Experience Points

Experience points are awarded according to the systems described in the World of Darkness core rulebook on pages 216-217. After a chapter, player characters may earn a maximum of five experience points. The Storyteller is the ultimate arbiter of how many experience points a character earns. Every player may not earn the same amount of points per session.

  • 1 point – Automatic. Just for participating in a chapter.
  • 1 point – Learning Curve. If the character learned anything specific over the course of the chapter.
  • 1-2 points – Roleplaying. If the player did a good job of portraying his character entertainingly, appropriately, or both. Superlative roleplaying is worth two points. Disruptive or excessive solo roleplaying may be worth none.
  • 1 point – Heroism. If a character rises to the occasion with truly heroic feats of survival and sheer persistence. This does not include characters who act in stupid or suicidal ways, nor does it include characters who go off on their own, even if they claim to do it for the benefit of the group.
In addition to those experience points earned at the end of a chapter, at the end of a story, player characters have the opportunity to earn an additional three experience points.
  • 1 point – Success. The characters achieved all or part of their goals.
  • 1 point – Danger. The characters survived against harsh odds and grave dangers.
  • 1 point – Wisdom. The player, and thus the character, devised a brilliant plan or came up with a spontaneous solution that enabled the group to survive or succeed when it otherwise would have failed.

Hunters also earn Practical Experience. Practical experience is awarded in any scene where the characters experience a confrontation (or a very real risk of one) with a supernatural creature. The base pool of experience points begins with a number equal to the number of hunters involved in the scene. This pool is modified per the rules in the Hunter rulebook, pages 209-210. Practical experience belongs to the cell as a whole, not to individual hunters. As a group, they must decide what to do with it.

Experience Points

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