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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