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. |
|