Player's Handbook · Chapter 6

Experience, Advancement, and Play

The System separates experience earned from advancement actually applied. This is deliberate. Palladium O.C.C.s and R.C.C.s can use different experience tables, and different games or editions can handle the timing of advancement differently. The Character therefore stores current experience, current applied level, the level the active class table would allow, and an advancement history rather than assuming that crossing a threshold instantly rewrites the sheet.

Experience tables belong to classes

A World can place the proper experience thresholds on each O.C.C. or R.C.C. definition. The Character references the active class and uses that table to determine the next threshold. If a game has another advancement model, the World can extend or replace this behavior rather than forcing every Palladium title through one table.

Applying a level

When the World says a level becomes active, process each permanent gain once. That can include Hit Points, S.D.C., P.P.E., I.S.P., new skills, Hand-to-Hand progression, Weapon Proficiency bonuses, powers, class abilities, or other benefits. Record the result in the advancement log. A permanent die roll is made once and stored; it is never recalculated just because the Character file is reopened.

The advancement log is an audit trail. It helps the GM and player answer three important questions: which level was applied, what permanent gains were granted, and whether those gains have already been processed. That matters in an AI-run campaign because the same event may be discussed across many turns.

Player agency remains primary

Alignment, class expectations, personality notes, and GM guidance help adjudicate the game; they do not take control of the player's character. The GM should present consequences, warn when a sustained choice conflicts with an alignment or rule, and let the player decide what the character does unless an explicit game mechanic removes that agency.

The World completes the System

A Palladium World should identify its active Rules Profile, Attribute Rule Set, Character Creation Profile, and Environment before play. It should populate the classes, skills, combat training, powers, equipment, and special rules it uses. A finished World then adds playable characters or a complete creation wizard, a Game Start, GM persona/instructions, and any campaign state it needs.

The System itself is not a campaign. Its generic Game Start, test characters, and test definitions are examples for builders. They exist to prove that schemas and formulas work. A polished World should replace or remove those fixtures as appropriate.

When something needed for a roll is missing, say what configuration is absent. Do not hide the gap by borrowing rules from another Palladium game. That discipline is what lets one Craft System support many Palladium RPGs without turning them into the same game.

Manual updated Aug 22, 2026.