IMPROVING YOURSELF Sooner or later, you
will want to improve your Skills or Characteristics from the levels
at which you purchased them at. There are several ways in which to
do this:
Study & Practice: You get a how-to
book and start reading/practicing. Study is the hardest method, you
have no idea of where to begin and no one to correct your mistakes.
In general, it takes about 1 month of study to gain 1 point. The
biggest limit to this method is that you can only improve your skill
to a level of 3. Being Taught: Superior to book
learning. The teacher must have a higher level of skill than the
student and must have the time to teach (how long this takes is up
to the GM). But even the most knowledgeable teachers may not be any
good at transferring their knowledge; that's where the skill of
Teaching comes in. The teacher averages his skill in the subject to
be taught with his Teaching skill; he may then teach the student up
to that level of skill. How long this takes is up to the GM, who can
award points over the passage of time
(usually 1-2 points per
month).
Experience: Still the best teacher. Whenever
you do something really well, the GM may award you with 1-2 Option
Points right on the spot. The problem is that these points are
applied to the skill you were using to get the award. Therefore, if
you want to get better in a skill you should use it very chance you
get. Another way to improve Characteristics, Skills and other
Campaign Options comes into play AFTER character creation; winning
Option Points through adventuring with the character. There are two
major ways to gain these points: Roleplaying: While it
isn't exactly part of the game reality, Referees should always
reward their players for how well they play the character; after
all, that's why we're doing this. Here are a few
suggestions:
-Roleplaying
Award- Player was clever, inventive, or roleplayed well 1, 2
pts. Player solved a mystery or major point of plot 1
pt. Adventure was resounding success 2,3 pts. Base points for
being in scenario 1, 2 pts.
Assigning Points: The GM can also give out
points for specific skills or attributes, or even assign those
points to a particular Skill, Power or Perk as a bonus over and
above the regular points for a session. We like to call this the
"Radiation Accident Gives Player New Powers Rule," because it is
best employed whenever a player undergoes a particularly meaningful
adventure that may well change his life
Buying Stuff with Your Points So the GM
just dumped a whole load of points on you-great! But how do you use
them? Much like real currency, all Option Points need to be cashed
in to buy or improve Skills, Powers and Gear (even Characteristics
with your GM's agreement)
 |
To
buy up Skills: ONE point for each LEVEL of the new skill .
Example: To buy a skill from 3 to 4 would require 4 Option
Points.
|
 |
To
buy up Characteristics: FIVE points for every one point of
Characteristic improvement, plus the permission of the GM.
Example: to improve your REF from 5 to 6 would require 5
Option Points and your GM's agreement.
|
 |
To
generate Cash: 1 Option Point equals 100 dollars (or other
money unit, plus the GM's permission. Example: to gain $500.บบ
would require 5 OP and your Ref's OK.
|
It's Christmas Time! Experience is one of
the most problematic parts of running a campaign. Too little, and
your players become frustrated at not accomplishing anything; too
much, and they become jaded because everything is too easy. One
trick to maintaining both balance and excitement is to use the
"Christmas" theory of experience; keep the awards relatively small
from game to game, with a large award at the end of an entire
adventure arc. The award should be in a discreet "Christmas
Present"-a Contact, Favor or other Perk or "Special training" (where Skill points must go to a specific Skill
area).
|