Monday, December 16, 2013

CYBER-PULP FANTASY CORE-XP and Money

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


EXPERIENCE POINTS (XP)
XP is experience that the group earns from adventuring.  Players can use XP to influence in-game events, as well as saving them up and trading them in at the end of a session to enhance their characters.  New characters start with 1 XP.  At least 1 XP should be awarded for everybody in the group each session.  A 3 XP award should only be awarded once per session, if that. 

Beyond these restrictions, it's up to the Ref's judgement and how well the group plays.  It is recommended that XP be dished out fairly freely and be given out at the end of a gaming session.  The Ref does have the option of narrating the character's condition after the use of XP (such as unconsciousness, left for dead and captured, or even permanent ability decreases).  Only characters have XP.  The Ref can always use dramatic license for an NPC.

Earn 1 XP for successful minor actions usually not involving combat, such as parley, puzzles, and investigation.
Earn 3 XP for successful pulling off a job or defeating a major foe.
Earn 2 XP for other significant actions in-between these two, like successfully clearing a combat encounter.

1 XP can be used to change fate under these conditions, however the Ref can narrate in complications for using XP.
--May be used to make a skill use a success.
--May be used to make a physical feat a success.
--May be used to make a Save successful.  This can be used for stabilizing
Saving Throws (below 0 hp), but should come with permanent complications, such as an ability score decrease.
--Left for Dead: the character is below 0 hp and without any available medical treatment.  They survive or are saved, but definitely with complications. This option may only be used once per adventure session.
--May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or someone suddenly appearing to save the characters from a problem (definitely with complications). This option may only be used once per adventure session.

--Trade in 1 XP for +1 to HP, up to the class maximum.
--Trade in 1 XP for +1 to a Save, up to the class maximum.
- Trade in 2 XP for +1 to a Skill, up to the class maximum.
--Trade in 2 XP for +1 to either Melee or Ranged BAB, up to the class maximum.
--Trade in 3 XP to upgrade an existing Edge, up to +4 maximum.
--Trade in 5 XP to add another Edge, such as artificial implants (up to racial maximum), special equipment, or even special arrangements, like a high-class apartment.


MONEY
XP is how the characters earn money.  This is literally backward of how D&D does it, where recovering gold pieces gets you XP.  In this case, XP earned in an adventure equals your money.  Thanks to their off the grid status and some living arrangements, the characters’ upkeep is only 1 XP a month.  (If they want to live in more luxury, it will cost more).  This is basically payable in between jobs.  Consider this the characters’ incentive to continue to take jobs.  All of their minor expenses and normal ammo are considered incidental costs, but anything above that will cost XP.  Characters can go broke, in which they’ll owe somebody (likely the Syndicates) some favors in return for a loan, or they’ll have to find an easy source to steal from.  Always remember that an adventure should never come to a halt for lack of funds.

When the characters take jobs, they aren’t directly paid in XP.  Rather, their actions during the job are what pay out the XP.  Certainly this setup is an abstraction of an abstraction, but it think it’ll be easier than trying to count out pennies to account for every living expense in a modern economy or having to tediously negotiate monetary terms for every job.  Cash strapped characters can negotiate for their employer to provide special weapons, gear, and transportation for a job, but then you might not get exactly what you want (stuff doesn’t work well or was stolen from someone who’s pissed about it).

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