Advancements

Advancement Triggers
Once they have advanced their character, a player can choose to change their Advancement Trigger.

Unlike the base advancement rules, it is not necessary to choose a new Trigger each time the character advances. However, the player is strongly encouraged to reconsider their Advancement Triggers after certain major milestones or life changes (such as critical injuries, emotional turning points, story arc completion, changing careers with the Renounce advancement, etc.). 

Skills
Gaining a new skill costs an amount of experience equal to the number of skills the character currently has (including Origin and Career skills, plus any Species and/or Group skills). A character’s fifth skill would cost 4xp, the sixth would cost 5xp, and the seventh would cost 6xp.

However, a character can only have a maximum of 7 skills, including Origin, Species, Group, and Career. Any further XP earned can only be used to gain alternate advancements. Characters can gain alternate advancements before they have reached their maximum number of skills. 

Alternate Advancements
When a character has significant downtime, the player can spend XP to gain one of the alternate advancements listed below. The following rules apply:
 * XP can only be spent on a character during downtime that lasts at least a few days, i.e. on the Radiance between missions. Some advancements require more time than others, especially those that require “extended downtime”.


 * Only one advancement can be pursued at a time. Even if a character has accrued enough XP to purchase multiple advancements, they can only actively pursue a single one until the next downtime.


 * The chosen advancement should make narrative sense to the character and the current situation. Characters should avoid choosing advancements which would be nonsensical or impossible, such as trying to adopt a Primal lifestyle (Adapt) while on a space station.