Beaker got his first karma point for discovering the secret door in Wiyao’s pirate base in the New Moscow system.
(see House Rules for other tailored rules in The Reft campaign)
First adventure gives you 3xp. Following adventures are 1xp each.
CURRENT EXPERIENCE LOG:
|CHARACTER||UNSPENT XP||KARMA||PSI||TRAINING (NEEDED)|
|Ave||1||3||–||New Skill (0/14)|
|Shee’Ra||1||1||–||Persuade 0 (0/7)|
|Tiny||8||0||5||Stealth 0 (0/10)|
The system is identical to the one we use in Moom except that we use the term ‘Training Points’ (TP) instead of ‘Jumps’ or ‘Weeks’.
Additionally Training Points may be purchased for Cr 5000 per training bloc, and requiring 2 weeks reflecting hiring of a specialist instructor to boost training. Such training is enhanced at a 1.5 rate (so 2 weeks of training would cost Cr 5,000 and give you 3 TP).
The formula for the amount of TP taken to increase a skill level is (x+y)*y, where x is the current number of skills levels the character currently has and y is the skill level currently being studied.
e.g. A character with 12 skill levels looking to increase a skill from level-1 to level-2 would take (12+2)*2 = 28 TP to advance the skill.
Skill-0 is treated as skill-1 for these purposes when being used as the multiplier (only).
It is possible that a character might have a cyberteck skill enhancement (one skill only) eg bumping a skill from +1 to +2. FOR PURPOSES OF TRAINING IT WOULD ONLY COUNT AS SKILL +1
There are no limits as to the total number of skills or slots.
‘Karma points’ can be traded for ‘TP’ at the rate of 1 karma point = 2 TP.
STR,DEX,END,EDU can also be trained up.
eg increasing STR 7 to STR 8, costs (7+8) x 2: 30 TP
eg increasing STR 8 to STR 9, costs (8+9)x 3: 51 TP
Boost ATR to 3, 4, or 5 | (-1 attr bonus) | treat as L1 skill gain
Boost ATR to 6,7 or 8 | (0 attr bonus) | treat as L2 skill gain
Boost ATR to 9, 10 or 11 | (1 attr boost) | treat as L3 skill gain
Boost ATR 12, 13 or 14 | (2 attr boost) | treat as L4 skill gain
Boost ATR to 15 | (+3 attr boost) | treat as L5 skill gain
Each Psion gets one experience point per game. When they reach their current level of Psi Strength, they get to roll on the table below for skill improvements:For the purposes of these house rules, Psi Strength is considered a UPP attribute.
|2||+ 1 Psi||Psi strength increases by one point permanently|
|3||+ 1 Str||Gain psi enhanced + 1 Str permanently|
|4||+ 1 Dex||Gain psi enhanced + 1 Dex permanently|
|5||+ 1 End||Gain psi enhanced + 1 End permanently|
|6||+ 1 Int||Gain psi enhanced + 1 Int permanently|
|7||+ 1 Edu||Gain psi enhanced + 1 Edu permanently|
|8||Clairvoyance||Gain this psi talent – if already owned choose other talent or + 1 Psi|
|9||Telekinesis||Gain this psi talent – if already owned choose other talent or + 1 Psi|
|10||Awareness||Gain this psi talent – if already owned choose other talent or + 1 Psi|
|11||Teleportation||Gain this psi talent – if already owned choose other talent or + 1 Psi|
|12||Telepathy||Gain this psi talent – if already owned choose other talent or + 1 Psi|
|13||Wild Talent||Gain custom psi talent or choose + 1 Psi|
|14||Talent + 2||Gain permanent + 2 skill check and double effect to talent of choice|
|15||Talent + 4||Gain permanent + 4 skill check and quadruple effect to talent of choice|
|16||+ 2 Attribute||Gain psi enhance + 2 to any UPP attribute|
|17||+ 2 Psi||Psi strength increases by two points permanently|
|18||+ 3 Psi||Psi strength increases by three points permanently|