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EXPERIENCE & ADVANCEMENT

As the campaign progresses the characters will gain knowledge of the world around them, their own abilities, and new ideas for adventuring. This knowledge is called experience and is measured by the experience level. Good role-playing and creative thought is just as important to this process as killing the beastie. The GM will award points subjectively on her personal impressions.

 

Experience & Advancement

Level

Exp. Points needed

Skill slots

Injury points

1

0 1999

3

Base

2

2000 4499

7

 

3

4500 7499

7

 

4

7500 10999

7

X

5

11000 15499

7

 

6

15500 20999

7

 

7

21000 27499

7

X

8

27500 34999

7

 

9

35000 43499

7

 

10

43500 52999

7

X

11

53000 64999

7

 

12

65000 77999

7

 

13

78000 91999

7

X

14

92000 106999

7

 

15

107000 121999

7

 

16

122000 136999

7

X

17

137000 151999

7

 

18

152000 166999

7

 

19

167000 181999

7

X

20

182000 211999

7

 

21

212000 241999

7

 

22

242000 271999

7

X

23

272000 301999

7

 

24

302000 349000

7

 

25

350000 +

7

X

 

Experience Awards

SITUATION

EXP AWARD

Successful Skill Use

50

Clever Idea

100

Good Role-playing

150

Quick Thinking Idea or Action

250

Endangering Life for Others

300

Self Sacrifice (Life/Death)

1000

Avoiding Unnecessary Violence

100

Combat

(Level x 10) + IP + Bonus


© 1999 J.K. Wykowski & T. Coonrod