In Aim Ten, you do not gain experience, but rather experiences.
When you discover an experience, you normally gain or adjust your attribute strength.
Experiences come in five flavours: Archons, Lore, Treasures, and Secrets.
Archons are creatures who are experiences simply by virtue of meeting with them or getting to know them. They may be inspiring teachers, dramatic personalities, or simply someone that matters a lot to you.
If your character is reasonably experienced, you may also be an archon.
Lore includes significant events, knowledge and information, and things you have learned. It may come from your personal experience, or it may come from books, tales, and stories.
Treasure includes equipment and other objects which are particularly valuable or useful, including money and coin.
Secrets are experiences which are personal to you. Normally, these can’t be shared or traded.
We can also use “form” to refer to the collection or collections of memories for a given character. For example, if they have a favoured set of social memories, this may be termed that character’s form for social encounters.
Sharing and trading experiences
Experiences may often be traded for other experiences. Some experiences may also be shared – that is, they don’t leave your possession when they’re traded. Everyone wins!
The value of an experience to an NPC may vary widely depending on what they want and how they perceive you. They may drop hints on what they would like, or what they have to offer.
The tier of an experience represents its rarity, complexity, and quality. Higher tier experiences usually require more attribute points to use, and are harder to find.
It also affects whether it can be detected as information, using Insight or Resolve.