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.    

Awarding Experience

  Completing a session is generally worth 2 xp. If you showed up and played that's the bare minimum a character will walk out with.   However, roleplaying is meant to be a shared story, and the Magitech Chronicles is designed to facilitate that. Experience is awarded when a player does something to aid the story. Here are some common reasons to award a point beyond the initial 2:  
  • 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.      

    Spending Experience

      Characters may choose to spend experience at any time. This may mean that a character with unspent experience suddenly manifests a spell in combat, or someone untrained in computers desperately fumbles their way through the prompts by purchasing the first rank. The costs are as follows:  
  • 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.      

    Awarding Luck

      Luck is a separate pool that doesn't replenish in any normal way. A character can have any amount of luck, so if they keep roleplaying their luck will continue to increase over time.   Any time a character roleplays out a flaw in a social situation the GM may choose to award them a point of luck. Whether they do so is up to the GM, but if the player is intentionally inconveniencing themselves in an amusing or interesting way and it furthers the story, then they should get a point of luck.    

    Spending Luck

      A character may spend a point of luck to do any of the following:  
  • 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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