Experience Awards

Characters grow throughout the campaign. They become more adept at the adventuring skills they brought into the setting and may even learn new skills. Experience Points are awarded by the GM after each adventure or adventure session to model this growth and to encourage creative role-playing. The Experience Points are accumulated with the character until the player determines what specific skills or abilities are to be enhanced with them.

Rigid adherence to the following guideline for awards and their values is neither necessary nor intended. The GM(s) in a particular campaign are responsible for setting Experience awards that are appropriate for the campaign. The values given are deemed especially appropriate for the first dozen or so sessions. If awarded appropriately the characters will grow at a reasonable rate, while continuing to have appropriate incentives for roleplaying. When it becomes clear to the GM(s) that either too much or to little advancement is contributable to these awards, they should feel free to modify them to suit the situation. At all times, players are to remember that these awards are completely at the discretion of the GM. If a player feels his character has been slighted, or that an award is inappropriate, considered adult discussion of the situation is in order.

A GM may find it necessary to (arbitrarily) award some number of Experience Points to a starting character, when that character is being brought in to an established campaign. This is occasionally necessary when a significant party member is killed and no immediate replacement is available. GMs may also use this technique to “create” non-player characters.

The listing below is broken up into proficiency categories to improve readability. These categories are arbitrary. Any character may receive awards for any of the following activities.

Combat
50 General victory in melee. All participants get the award.
50 Individual victory over a superior foe (2x Combat, Body+Fatigue etc.)
100 Individual victory over invincible foe (Dragons, Gargoyles, Demons)
Stealth
25 Successful circumnavigation of a trap, lock or other obstacle to mission success using a role played skill utilization. Just rolling dice to get out of a situation does not count.
50 Successful liberation of loot from a location of physical or magical protection without detection. This award may be made for certain instances where no witnesses survive, subject to the stipulations of the sponsoring contract.
Magic
ea. Per point of Fatigue expended in magically maintaining the party, providing passive magical defenses etc. These points are awarded for spells that are not resisted by the target individual.
25 Clever utilization of a spell affect to accomplish a task not normally associated with that particular casting.
50 Successful neutralization of a magical foe with similar magical capabilities (including artifacts and/or devices).
100 Neutralization of magical foes of superior capability or utilizing significantly superior magical devices or artifacts.
Miracle
ea. Per point of Fatigue expended in spiritual maintenance of the party, providing passive defenses, healing, etc. These points are awarded for spells that are not resisted by the target individual.
25 Successful interdiction against heathen or evil personages, such that their behaviors - and the negative effects on local inhabitants - cease.
50 Successful pronouncement of a major curse or interdiction against a heathen or evil band, hamlet, village, etcetera resulting in the cessation of ungodly activities.
50 Successful liberation of a population from the tyranny of an ungodly ruler.
100 Successful interdiction against significant Demons or Hosts of Hell exorcising them from the physical plane.
150 Successful interdiction against a fief, region, or kingdom in previous servitude to Evil.
General
50 Mission Survival; All characters surviving the mission.
50 Per Mission Objective Accomplished, could be preset by GM or devised by players within the setting.
50-100 Difficulty bonus, GM adder for compensating the group for especially dangerous setting or deadly adversary. Could be equated to 50 pts per party member killed.
25 ea Role-Play bonuses. Optional GM adder to reward a player for clever, or especially imaginative, in-character play. This is intended to encourage role playing when a player or player group is having difficulty establishing character based behavior and decision patterns.
 

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updated on:   11 Feb 1999