This page covers the mechanics for experience in this TTRPG system.
Experience is used to advance a characters’ mechanical character traits. This can include increasing attributes & skills, purchasing powers, or assets.
Earning Experience
At the end of each session of the game, the GM & players will go through the following checklist. The GM will award experience based on this checklist.
Requirement | Exp Earned |
Completed the game session | 2 |
Successfully completed a short term goal (max: 2 per game session) | 2 |
Permanently failed a short term goal (not for lack of trying) (max: 1 per game session) | 1 |
Pursued their vice (max: 1 per game session) | 1 |
Successfully completed a long term goal | 30 |
Permanently failed a long term goal (not for lack of trying) | 15 |
Dramatically interacted with, or defended, a PCs’ connection | 1 |
Nominated by player(s) for great entertainment (max: 1 per game session) | 1 |
This should average 5-6 experience earned per game session, with big spikes when a long term goal is completed.
A Note On Goals
Players are incentivized to take on as many long term & short term goals as possible. The gamemaster needs to rule on what goals are (un)reasonable. Going to the bathroom isn’t a goal.
Long Term Goals
The player characters shouldn’t be completing a long term goal every session, or even every other session. A long term goal should be completed once per story, which could be anywhere from 5-20 sessions.
Short Term Goals
It is reasonable to complete a short term goal every 1 or 2 sessions.
Spending Experience
You may spend experience on: increasing attributes, increasing skills, purchasing powers, & assets. The tables below show the experience cost of each type of character trait. Powers have a buy cost in the powers tables; multiply this buy cost by the Exp Cost multiplier in the table below.
Character Trait | Exp Cost |
Knowledge Skill | 1 experience per skill point |
Increase Asset | 1X New Asset Rating |
Power | 4X Buy Cost |
Increase Attribute Rating
Increasing an attribute has a flat experience cost (not a multiplier) based on how high the new attribute rating will be. Details are in the table below. Example: Sam wants to increase his physical attribute from 5 to 7. Sam spends 10 exp to raise it from 5 to 6. Sam then spends 15 exp to raise it from 6 to 7. The total cost for Sam to go from rating 5 to rating 7 is 25 experience.
Increase To Rating | Exp Cost |
1-6 | 10 |
7-9 | 15 |
10-12 | 20 |
Increase Skill Rating
Increasing a skill has a flat experience cost (not a multiplier) based on how high the new skill rating will be. Details are in the table below. Example: Sam wants to increase his physical awareness skill from 5 to 7. Sam spends 5 exp to raise it from 5 to 6. Sam then spends 8 exp to raise it from 6 to 7. The total cost for Sam to go from rating 5 to rating 7 is 13 experience.
Increase To Rating | Exp Cost |
1-6 | 5 |
7-9 | 8 |
10-12 | 12 |
The Unbreakable Rule
Players may not spend Experience during a game session. It must be spent before or after a game session. There are 2 reasons for this:
- If you allow character traits to be purchased at any time during a game session, held experience becomes the most powerful stat in the game.
- If a player runs into a problem they can’t think their way around, and you’re allowing experience to be spent at any time, the player will simply purchase the solution to their immediate problem.
- This makes for terrible games.
- If a player runs into a problem they can’t think their way around, and you’re allowing experience to be spent at any time, the player will simply purchase the solution to their immediate problem.
- It slows down the game when everyone is figuring out what to buy.
Plugin: Training Time
Training time is optional, and chosen by the Gamemaster. There are many ways to make character traits purchased with experience take time. Here we outline the most important factors, and provide a list of examples for training times.
Training Time & Realism
Any attempt at realism will be antithetical to fun. Fiction is full of unrealistic training times. The most common trope here is the training montage. Embrace the lack of realism.
Training Time: Slow
Training times require the character to spend at least 4 hours a day in training.
Attributes: New rating X months
Skills: New rating X weeks
Powers: Buy cost X weeks
Assets: New rating X weeks
Training Time: Fast
Training times require the character to spend at least 4 hours a day in training.
Attributes: New rating X weeks
Skills: New rating X days
Powers: Buy cost X days
Assets: New rating X days