Characters generally progress. They may get stronger, smarter or learn new things. Characters use experience to buy new traits.
Gaining experience
The GM awards experience, typically at the end of each session. Just how to do that – and how much – is up to the GM, but here are some general suggestions.
- 1 XP for participating – all players who join in get 1 xp automatic for their character at the end of the game session
- 1 XP for heroism – overcoming some signifcant hardship, usually at the risk of ones own safety, is rewarded
- 1 XP for roleplaying – getting involved with your character and what makes her unique might be rewarded
- 1 – 3 XP for endings – reaching some sort of conclusion of some story or character arc should be awarded with extra experience. Note that this may also apply to any personal “side quests” that players might have going on with their character.
Generally speaking, most sessions should usually reward somewhere from 1 to 5 XP for each character.
Example : Magnus is one of the players in his group. His character is teenage girl Erica and the others in the group play her friends. In the game, Erica and her friends are investigating the murder of a class mate, but Erica also has a side quest all to her own; getting her separated parents back together. On one night of gaming, the group catches their classmate’s killer and Erica’s parents get back together. The whole group gets xp for participating and concluding the murder etc., but Magnus’ character Erica also gets a bonus of 2 xp for getting her parents back together.
Spending experience
Once you have XP, you can spend it. Plan what you want to buy and then ask your GM for permission. Generally speaking, characters should only be allowed to spend XP to increase skills that they practice during the game. They may have practiced these skills during downtime or in the imaginary game time between sessions, that’s fine. The main thing is that the character somehow practices the skill so that the increased experience is credible.
Experience costs
- Attributes – new rank x 4
- Skills, assets – new rank x 2
- Specials – specific to special
(Toughness and assets are generally rewarded directly by the GM and cons somehow acquired after character creation (generally won’t happen) should not award XP.)