This article describes how the Kill Team characters advance their skills and talents.
When a skill is used successfully, the character earns a "check" in the skill. At the end of the each session the character makes an advancement roll for each checked skill. Roll D100+INT > the current skill. If successful the skill goes up by 3 otherwise it goes up by 1.
At the end of each adventure the characters will be awarded XP to spend. It can be spent as follows:
100 xp = Roll an advancement check on any one skill. Only once per skill per adventure.
100xp = Gain a new advanced skill.
200 xp = Gain a new talent. All talents come from the Dark Heresy 2nd Edition rulebook.
100xp * current stat = raise a stat by 1. Stats cannot be raised past your racial maximum.
200xp * new psy rating = Raise your psy rating by one level.
Listed costed = Purchase a new psy power
Talents are purchased from the Dark Heresy 2nd edition book. Other talents may be purchased with GM's approval. Not all the talents will make sense in this conversion. Work with the GM to determine how the Talent should work. The character must meet the prerequisite for the talent. Use the following conversion guide for the prerequisites.
Weapon Skill - Any melee weapon skill
Ballistic Skill - Any ranged weapon skill
Strength - Strength
Toughness - Endurance
Agility - Athletics
Intelligence - Depends on the talent, usually Tech Use
Perception - Perception
Fellowship - Deceit or Charm