Experience and Luck
In the real world people improve at the things they practice, and the same is true in the Magitech Chronicles. At the end of each game session the game master will award between 2 - 5 experience to each player. Players may spend that experience to improve their skills, attributes, and defenses. They may also purchase spells or miracles if their path grants access.
Played in character convincingly
Accomplished a major story goal
Made the other players laugh with an in character action
Suggested a plan or action that really made a difference
Encouraged someone else in the group in character or out
As a GM you can add or remove reasons, but you want a simple system to award xp. In general I try to keep XP totals similar, so at the end of a session most players will get 4 xp, and one might get 5. If someone was really distracted, or detracting from the session, they might only get 3.
You want to keep your players engaged, and that means being able to award them something above and beyond, but not so much that they are singled out consistently over other players.
Skills (Current Rating * 3)
Attributes (Current Rating * 4)
Defenses (Current Rating * 5)
Miracles (3)
Spells (3)
New Skill (1)
(T) Greater Path (8)
(T) Mastery (10)
(T) Path Ability from your Archetype (12)
(T) Path Ability from another Archetype (20)
As examples, buying the Ranged skill from 2 to 3 will cost 6 xp. Buying an attribute from 2 to 3 will cost 8 xp. Buying a defense from 2 to 3 will cost 10 xp.
(T) denotes a skill that requires training. What constitutes training is up to the GM, but generally requires several days of intense work under the tutelage of someone whose mastered what you're learning.
Reroll any roll
Gain an edge in any situation
Force an opponent to reroll an attack or spell targeting the player spending the luck
Prevent all damage from a single attack
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