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All of the rules discussed would mean
very little if it were not possible for characters to advance with repeated playing. This
is where "experience points" come in. The term refers to a number of points that
the character gains in order to buy skill points. Some referees might wish to develop
their own rules on which the amount of experience points gained is based. That's perfectly
fine. What we are about to give you are some general rules that will work for most games. In general characters will gain experience for winning in combat,
successfully utilizing skills, and showing ingenuity. The amount of experience given for
these things will ultimately be decided by the referee and the gamers playing should
respect his judgement.
For combat, a total should be divided up between all the characters
involved in the combat. The total can be arrived at by adding 50 points for each opponent
overcome. The referee should consider decreasing this amount if the opponents were on the
average less skilled in combat, worse armed, etc. The amount should be increased,
alternatively if the opponents were on the average more skilled, better armed, etc.
Awards should be made to characters who use a skill to advantage
well, especially if it is a non-combat skill. Awards should generally be around 50
experience points, although again the referee may adjust it.
Similar awards might be given to characters who show particular
ingenuity in dealing with a difficult situation or arriving at a difficult to find
solution. These awards should also be around 50 experience points.
The rules above are fine for most gaming
purposes, but some referees may wish to bring greater detail to the way they handle
experience. This can be applied by giving the character secondary experience points.
Secondary e.p.'s are e.p.'s that can only be applied to a particular skill.
For instance, a character might gain 100 secondary e.p.'s in hand to
hand. These e.p.'s may ONLY be applied to buying the next skill point in hand-to- hand. Of
course, the character may also gain normal e.p.'s that can be applied to anything, as well
as secondary e.p.'s in other skills.
Secondary e.p.'s may be gained in two ways; the referee may use
both, either or neither.
The character may gain secondary e.p.'s through training. Training
requires the character go to someone who has a higher skill percentage in the skill than
the character does. (Look in the local guild hall, college, etc.) The character then gains
the difference in skill percentages X 10 for every 3 months spent studying under the
teacher. Example: If a character with a skill percentage of 50 in baking trains under a
character with a skill percentage of 92 in baking, at the end of 3 months the character
will gain (92-50)=42 (42 X 10)=420 skill points in baking. Note that with this experience
the student's skill percentage in baking might be increased, limiting the amount that can
be learned in the next six months. Also note that training will often require the
character to pay money, and might require the character to demonstrate certain aptitudes
to even qualify for the training.
Characters might receive secondary e.p.'s by exceptional performance
in a skill. The character may discover through use new and better ways to utilize a skill.
Every time the character achieves a critical in a skill when using it out of necessity the
character may be awarded 50 secondary ep's in that skill.
The first and final judgement on experience points must come from
the GM. This is usually where the whole flavor of the game will come from. The
accomplishments the GM rewards are the goals for which the players will strive. Here we
must say it's your game to place the emphasis where you want it.
This chart is intended to make it easier to put
together starting characters, by showing you the total amount of experience points needed
to by a number of skill points from 0.
Skill
Point |
Cost |
Total Cost |
1 |
100 |
100 |
2 |
200 |
300 |
3 |
300 |
600 |
4 |
400 |
1,000 |
5 |
500 |
1,500 |
6 |
600 |
2,100 |
7 |
700 |
2,800 |
8 |
800 |
3,600 |
9 |
900 |
4,500 |
10 |
1,000 |
5,500 |
11 |
1,100 |
6,600 |
12 |
1,200 |
7,800 |
13 |
1,300 |
9,100 |
14 |
1,400 |
10,500 |
15 |
1,500 |
12,000 |
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Tech Levels
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