FELite 

Gaining Experience

At the end of every session, the Game Master should review the performance of the various players. How well the character was played will determine how many experience points should be given. Experience points are what allow the character to improve skills.

When assigning Experience Points, the Game Master should begin by considering how much the Player Characters, as a group, have achieved. Points may be assigned for:

Points
Deed
1
Attended the session
2
Successfully completed an important adventure goal
1
Survived an unusually difficult circumstance
2
Survived an especially deadly adventure

Individual Awards may be based on the following guidelines:

Points
Deed
1
Used skills or abilities wisely
2
Used skills or abilities brilliantly
1
Roleplayed well
2
Roleplayed extremely well
2
Came up with good ideas that helped move the game along or create an interesting subplot
1-5
Made a character sketch or full-color drawing
2-4
Keeping a journal
3-4
Painted Miniatures

A particular game session should see between 4-8 Experience Points awarded to Player Characters, although major sessions may provide 7-13 Experience Points.

Purity or Corruption points may also be awarded as experience if using the full Forge Engine Rules.

Improving Skills

The most common use for experience is to improve Skills. Doing so requires a week of time, Experience Points, and a die roll. After spending the requisite week studying under a teacher who has a higher Level in the skill, the character gains a chance to improve the skill in question. The cost in Experience Points is equal to the level of skill desired. No skill may be improved more than one level at a time. For example, if a character wished to improve her Dodge skill after a week in training with an expert warrior from level 2 to level 3, it costs 3 points for a chance to learn it.

After spending a week and the amount of experience necessary, the character may roll 1d8. If the desired level or higher is rolled, the skill has been improved. Otherwise, the Experience Points are lost and the character must save up more Experience Points and work another week to improve the skill.

A character may attempt to improve his or her skills on her own, but she must spent twice as much time to do so.

Learning New Skills

To learn a new skill, the character must find a teacher or a book to learn from. Skills may not necessarily be spontaneously learned from thin air! Gaining the first Level in a Skill requires only one Experience Point, but the character does need to find a teacher unless the player can provide a good reason how the character could learn the skill on her own. After spending one week training the new pupil, the teacher rolls 1d8 and if he scores his Level or less, then the student may spend the Experience Point and write down the skill at level 1 on his character sheet.

Improving Stats

Improving Stats is handled a little differently and it is based on the number of new skills learned or improved that are based on that Stat. Learning or improving at least three skills all using the same Stat is required before a Stat may be improved. Once this is done, the Stat may be increased if 3x the new Stat level in Experience Points is paid. Thus, a character wishing to move a Stat from 3 to 4 must pay 12 Experience points. If this total is equal to or greater than the level desired, the Stat may be raised. However, even if the roll is failed, the Experience is still spent for the roll. Some physical Stats (specifically ST and CO) are not used in conjunction with skills, so only months of regular exercise can improve them. Assume 2 months of regular exercise to be required to improve Constitution (aerobic exercises) or Strength (muscle-building exercises). Dexterity must be improved the same way as the other Stats.

Note that increased stats may affect the Secondary Stats. These should be re-calculated as necessary.

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Precursor setting Copyright 2002 Dustin Evermore | Art by Chris Rich-McKelvey and Edward Cupps