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 Experience and Character Development
Frosty
Posted: Feb 21 2007, 04:52 PM


Administrator


Group: GM
Posts: 658
Member No.: 1
Joined: 13-February 07



Macross rewards characters with experience points (XP) at the end of every campaign phase to reflect what they have learned during that time. With XP, characters can increase skills, buy talents, or strengthen characteristics. Guidelines for gaining Experience Points and what exactly to do with them follow:

Gain XP By:
-Defeating Enemies
-Good Roleplay
-Use of a Skill or Talent in a unique way
-Selfless act of heroism
-Took a significant risk
-Active leader or supportive follower
-Triumphed over insurmountable odds
-Resolved a potentially violent situation peacefully
-Played a character flaw or negative trait
-Solved a serious problem or mystery
-Made a good decisive move or decision
-Developed a plan of action that worked
-Developed a plan of action that failed (less XP, but still a reward)
-Regular posting
-Displaying a strong effort and good attitude during play

XP Penalties:
As creatures of pure evil, GMs will always be tempted to find a reason to dock a few points from deserving players, but that will not be happening. There are no experience point penalties in this game, only varying degrees of experience rewards. Some players can expect to receive less XP than others if they do not put effort into their posts, post infrequently, play against their character, do not bother to participate in roleplay not involving combat, or roleplay poorly in general. A GM will not hesitate to give an XP reward of zero during a session, if the GM feels the character has not done enough to deserve a reward.

Skill Use:
Whenever a character uses a skill, they may gain a small amount of Skill XP (or sXP), particularly when a character rolls a critical success (a natural 20) or a critical failure (a natural 1), because no matter if they end up blowing themselves up, they still learn something. If a character gains a skill level through sXP, that skill increase will be listed along with their regular XP reward.

What To Do With XP:
At specific "break" points in the plot (after a major storyline resolution or climactic battle), the GM may award players with a pool of XP to spend on character improvements. For the purposes of this game, 100 XP converts into 1 OP. Players can take their new nest egg of OP, and purchase more skills, certain talents, or derived characteristics. Apply the changes to your Fuzion character sheets, and send the updated version back to your GM for review. If changes are made in a manner that is not allowed, the GM will ask you to recalculate your sheet. Always remember to record unspent XP at the bottom of your character sheet!

Buying Skills:
During character creation, players needed only to pay 1 OP per level of skill desired. For example, a Hand-To-Hand skill level of 3 cost 3 OP. That was then. Now, to represent a natural learning curve skills cost a number of OP equal to the next level desired. For example, to increase a skill from 4 to 5 will cost 5 OP. To increase from 4 to 6 will first cost 5 OP, then 6 OP for a total of 11 OP! New skills, of course, start out with a cost of 1 OP for a single level in that skill.

Buying Talents:
Talents, unlike skills, still cost 3 OP apiece regardless of their level. However, since talents are more innate than learned or trained, only certain talents are available for purchase or further development after character creation:
-Acute Senses: In order to gain this talent, or improve it, surgery specifically intended to enhance one or more senses is required.
-Beautiful/Handsome: Requires cosmetic surgery.
-Blind Reaction
-Combat Sense
-High Pain Threshold: Available only after a character endures extreme pain.
-Light Sleeper
-Perfect Pitch: With a great amount of musical practice.

Buying Derived Characteristics:
Characters are never limited from purchasing derived characteristics. Derived characteristics cost a flat rate of OP no matter what level they are at, much like talents. For 5 OP, a player can purchase for their character:
+2 SD
+1 REC
+10 END
+5 STUN
+5 HITS
+0.25 SPD (20 OP for 1 point)
+0.25 LUCK (20 OP for 1 point)

Buying Primary Characteristics:
Generally, primary characteristics cannot simply be raised. These form the framework of your character - they do not become more charismatic or dexterous "just because". However, sometimes a GM will choose to raise a certain character's primary characteristic as a result of certain circumstances - perhaps he's noticed that character spend a lot of time at the gym doing weight training, or trying to fit in with his squadmates better despite his poor Presence. Note that in order to pay for the characteristic increase, the GM will subtract 5 OP (500 XP) from the character's next reward (or spread over several rewards).


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Frosty
Posted: Jan 8 2009, 11:44 AM


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Group: GM
Posts: 658
Member No.: 1
Joined: 13-February 07



Increasing Primary Characteristics
Unlike most RPG systems (indeed, unlike standard Fuzion!), a character's Primary Characteristics are not meant to significantly increase over the course of play. They provide a skeletal framework, a basic blueprint, for the character, and ideally, should not change much. In most cases, it is easier for characters to spend their XP on derived characteristics and skills instead. However, if a character wishes to increase a Primary Characteristic, there is a particular process to follow:

The first step is to contact your GM and state which Characteristic you intend to increase. This is best done at the beginning of a new session (ie, right after a mission) so you have enough time to earn the Characteristic point. The GM will inform you of what they expect to see before increasing your desired characteristic; requirements may vary from GM to GM. Note that you may only attempt to increase one Primary Characteristic at a time.

Next, you must provide evidence of your character's "training-up" or growth in the characteristic you have chosen, by participating in various activities listed later in this post. While, once again, requirements may vary from GM to GM, this typically means you must write in 4-5 substantial 'training threads'. In other words, "Captain Rhodes lifted weights for 1 hour every day" will not do it.

At the end of the session (after the next mission, when the GM is calculating XP), contact your GM again and let them know which threads you want them to consider as evidence for earning the Characteristic increase. The GM will review these threads and make one of three decisions:
-That you did not display sufficient effort in any area to prove that your character has earned a Characteristic increase.
-That you have earned the Characteristic increase.
-That you did display sufficient effort in a few threads, but must continue to 'train-up' over another session in order to meet their requirements. In other words, you will earn your Characteristic increase over two sessions instead of one.

If you have earned the extra Characteristic point, the GM will automatically deduct 500 points and state the Characteristic increase in their next XP reward post. For example: Gabriel Collins earns 200 XP instead of 700 XP, and gains +1 to Presence.

Suggested Activities to "Train-Up" Characteristics
Methods to increase Primary Characteristics include, but are not necessarily limited to:

Intelligence: Studying in an academic field, reading books (trashy romance novels don't count!).

Willpower: Attempting to overcome an appropriate complication (such as Addiction), picking up meditation.

Presence: Making a conscious effort to socialize more/better with others, learning leadership skills.

Dexterity: Sparring, piloting (outside of GM-mandated missions/battles/simulations only), gymnastics, acrobatics, dancing.

Technique: Practical or theoretical study of machines, electronics, computers, etc.

Reflexes: Sparring, mecha combat (outside of GM-mandated missions, etc.), practice at the shooting range.

Strength: Sparring, wrestling, weightlifting.

Constitution: Exercise, taking up a healthy diet, getting over an illness without drugs.

Body: Gaining weight, training to withstand physical damage.

Movement: Practice jogging, sprinting, swimming, etc.

All: Essentially, intensive use of appropriate skills corresponding to one Primary Characteristic may be considered training-up a Characteristic. If a character makes frequent use of the Mechanic, Electronics, and Weaponsmith skills, it may be considered for a TECH advancement. However, using skills like Concealment or Lip Reading to train in INT may not be considered, as a GM may not feel their use actually increases the character's intelligence. GM discretion rules here, so it is best to discuss your options with them beforehand.

Mentors: Training under a mentor can also help with Characteristic advancement. The mentor must be an existing PC or NPC, must not be played by yourself, and must be clearly better in the field than your character. For example, you might train in TECH under Will Mackenzie or Gabriel Collins, DEX under Domerin Lorcasf, PRE with Restra Luvaria, or if you're truly brave, ask Chorizal to help you with your STR.


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