Experience
Experience points allow the players to improve their characters performance and widen their capabilities.
At the end of each session the GM must award experience points, and players can use them to increase their stats. They can spend them immediately or save them to buy sumething more expensive later.
At the end of each session the GM must award experience points, and players can use them to increase their stats. They can spend them immediately or save them to buy sumething more expensive later.
Experience Awards
Concept | Exp. Award |
---|---|
Surviving the session | 2 |
Greatest Failure | 1 |
Remarkable display of ingenuity or creativity | 1 |
Remarkable display of social savvy | 1 |
Remarkable display of survival instincts | 1 |
Remarkable display of toughness, grittyness and badassery | 1 |
Remarkable contribution to the advancement of the story | 2 |
Remarkable contribution to keeping the story spicy and interesting | 1 |
Increasing Stats with Experience
Concept | Cost |
---|---|
Attributes | (Current die / 2) x 5 |
Acquiring new Skill | 3 (Requires off-game training with proper teacher) |
Increasing Already Trained Skill | Current die + 2 |
Archetype Edges | Current number of Edges x 5 |
Other Archetype Edges | current number of Edges x 7 (Requires off-game training with proper teacher) |
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