Difference between revisions of "The West That Wasnt - Character Growth"

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Like the heroes of all great fictions, characters in ''TWTW'' are expected to grow and change over time. During play, players will earn experience points that can spend to improve their character. Each character has a personal pool for earning experience points. A group pool is also used to hold experience for all characters.
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[[The West That Wasnt - Rulebook|Back to Main Page]]
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Like the characters of all great fiction, heroes in ''TWTW'' are expected to grow and change over time. During play, players will earn experience points that they can spend to improve their character. Each character has a personal pool for earning experience points. A group pool is also used to hold experience for the Posse.
  
 
=Personal Pool=
 
=Personal Pool=
 
Each character has a personal pool that holds all experience the character has earned but not yet spent. Points can be placed in the pool during play due to the activation of Rough Edges, as well as through other mechanisms as moderated by the Judge. There is no limit to the number of experience in any characters personal pool.  
 
Each character has a personal pool that holds all experience the character has earned but not yet spent. Points can be placed in the pool during play due to the activation of Rough Edges, as well as through other mechanisms as moderated by the Judge. There is no limit to the number of experience in any characters personal pool.  
 
At the end of any story arc a player may spend experience from their personal pool to add new abilities or upgrade existing ones.
 
  
 
=Group Pool=
 
=Group Pool=
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==Dividing The Pool==
 
==Dividing The Pool==
At the end of any session of play, if there are chips in the group pool equal to or greater than the number of players, award one experience to each player and remove a number of chips equal to the players. Repeat until there are fewer chips than players.
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At the end of any session of play, if there are chips in the group pool equal to or greater than the number of players, award one experience to each player and remove a number of chips equal to the players. Repeat until there are fewer chips than players. Points awarded in this manner go into each character's personal pool.
  
 
=Spending Experience=
 
=Spending Experience=
 
Players may spend experience during down time to improve their character. Down time occurs at the end of every story arc. Experience points spent are used exactly like character points (CP) that are allocated during character generation, the only exception being that no skill or trait may be improved more than one rank per down time.
 
Players may spend experience during down time to improve their character. Down time occurs at the end of every story arc. Experience points spent are used exactly like character points (CP) that are allocated during character generation, the only exception being that no skill or trait may be improved more than one rank per down time.

Latest revision as of 10:20, 5 July 2020

Back to Main Page

Like the characters of all great fiction, heroes in TWTW are expected to grow and change over time. During play, players will earn experience points that they can spend to improve their character. Each character has a personal pool for earning experience points. A group pool is also used to hold experience for the Posse.

Personal Pool

Each character has a personal pool that holds all experience the character has earned but not yet spent. Points can be placed in the pool during play due to the activation of Rough Edges, as well as through other mechanisms as moderated by the Judge. There is no limit to the number of experience in any characters personal pool.

Group Pool

The group pool holds experience that has been earned by the group, but has not yet been allocated to individual players. The Judge will place experience chips into the group pool from time to time based on the guidelines laid out in the Judge chapter.

Dividing The Pool

At the end of any session of play, if there are chips in the group pool equal to or greater than the number of players, award one experience to each player and remove a number of chips equal to the players. Repeat until there are fewer chips than players. Points awarded in this manner go into each character's personal pool.

Spending Experience

Players may spend experience during down time to improve their character. Down time occurs at the end of every story arc. Experience points spent are used exactly like character points (CP) that are allocated during character generation, the only exception being that no skill or trait may be improved more than one rank per down time.