Numenera by Daniel
Experience is gained throughout play. Unlike Pathfinder (and similar games), experience can generally be spent at any time.
- Players may spend 1 XP to re-roll any single die. After re-rolling, players may choose to use either the new or old roll.
- Players may spend 1 XP to refuse a GM-intrusion. Doing so also forfeits the bonus XP from the intrusion.
- Players may spend 2 XP to gain a narrowly-applied skill. Players who do this must justify the skill in-game. For example, if a character was attempting to persuade a group of dissident synth-cultists, they player could spend 2 XP to become trained in tasks related to persuading this particular group of cultists. The player could justify this by claiming that the synth-cultists have a similar ideology to the Aeon Priest they studied under as a youth.
- Players may spend 3 XP to become familiar with a skill. This grants them +1 on all tasks related to that skill. This should be justified in-game.
- Players may spend 3 XP to gain the trust of a helpful NPC ally. The ally will assist the PC by providing equipment, information, shelter, etc. The details are subject to the character's relationship with that NPC.
- Players may spend 3 XP to gain a home.
- Players may spend 3 XP to gain a respected title or position.
- Players may spend 3 XP to gain a sudden influx of wealth.
- Players may spend 3 XP to acquire, craft, or otherwise have an artifact
Each of these may be purchased once per tier. Purchasing all four moves the character up a tier.
- Players may spend 4 XP to permanently increase their pools by 4.
- Players may spend 4 XP to add 1 to the edge of their choice.
- Players may spend 4 XP to increase their effort score by 1.
- Players may spend 4 XP to become trained in the skill, ability, or lore of their choice (except attacks and defense). If they are already trained in the skill, they become specialized.