundaries of what is possible in the world.

Tier 1 (Basic)

All characters begin at Tier 1 during character creation. This tier represents the foundational level of play, where characters are competent but have yet to establish their reputation. It’s the starting point for your journey in the shadows, where you’ll begin to hone your skills, develop your talents, and prepare for the challenges ahead.

Attributes:

·         No attribute can exceed 6 at this tier without adjustment from metatype or special abilities.

Skills:

·         The maximum skill level is capped by your Skills priority during character creation.

·         During Tier 1 play, skills can be raised to a maximum of 6.

Talents:

·         Tier 1 talents are impactful but grounded.

Equipment:

At this tier, characters are typically outfitted with standard gear—functional but not flashy. Most equipment is readily available and easy to acquire on the open market. It serves its purpose but lacks the advanced features or custom enhancements seen at higher tiers.

Tier 2 (Intermediate)

To reach Tier 2, characters will have to complete several adventures (reaching this tier typically requires around 5,000 XP). At this stage, you’ve proven your competence and are starting to be seen as a reliable soldier or agent, ready for bigger and more complex jobs.

Attributes:

·         Attribute limits increase by +1 in Tier 2, allowing characters to push their primary attributes beyond the basic metahuman limits.

·         For humans, this means attributes can now reach a maximum of 7 (8 for Edge and Psy).

Skills:

·         The skill cap increases to 8 at Tier 2. Characters can now become experts in their chosen fields.

Talents:

·         Tier 2 talents introduce more specialized and powerful abilities.

Equipment:

Tier 2 equipment represents a step up from basic gear. This includes high-quality weapons, armor, and cyberware that offer noticeable improvements over standard gear. While still widely available, this equipment often requires more connections or a bigger budget.

Tier 3 (Advanced)

Tier 3 is for those who have moved up into the major leagues, having completed numerous high-stakes adventures. Characters at this tier have become seasoned veterans and are reaching the advanced stages of the campaign. Typically, you’ll need around 15,000 XP to access Tier 3.

Attributes:

·         Attribute limits increase by another +1 in Tier 3, allowing humans to reach a maximum of 8 (9 in Edge and Psy) in their attributes.

·         Characters at this tier have achieved extraordinary levels of performance in their key attributes, representing the pinnacle of metahuman potential.

Skills:

·         Skills can now reach a maximum of 10 in Tier 3, representing true mastery. Characters at this tier are elite professionals in their chosen fields, capable of easily tackling the most complex and dangerous tasks.

Talents:

·         Tier 3 talents are powerful and unique, providing significant advantages in specific situations.

Equipment:

By Tier 3, characters are using high-end gear. Weapons and cyberware at this level offer significant advantages with custom modifications or enhancements.

Tier 4 (Apex)

Reaching Tier 4 means you’re nearing the endgame of a typical campaign. By this stage, characters have amassed a substantial reputation and are often involved in missions that can shape the world around them. Around 50,000 XP is required to enter this tier, translating into years of consistent play. Advanced Tier 4 play often transitions into new, epic story arcs where the stakes are higher than ever.

Attributes:

·         While the base attribute cap remains at 8 for most metatypes, certain Tier 4 talents may allow attributes to surpass this limit, pushing characters into the realm of near-superhuman capabilities.

Skills:

·         Skills can now reach a maximum rank of 12, far beyond what’s possible for normal people.

Talents:

  • Talents at this tier unlock exceptional abilities, allowing characters to achieve feats that go beyond what’s typically possible.

Equipment:

Tier 4 gear includes cutting-edge prototypes and specialized equipment not available to the public. These items are often experimental or highly restricted, offering abilities and enhancements far beyond what is commercially available.

Tier 5 (Legendary)

Tier 5 represents the pinnacle of character progression, reserved for epic endgame-level play. Characters at this tier have reached at least 100,000 XP and are legends in their own right, with several abilities in the 8-10 range, extremely high key skills (above 10 ranks even), and multiple high-tier talents.

The challenges such characters face now are extraordinary, and their actions may change the course of entire countries or corporations. This tier is for those who have truly mastered their craft and are capable of legendary feats.

Attributes:

  • At Tier 5, characters have the potential to increase attributes even further, breaking through the typical limits of metahuman capability through the use of specific Tier 5 talents.

Skills:

·         Skills can now reach a maximum rank of 15, fitting for truly epic heroes (and villains).

Talents:

  • Tier 5 talents represent the pinnacle of a character’s abilities. These talents are often game-changing, allowing for legendary feats that can shape the outcome of entire missions or alter the course of major events.

Equipment:

At Tier 5, characters wield gear that is often one-of-a-kind or created specifically for them. This includes highly experimental technologies, secret weapons, or artifacts of incredible power. The capabilities of such gear may seem to push the boundaries of what’s possible in the world, making the character feel nearly unstoppable.

Gaining experience

In this game, experience is earned through action, involvement, and meaningful participation in the story. Characters grow by taking risks, confronting challenges, contributing to the mission, and roleplaying in ways that matter. Advancement is not based on simple attendance. If you want your character to improve, you need to step forward and engage.

As a rule of thumb, a typical session of around 5–6 hours will award roughly 250–300 XP for a character who is actively involved throughout. This assumes meaningful participation across the board: facing danger, taking initiative, contributing to the mission, engaging with the world, and roleplaying well.

A useful baseline is around 50 XP per hour of actual play.

Longer sessions or sessions that cover substantially more ground may award more XP accordingly. XP is not tied strictly to time spent at the table, but to what is actually accomplished during play. A marathon session that significantly advances the story should reward proportionally more than a slower session of the same length.

Characters who are present but contribute very little should expect to receive no more than about half of the normal session reward. Slightly more involvement earns slightly more XP. Simple as that.

What Drives XP Gain?

1. Meaningful Challenge and Risk

XP increases when characters take on difficult challenges, operate under pressure, or put themselves in harm’s way. This may mean physical danger, magical threat, social exposure, or high-stakes decision-making. Risk is always relative to the character’s power level and circumstances. Taking on challenges that matter is the core of advancement.

2. Personal Involvement

Characters who actively engage with the story earn more XP. That includes contributing to the team’s success, interacting with NPCs, pursuing personal goals, investigating leads, and helping move events forward. Characters who sit back and coast will progress more slowly.

3. Novelty and Creativity

Creative play is rewarded. Clever planning, unexpected approaches, daring improvisation, and solutions that go beyond the obvious can all increase XP. This is not about trying to “game” the system, but about bringing energy and imagination to the table.

4. General Roleplaying

Roleplaying matters. Staying in character, making decisions consistent with your character’s personality and priorities, and contributing to memorable scenes all help drive XP gain. Dialogue, personal tension, emotional investment, and character development are all part of this.

5. Session Type Matters

Not every session is combat-heavy or mission-focused. If the GM runs a session with limited danger or no major action scenes, XP should still be awarded normally, provided the players are meaningfully engaged. In roleplay-heavy sessions, there may be fewer opportunities for extraordinary action, but more opportunities to earn XP through character interaction, personal development, and strong narrative contribution.

XP Gain at Higher Tiers

Higher-tier characters earn slightly more base XP, but not dramatically more. As a rule of thumb, each higher tier increases regular XP gain by about 25% per hour.

For example:

·         A Tier 1 character earns about 50 XP per hour

·         A Tier 2 character earns about 60–65 XP per hour

·         A Tier 3 character earns about 75 XP per hour

This means higher-tier characters do gain somewhat more XP, but progression still slows over time because advances become much more expensive. This is intentional. Characters continue to develop, but they do not spiral upward too quickly.

Commendations and Mentions

Exceptional deeds deserve recognition.

To represent this, the game uses a system of Commendations or Mentions: bonus rewards for actions that stand out during play. These are not meant to replace normal XP, but to highlight memorable moments of courage, brilliance, or determination.

What qualifies?

A commendation-worthy deed should meet the following standard:

·         It stands out clearly in the moment

·         It happens under real pressure, danger, or difficulty

·         It is something the group is likely to remember afterward

Simply being pleasant, competent, or helpful is not enough on its own. A commendation is for something above the norm: a desperate rescue, a decisive gamble, an exceptional feat under fire, a brilliant move that saves the operation, or a moment of character-defining resolve.

XP Awards

Suggested values:

·         50 XP for a typical commendation or notable deed

·         100 XP for an extraordinary deed of major significance

·         25 XP for a lesser mention or more limited recognition

·         10 XP for a minor but still memorable contribution

The exact framing can vary by campaign tone. In a military or paramilitary game, these may be literal commendations, mentions in after-action reports, or praise from superiors.

There is no fixed limit to how many commendations a character may earn in a session. Some sessions may produce none. Others may produce several. It depends entirely on involvement and what actually happens in play.

Beyond XP, commendations can also be recorded as part of the character’s developing reputation. Over time, they build a record of the character’s most memorable deeds, which may influence how NPCs, allies, contacts, and enemies respond to them.

Progression and the Tier System

This system is built for long-term play. Characters are meant to improve steadily over the course of a campaign, gaining new capabilities, refining existing ones, and gradually rising in competence, influence, and narrative weight.

The tier system provides the broad structure for that growth. It divides play into five distinct levels, allowing characters to evolve over time without advancing so quickly that they exhaust meaningful development too early.

Each session, each completed run, and each milestone contributes to that progression. Whether you are just starting out in Tier 1 or eventually pushing into Tier 4 or Tier 5, the system is designed to maintain a satisfying pace of growth across the full campaign.

As a rule of thumb, characters should expect to remain in Tier 1 for their first few runs. Once they are established operators with a proven record, Tier 2 opens up. Most active shadowrunners will spend the bulk of their careers in Tier 2. Tier 3 represents major experience, reputation, and long-term survival in the shadows. Only long-running campaigns are likely to reach Tier 4, and many campaigns will conclude there. Tier 5 is generally reserved for truly extended or epic play beyond the original campaign arc.

Story Can Trump Math

XP matters, but tier advancement is ultimately triggered by the story when it makes sense.

In most cases, characters will move upward when both their XP total and the narrative support it. But this is not purely mechanical. Sometimes a character may be raised slightly early because their deeds clearly justify it. Sometimes the story may require more testing, more hardship, or more experience before the next tier is unlocked.

The GM has final say on when a character is ready to advance to a new tier.

Progression XP cost

XP can be spent across several key areas: Attributes, Skills, Talents, and Psychic Powers. Each area has its own cost structure, designed to balance steady development with meaningful choices.

XP Costs by Category

1. Attributes

Raising your character’s core attributes reflects major improvement in their fundamental capabilities.

·         Cost: 200 XP × the level being purchased

Examples:

·         Increasing an attribute from 4 to 5 costs 1,000 XP

·         Increasing an attribute from 6 to 7 costs 1,400 XP

2. Skills

Skills represent learned proficiencies and practiced expertise. They are cheaper to improve than attributes, allowing for broader development over time.

·         Cost: 50 XP × the level being purchased

Examples:

·         Increasing a skill from 3 to 4 costs 200 XP

·         Increasing a skill from 5 to 6 costs 300 XP

3. Talents

Talents represent specialized abilities, advanced training, unique techniques, or archetype-defining strengths.

·         Cost: 300 XP × the talent tier

Examples:

·         Unlocking a Tier 1 Talent costs 300 XP

·         Unlocking a Tier 3 Talent costs 900 XP

EXAMPLE

A Tier 1 character has taken part in two scenarios, along with some downtime scenes and roleplay tied to background and personal goals, across seven sessions. The character has earned a total of 5,100 XP.

Roughly:

·         60% came from run sessions

·         20% came from roleplaying and personal involvement

·         20% came from mentions

XP is spent as follows:

  • Attributes (2,000 XP):
    1,200 XP to raise one attribute from 5 to 6, and 800 XP to raise another from 3 to 4
  • Skills (1,900 XP):
    600 XP to raise two skills from 5 to 6,
    700 XP to improve two skills from 2 to 4,
    and 600 XP to buy four skills from 0 to 2
  • Talents (1,200 XP):
    1,200 XP for four tiers of talents

At this point, the GM decides that the character—and the rest of the team—have both the experience and the narrative weight to move forward as a Tier 2 character.