Gaining Experience


Experience points will be distributed and awarded once a month.
There are several ways to gain XP.


E-Mail journaling is to be sent in at the end of each month using the "Contact Us" link and clicking off your appropriate Storyteller

Keep track of note-worthy things your character has been up to over the past month. Let us know about them! Without this vital email, you're only gaining XP for forum posts. If you send in a journal, you're going to see anywhere from 1xp to 5xp, automatically.


Forum Posts. Make sure we're aware of big mood posts, or posts that show your character -learning- something... anything; or of your character creating links and contacts. XP awarded will be either by clumping "minor" posts together, and acknowledging "major" forum posts. Could gain an additional 1-5xp. Maybe more!


Catching IC scenes with NPC's. These will be rare (depending on the particular NPC), but will have automatic XP allotted, and it can add up pretty quickly.





1 point ~ Automatic. Each active character gets one point for participating in a chapter (month).

1 point ~ Learning Curve. Tell the Staff in your Journal what your character learned during the chapter's events. If we agree with your response, your character will be awarded one point.

1 point ~ Roleplaying. The player did a good job of portraying his character, either entertainingly, appropriately, or both. If he veered too far from his character's concept, he might not deserve this reward. Indeed, superlative roleplaying might be worth two points. [[An additional point will be added here if a Flaw is roleplayed consistantly and appropriately -- again, point this out to us in your Journal.]]

1 point ~ Heroism. Characters who rise to the occasion with truly heroic actions or feats of survival and sheer persistence deserve a point. Characters who act in stupid or suicidal ways just so they can gain the accolades of the hero will NOT be rewarded.

1 point ~ Success. The characters achieved all or part of their goals.

1 point ~ Danger. The characters survived against harsh odds and grave dangers.

1 point ~ Wisdom. The player, and thus his character, devised a brilliant plan or came up with a spontaneous solution that enabled the group to survive or succeed when it might have failed.






Skills:
It takes time and study to learn new things. If a character does not already possess some basic competence in a Skill, he must spend time training in it before any dots can be purchased. The Storyteller decides just what he needs to do to qualify. It might take days of study in a library, or enrolling in a semester-long night course at the local college. It could be a simple matter of days spent in the wilderness, or a week's worth of repetitive practice. Most Skills can be selftaught with time and effort, if a character is smart and diligent. Otherwise, a teacher might be required.

Merits:
Learning a new Merit requires either training or time spent achieving whatever goal is most appropriate to that Merit. A Kung Fu Fighting Style requires training and a teacher, and time spent at a dojo with a sensei and other students. Political Contacts require time spent at City Hall or in whatever smoky backroom local conspiracies are hatched. The Storyteller judges new Merit acquisitions on a case-by-base basis.

Attributes:
Raising Attributes requires periods of self-training, or with the aid of a personal trainer. Strength might require regular visits to a gym, while Wits might need nothing more than a marathon week of playing video games to hone the ability to react to fast-acting stimuli. Again, the Storyteller can determine whether or not extra measures are required before a trait can be raised, but Attributes are less stringent than Skills in requiring specific conditions. As long as some activity can justify increased competence, spending experience points should be allowed.




A Flaw only awards an experience point if it adversely affects its bearer. If a character is crippled and requires a wheelchair to get around, but spends the entire game session hacking into a corporation's computer database, he does not gain an experience point for his affliction. It didn't affect his hacking in any way. Flaws reward a character for overcoming adversity. If there's no adversity to overcome, there's no special excuse for growth or betterment.

The ultimate key to Flaws, however, is roleplaying. A player must fully roleplay his character's Flaw. He can't pretend it's not there and demand an extra experience point. If his character is in a wheelchair, he needs to act like it, roleplaying all the frustration that entails.The Storyteller might tell the player that his character can't be in the same room with the rest of the characters, because he had to take the elevator to get there while the rest vaulted up the stairs. His character can arrive in the next turn. If the -player- whines about it, he's not in the spirit of his flawed character. If -his character- whines about it, grumbling about the horrible MuzakŠ in the elevator when he arrives, then the player is doing his job.

For the most part, Flaws act as carrots rather than sticks, rewarding roleplaying rather than enforcing it. If a player doesn't incorporate a Flaw into his character's actions, he should not be made to do so. His only punishment is that he does not gain the extra experience point.

If he ignores his Flaw too often, the Storyteller can declare him cured of it, and thereafter refuse to award extra experience points even if the player later attempts to play the Flaw and claim the points.

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