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