An Advance lets a character do one of the following. Remember that no Trait may be raised above its species maximum (usually d12).
Gain a new Edge.
Increase two skills that are greater than their linked attribute one die type.
Increase one skill that is greater than its linked attribute and two skills that are lower or equal to their linked attributes by one die type each.
Increase four skills that are lower or equal than their linked attributes by one die type each (including new skills the character didn’t have before at d4).
Increase one attribute by a die type. This option may only be taken once per Rank (see Rank, below). Legendary characters may raise an attribute every other Advance, up to the species maximum.
Permanently remove a Minor Hindrance, or reduce a Major Hindrance to a Minor (if possible). With the GM’s permission, and if it makes sense, two Advances may be saved up and spent to remove a Major Hindrance. The player and GM should work out how and when this happens. Perhaps the shocking death of an ally triggers a change in attitude, the hero puts real effort into improving harmful behavior, or might even seek professional help during downtime between missions.
As a character gains Advances, she goes up in “Rank.” This is a rough measure of how powerful she is. Each Rank allows access to more powerful Edges and certain abilities (such as powers)!
Advances Rank
0-3 Novice
4-7 Seasoned
8-11 Veteran
12-15 Heroic
16+ Legendary
Replacement Characters: When a character dies, we recommend the player create a new Novice hero then give him the same number of Advances his previous champion had when he fell.
Followers and other allies who stay with the party for extended periods can improve their abilities as well.
At the end of a game session in which the allies had a significant role (usually by participating in combat, but GM’s call), Advance them just as you would the player characters.