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experience

Experience

End of Each Episode

At the end of each episode in a series, characters will be rewarded between one and eight experience points. Keep in mind that a story might continue for more than one game session. Generally, if the Storyteller sees a particular story arc continuing for more than three sessions, he should give experience about halfway (or even a third of the way) through.

One Point — Automatic: Each player that participated gets one point at the end of each chapter.

One Point — Discovery: Ask the player: “What did your character learn in the course of the episode’s events?” If you agree with the answer, give the player one experience point.

One Point — Roleplaying/Concept: The player carried out the role of her character well, not only entertainingly but appropriately. The player performed as the character should in the circumstances.

One Point — Heroism: On occasion characters can truly behave as heroes, risking all to let friends or even strangers escape from disaster or death. If a character acts heroically and manages to survive, he should be rewarded. Some players might try to take advantage of this idea. Stupidity and suicidal behavior should not be mistaken for heroism.

One Point — Wisdom: The player, and thus the character, came up with a brilliant plan or even a spontaneous strategy that enabled the team to survive when it would likely have failed otherwise. The right thing to said at the right moment. If the character (or player) said or did something that was resourceful, cunning, or just plain brilliant, give them a point.

One Point — Acting: A special award for the player who was the most exceptional roleplayer that session. Award a point to the player that was the most entertaining or was the most true to her character concept (perhaps in a way that put them or the rest of the group in more trouble).

One Point — Success: The characters achieved all or part of the goals they set out to accomplish. The goal doesn’t have to be a complete success. Even minor victories can be rewarded if they pushed the game forward. Even a marginal success should be celebrated.

One Point — Danger: The characters survived against harsh odds and grave dangers. If the character was in serious danger, they should get a point.

Trait IncreaseCost
Attribute[new rating x 5]
Ability[new rating x 3]
Willpower [new rating x 2]
Inspiration [new rating x 7]
Background [new rating x 2]
New TraitCost
New Ability[3]
Specialty (max. 3 per ability)[2]
Ability Mastery (max. 3 total)[12]
Background[2]
Background Enhancement[12]
Knack, Heroic[12]
Knack, Psychic or Dynamic (level one)[10]
Knack, Psychic or Dynamic (level two) [14]
Knack, Psychic or Dynamic (level three)[18]

A character may only buy one trait dot improvement per stat between episodes.

No character may improve more than one dot in any particular trait between stories or during downtimes.

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experience.txt · Last modified: 2021/12/04 00:39 (external edit)