Date: Tue, 7 Jan 1997 17:42:53 -0500 (EST) From: fcain@st6000.sct.edu (Franklin W. Cain) Subject: "Banked" (Long-Term) XP's for T4 [Variant] In T4, XP's must be spent immediately; they cannot be saved and accumulated. I would suggest that certain specially-earned XP's could be saved and amassed. I would call these "banked" XP's. They would be spent to increase a character's attributes or to allow a character to purchase a new non-default skill. (Attributes): A character could pursue a regimen of physical exercise to improve one of his physical attributes (Str, Dex, or End); he could instead pursue a regimen of mental exercise for Int or Edu, or a regimen of "social exercise" (read, "conspicuous flaunting of wealth") for Soc. This program would be run on a week-by-week basis (as opposed to the month-by-month basis stated in the book). The PC would spend a number of weeks equal to the attribute's current value before he begins to earn any "banked" XP's for the attribute. For each week thereafter, the PC has a chance to earn *one* (1) XP specifically for *that* attribute being improved; this would be a Difficult test of Athletics (for a physical exercise program), Instruction (for a mental exercise program), or Carousing (for a "social exercise" program). If the PC skips a week, the difficulty of next week's test would be increased one level. This penalty would be cumulative; if the difficulty ever passed "Impossible", the PC would have to start over (but keep any XP's already earned) by spending another period of one week per point of the current value of the attribute. Assuming the difficulty doesn't pass "Impossible", each time he successfully makes this skill check (and gets an XP), the level of difficulty will drop by one level until it returns to the base level of difficulty ("Difficult"). Once the PC has accumulated a number of "banked" XP's equal to the current value of the attribute, he may spend them (all of them) for a roll of 1D, which is then compared to the attribute's current value (as with improving skills). Instead, he may continue to earn XP's so as to increase his chance of success with the die roll (also as per skill improvement). (Example): A character with an Endurance of 7 begins a physical exercise program to improve his stamina and health. For the first seven weeks, he earns no "banked" XP's. Starting with the eighth week, if he passes a Difficult test of Athletics, he earns one XP *specifically* for his End. Let's assume that some time later, as a result of an adventure, he winds up in the hospital for two weeks. When he resumes his exercise program (after being discharged from the hospital), his skill check is now "Staggering" instead of merely "Difficult". Of course, he could decide to spend another seven weeks of exercise without any skill check to restore the level of difficulty that way. (New Non-Default Skills): The entry for Instruction skill is somewhat vague (as opposed to the rules on Instruction and New Skills in TNE) in that the length of time is totally up to the GM's whim (no suggestions on which to base your decisions at all). I would suggest that a successful check of the Instruction skill at the end of a week of classroom study or "apprenticeship"-type on-the-job training result in the earning of *one* (1) "banked" XP *specifically* for the skill being taught. The PC would need to accumulate ten (10) such XP's to buy the new skill at level-0. This number of XP's would be halved (down to five [5]) if the character has a number of other skills that are closely related to the skill being learned (say, four or more levels total). This number of XP's would be doubled (to 20) if the character had a complete lack of related other skills. (Example): The crew of a trader is teaching Astrogation to the new kid. Astrogation probably involves heavy use of Computer and Physics skills. If the new kid had Computer-3 and Physics-1 (four levels total), he should need only five (5) XP's. On the other hand, if he had Computer-0 and no Physics skill, he should pay 20 XP's for Astrogation. Otherwise, he should pay the regular price of ten (10) XP's. Once he buys the skill (Astrogation-0), he would then treat it as any other "default" skill (he could use JOT for it; he can buy it at level-1 for two [regular] XP's; etc.). (Purpose): This suggested variant will result in the players having more control over the "growth" of their characters. It will also make attribute improvement and the acquisition of non-default skills more in line with the theory behind career generation (that the characters were working while they were earning their skills and attribute modifications; they were not just "chained to a desk", like the existing rule for getting new skills demands). I would appreciate your comments. Thanks. Franklin (fcain@sct.edu) ------------------------------