Experience and Imptovement

Over time, a character will gain experience. In the context of role playing games, this generally means experience points, which can be used to purchase new skills, imporve existing skills or improve stats. In general, the following applies to gaining experience points.

Each session the player participates in is worth one experience point. Show up for a game and you will ge one point. The GM will normally award and additional point for playing in character. The GM may reward additional points if the player goes above and beyond in character developement, or in other ways furthrs the game. The GM is also at liberty to subtract experience points for playing out of character, using player knowledge or being disruptive.

Points may be accumulated as long as the player wishes, and may be spent at the begining or end of a session, but not during one. For skill or stats, the player should specify what is being studied. Normal a character wil raise leves in a stats or skill being studied or one being used frequently.

Raising STATS:

The chart below represents the cost to raise a stat or skill from the to the level show from the level immmediately below it. For example, to raise a STR of 7 to an STR of 8, use the point cost shown for STAT level 8 (3). This represents the cost in EPs to raise that state from 7 to 8. Stats may not fall below 1 or exceed 15. Skills normall range between 0 and 6. The GM may allow higher skill levels at is discretion

STAT EP Cost
2 2
3 2
4 2
5 2
6 2
7 2
8 3
9 3
10 3
11 4
12 5
13 7
14 10
15 15
Skill EP Cost
1 3
2 6
3 9
4 13
5 18
6 24