Leveling

All values on this page are tentative pending completion and testing of the system.

In order to increase the level of any trait, the player must spend experience points (XP), and the character must spend time. The amount of XP and time needed to level a trait will depend on the type of trait and the level desired.

The Icarus system will not impose any arbitrary limits on character or trait levels. Instead, there will be a formula (to be determined, but probably based on the Fibonacci sequence, because hey, we're nerds) used to determine the cost in XP of a trait for each level, as well as the in-game time required to learn. Combined with the mathematical realities of a dice pool system, this will mean that each level will provide a logarithmically decreasing benefit for an essentially exponential increase in cost, providing a practical limit rather than a mechanical one.

Hypothetical
The XP cost of leveling an ability will use a formula of L+L(F) where L is the level desired and L(F) is equal to NL in the Fibonacci sequence.

The XP cost of leveling an attribute will be twice that of leveling an ability

In Character Time
Time takes to level attributes will vary depending on the attribute and character, but will be significantly longer than time taken to level abilities. Characters must spend time learning or training, and must have evidence, either in regular gameplay or explained to the group as taking place in story time between game events, of the effort put in to leveling the stat. For example, to level the attribute STR, a player may evidence the training by having their character interrupted during a weight lifting session in game, or to level the Pilot ability, may write a story about their character practicing for a space race.

Cost Table
Times are approximate and at the discretion of the GM. For reference, level 5 of an ability is assumed to be the equivalent in expertise of a focused 4 year college degree in that ability.