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Author Topic: Experience  (Read 5743 times)

Drakilian

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Experience
« on: January 03, 2015, 05:28:54 pm »

Players get experience at the end of each Chapter and Act, which they can use to improve their characters over time.

End of Chapter

Four Experience Points: Automatic Point - It is given to each player at the end of the story.

One Experience Point: Learning Curve - What did the character learn during the course of the story. If the character did indeed learn something, such as a lesson in life or unlife, one point is awarded.

One-Two Experience Points: Roleplay - The character was well-portrayed during the course of the story. The player did not stray from the character's true self and managed to roleplay the storyline out well. This does not often include having one conversation after another. It is more of a "taking action" point such as playing out quirks, flaws, merits, and other such things true to nature. If the character is portrayed very well, two points can be awarded.

One Point — Acting: A player who stayed true to his character's nature and Demeanor will get an experience point for accurately playing the character they have developed.

One Experience Point: Heroism - On occasion a character can be a hero too, risking everything and escaping death's grip to save someone from a fire or to rescue someone from their own Final Death. Stupidity and suicidal behavior are not to be mistaken for heroism.

One Point — Triumph: If a player faces a particularly dangerous foe or force and manages to defeat it (The archwizard demon bear dragon galgazor was slain!) the player will gain an additional experience point to emphasize their success.

One Point — NPC Interaction: NPCs are people too!  A meaningful interaction with an NPC is worth an extra experience point.

One Point — Creativity: The player (and so the character as well) managed to concoct a great plan or sudden strategy, or followed up on an obscure clue which helped the coterie (group of characters) your character was with at the time to survive when it should have fallen to Final Death otherwise.

One Point — Restraint: A player who shows restraint and thinks the situation through will be awarded an experience point (especially when it leads to victory).

One Point — Cooperation: When the group cooperates throughout the storyline (this doesn't mean no-infighting, it just means that the in-fighting won't be fatal in the future), the storyteller bribes them with an exp point to keep it up.

End of Story

A story concludes after several chapters and game sessions. At the close of the story, award a few extra points to those characters that made it
all the way from beginning to end, on top of the reward for the last chapter.

Six Points — Success: If the characters achieved all or at least some of their goals, they should get points for advancing their agendas and
carrying out their tasks successfully.

Three Points — Danger: If the story was particularly harrowing and the characters were forced to stay on their toes constantly, they may learn
quicker just by surviving.

Three Points — Wisdom: If a player came up with a brilliant plan that saved the day in mid-story, adapted to the circumstances, adjusted for a
new and clever use of the characters' capabilities or just plain rocked, give a bonus point to that character for sudden insight.
Of course, the Storyteller can always award more or less points, as dictated by the needs of the chronicle and the group.

Sidequests

Vampires will receive a variety of rewards at the end of a sidequest. Each side quest will reward a minimum of 2 EXP. More EXP can be earned in the form of the additional exp available for chapters (learning curve, heroism, etc.),  however these will be earned at the end of the side quest period and not each individual side quest. An additional automatic experience point will be awarded if the side quest in question is actually successful.

Side quests can also be used to earn new Merits, buy off flaws, and add backgrounds - all without any need to spend EXP. These gains must be discussed with your storyteller before the side quest is undertaken, and the gain will likely rely on your success in the undertaking.

Characters who join other characters in their side quests will benefit from joining, however they will not benefit as greatly as the originator of the side quest will benefit. If a character starts a side quest, it will be focused around him, as will the benefits - if the characters that join him gain something, it will rely entirely on what actions they take over the course of the event. The exception to this is experience, which is gained equally on all fronts.

If two characters start a group side quest, they will both benefit equally from the event - unless of course, one wishes to sneakily stab the other in the back and take all the gains for himself.
« Last Edit: January 03, 2015, 05:37:18 pm by Drakilian »
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Drakilian

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Re: Experience
« Reply #1 on: January 03, 2015, 05:33:23 pm »

New Ability: 3 Experience Points
Increasing an Ability: Current Rating x 2
Increasing an Attribute: Current Rating x 4
Increasing a Discipline (Caitiff Or Pander) : Current Rating x 6
Increasing a Discipline (Clan): Current Rating x 5
Buying a new Discipline: 10 Experience Points
Increasing a Discipline (Non-Clan): Current Rating x 7
Increasing a Discipline Path: (Necromancy, Sorcery, Thaumaturgy): Current Rating x 4
Buying a new Discipline Path(Necromancy, Sorcery, Thaumaturgy): 7 Experience Points
Increasing Humanity/Path: Current Rating x 2
Buying a Ritual: Rating x 3
Increasing Virtue: Current Rating x 2
Increasing Willpower:   Current Rating

NOTE: Rituals are learned in-game, with the cost of experience points only being present if the character does not wish to take the time or is unable to find them normally.

Humanity/Paths are also increased through good roleplaying.

Backgrounds can only be earned through roleplaying.
« Last Edit: August 13, 2015, 07:14:37 pm by Drakilian »
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