BLUERABBIT tracks your progress with three separate numbers. They look similar at a glance but do very different jobs. Your adventure may call them something else — a Game Master can rename all three — but the mechanics underneath stay the same.
XP — Experience Points
XP measures progress. You earn it from milestones, challenges, achievements and Garden Tasks, and it sets your Level. Levels follow a fixed curve: level 2 at 1,000 XP, level 3 at 3,000, level 4 at 6,000, with each level needing 1,000 more XP than the step before it.
Levelling up can open milestones that need a certain level, and can award you a rank automatically if your adventure has a rank ladder.
XP can go down. Some encounter choices cost XP instead of paying it, and if you lose enough you drop a level. It's the strongest setback the game has, so it's worth reading an encounter's options carefully.
BLOO — Your Spendable Currency
BLOO goes up and down. You earn it from milestones, challenges, achievements and Garden Tasks, and some encounter choices pay it out. You spend it:
- in the Item Shop,
- on extra attempts at a challenge that charges for them,
- on the choices you make inside an encounter.
Going Into Debt
BLOO can drop below zero, but only one way: choosing an encounter option that costs more than you have. The option tells you before you pick it ("This puts you 180 under"), so it's always your call.
Debt is a setback, not a loophole. The Item Shop never sells on credit: it won't sell you anything you can't afford, and while you're below zero that means everything. Paid challenge attempts work the same way. Earn your way back above zero through milestones and Garden Tasks. Your Game Master may also have set up a message that appears the moment you go into debt.
EP — Energy Points
Energy is its own switch. If your adventure doesn't use Energy Points you won't see EP anywhere — and there are no encounters either, because energy is what they run on.
When it's on, you earn EP from milestones, challenges and achievements that pay it, and most reliably from Garden Tasks that pay energy. You spend it on the choices you make inside an encounter.
Energy has a ceiling that rises with your level: 120 at level 1, 160 at level 2, 220 at level 3, and more from there. Anything you earn above the ceiling is lost, so there's no point hoarding it.
EP never goes below zero. An encounter option you don't have the energy for is greyed out and marked "Not enough energy". Every encounter is meant to offer at least one option that costs no energy, so running dry is a setback, not a game over. If you ever find nothing you can pick, the step says so and sends you to recover in the Garden.
How They Work Together
A typical loop: finish a milestone → earn XP (progress), BLOO (money) and maybe some EP → spend BLOO in the shop, or keep a cushion for the next encounter → when an encounter drains your energy, work a Garden Task to top it back up. None of the three substitutes for another. "Am I progressing?", "What can I afford?" and "Can I act right now?" stay three separate questions on purpose.