Advancement
Keystone Percentile uses milestone leveling. Your GM rewards story beats, not grind — completing a major goal, surviving a desperate situation, or reaching a narrative turning point earns a level.
What a Level Gives You
When you level up, you get two things:
1. Skill or Stat Increase (choose one)
- Increase a skill by 1d10 (minimum increase of 5).
- Learn a new skill at 50.
- Increase a stat by up to 5 (maximum 100).
2. Technique Points
You gain 2 technique points. Spend them to:
- Learn a new technique — cost equals its tier.
- Upgrade an existing technique — cost equals the new tier.
You cannot exceed your techniques known cap: level + 2 (minimum 3). See Techniques for the full rules.
Every Third Level
At levels 3, 6, 9, and so on, you get a bonus on top of your normal choice:
- Increase one additional skill by 1d10 (minimum 5), or
- Gain a special ability, perk, or narrative reward (GM's discretion).
Stat Increases
Stats can only increase through leveling. You cannot raise a stat during play, through equipment, or by any other means. This keeps character growth deliberate and meaningful.
Skill and Technique Caps
- No skill can exceed 100.
- No technique can exceed Tier 5.
- Techniques known is capped at level + 2 (minimum 3).
New Skills
When you learn a new skill, it starts at 50 — the same minimum as character creation. You are not penalised for being newly trained.
Recommended Pace
| Campaign Type | Levels | Expected Range |
|---|---|---|
| One-shot | Start at 2, no milestones | Level 2 |
| Short campaign (6–10 sessions) | Milestone every 2–3 sessions | Levels 2–4 |
| Long campaign | Milestone every 2–3 sessions | Levels 4–8 |
For one-shots, skip milestone leveling entirely. Players start at level 2 and do not advance.