Super Squirrel
Jun 18th, '07, 08:49 AM
I want some feedback for my XP System I will be using for my Teen Champions game.
Overview
1 XP for showing up.
+1 XP for a difficult session.
+1 XP for completing a semester.
+1 XP for completing a story arc.
+1 XP for good roleplay.
1 Team XP.
+1 Team XP for excellent roleplay as a team.
Up to +1 "Extra" XP.
Team XP
Team Xp goes towards the team's resource pool. The resource pool is not used during the first Semester of school. However, as this is something that is used to throughout the entire Teen Champions campaign and carries over to the Champions campaign upon graduation, it is highly encouraged you try to constantly roleplay as a team. 1 XP in a resource pool = 5 points towards your base, vehicles, and temporary equipment. At 2 XP a game, think of what your team base might look like after 20 game sessions.
"Extra" XP System
This campaign will require characters to have and improve non-powers. Rather than require you spend XP toward skills, perks, contacts, and the like I'll be using a system where you can improve these through roleplay during the game.
At the start of the game, write down at least two non-powers you want to improve. This is to help remind you later in the game if you haven't brought up that skill and as a way for me to keep track of you improving a skill. I might forget to write it down and having something in writing helps me make sure you get the points.
Skills
The process to improve skills by means of roleplay is fairly simple. There are two types of skills, skills that you can foresee coming up in a game and skills that you cannot foresee coming up. In the case of the latter, take a moment in game and declare how you are using/practicing/learning the skill. Be sure to try and add detail into it. I may expand on the roleplay and make a scene. I might also find a way to use that skill in the current or following game. For skills that you do foresee coming up in game, just be sure to make the use of the skill a bit more of a spectacle. Don't just declare an action, give detail.
SS: Biology Example: "I'm going to speak to my biology teacher about the latest homework and see if I can get him to explain in more depth some of the elements we discussed in class."
Acrobatics Example: "I'm going to try and do a flip off of the escape ladder and land on the mugger's shoulder and use my hands to cover his eyes."
Remember that just because you make a declaration doesn't mean it counts. I'll want to expand on something in most situations so be prepared to roleplay the scene out.
A roleplaying event is roughly worth .5 XP. This makes SS and KS skills quicker to improve than 3/2 Skills. And remember that you can use normal experience to help improve these skills as well but check with me before hand.
Perks and Contacts
Contacts are pretty straightforward. You need to be prepared to roleplay with them a lot. You need to establish, in character, about trying to get in touch with the character in the future. This may require something as simple as asking for the cellphone or it may require getting them to confess how they can be reached if they are a more subtle contact.
Existing NPCs are a little easier to establish than newer contacts. If you want and arms dealer for a contact, I'll need to create one for you. But to get the contact, you first have to meet the person and that may be easier said than done depending on the type of contact you are seeking.
Remember that some contacts cost more points than others. All contacts start at an 8- which is worth 1 XP point. If you have an FBI Agent for a contact, it will require far more roleplay to get to an 11- than it would to get a Street Cop to an 11-.
Perks will depend entirely on the nature of the perk in question. A perk is worth the same XP rate per session as other things one might buy for their character. However, perks may take longer before they are available. Just because you have roleplayed gaining deep cover enough to get the points doesn't mean it has been fully established and created. This will depend entirely on the type of perk you are trying to gain.
Roleplaying to gain a contact is also roughly worth .5 XP per roleplaying session.
In Summary
This system will help build your skills, perks, and contacts at the rate of 1 XP per session. If this system proves successful and adds to the game, I may expand this to 3 or 4 "improvements" per session. Also, because you are learning experience points, if you have things such as Linguist on your character sheet, you can improve faster than you would normal. In fact, you can buy Linguist or the equivalent without having learned a second language yet and can learn the extra languages within game sessions.
Overview
1 XP for showing up.
+1 XP for a difficult session.
+1 XP for completing a semester.
+1 XP for completing a story arc.
+1 XP for good roleplay.
1 Team XP.
+1 Team XP for excellent roleplay as a team.
Up to +1 "Extra" XP.
Team XP
Team Xp goes towards the team's resource pool. The resource pool is not used during the first Semester of school. However, as this is something that is used to throughout the entire Teen Champions campaign and carries over to the Champions campaign upon graduation, it is highly encouraged you try to constantly roleplay as a team. 1 XP in a resource pool = 5 points towards your base, vehicles, and temporary equipment. At 2 XP a game, think of what your team base might look like after 20 game sessions.
"Extra" XP System
This campaign will require characters to have and improve non-powers. Rather than require you spend XP toward skills, perks, contacts, and the like I'll be using a system where you can improve these through roleplay during the game.
At the start of the game, write down at least two non-powers you want to improve. This is to help remind you later in the game if you haven't brought up that skill and as a way for me to keep track of you improving a skill. I might forget to write it down and having something in writing helps me make sure you get the points.
Skills
The process to improve skills by means of roleplay is fairly simple. There are two types of skills, skills that you can foresee coming up in a game and skills that you cannot foresee coming up. In the case of the latter, take a moment in game and declare how you are using/practicing/learning the skill. Be sure to try and add detail into it. I may expand on the roleplay and make a scene. I might also find a way to use that skill in the current or following game. For skills that you do foresee coming up in game, just be sure to make the use of the skill a bit more of a spectacle. Don't just declare an action, give detail.
SS: Biology Example: "I'm going to speak to my biology teacher about the latest homework and see if I can get him to explain in more depth some of the elements we discussed in class."
Acrobatics Example: "I'm going to try and do a flip off of the escape ladder and land on the mugger's shoulder and use my hands to cover his eyes."
Remember that just because you make a declaration doesn't mean it counts. I'll want to expand on something in most situations so be prepared to roleplay the scene out.
A roleplaying event is roughly worth .5 XP. This makes SS and KS skills quicker to improve than 3/2 Skills. And remember that you can use normal experience to help improve these skills as well but check with me before hand.
Perks and Contacts
Contacts are pretty straightforward. You need to be prepared to roleplay with them a lot. You need to establish, in character, about trying to get in touch with the character in the future. This may require something as simple as asking for the cellphone or it may require getting them to confess how they can be reached if they are a more subtle contact.
Existing NPCs are a little easier to establish than newer contacts. If you want and arms dealer for a contact, I'll need to create one for you. But to get the contact, you first have to meet the person and that may be easier said than done depending on the type of contact you are seeking.
Remember that some contacts cost more points than others. All contacts start at an 8- which is worth 1 XP point. If you have an FBI Agent for a contact, it will require far more roleplay to get to an 11- than it would to get a Street Cop to an 11-.
Perks will depend entirely on the nature of the perk in question. A perk is worth the same XP rate per session as other things one might buy for their character. However, perks may take longer before they are available. Just because you have roleplayed gaining deep cover enough to get the points doesn't mean it has been fully established and created. This will depend entirely on the type of perk you are trying to gain.
Roleplaying to gain a contact is also roughly worth .5 XP per roleplaying session.
In Summary
This system will help build your skills, perks, and contacts at the rate of 1 XP per session. If this system proves successful and adds to the game, I may expand this to 3 or 4 "improvements" per session. Also, because you are learning experience points, if you have things such as Linguist on your character sheet, you can improve faster than you would normal. In fact, you can buy Linguist or the equivalent without having learned a second language yet and can learn the extra languages within game sessions.