XP Policies

In Daylight’s End, at the end of every game session, each character is awarded two types of experience rewards.

Regular Experience

  • 1 experience points for attendance
  • 2 experience points for costuming
  • 2 experience points for participating (This is given for not arguing with staff, etc. For more info see Game Policies)

In addition to these three experience rewards, we will be giving each hunter cell Practical Experience. This amount of experience will be earned by each member of that cell. Players may only purchase Tactics with Practical Experience. The breakdown of this Practical Experience is as follows:

Practical Experience

  • +1 for every exceptional success roll when acting directly against a monster (opposed Social rolls, Stealth rolls and, of course, attack rolls count; reflexive resistance rolls do not)
  • +1 for every dramatic failure rolled during the scene, regardless of what kind of roll it was. Dramatic failures resulting from failed Risk rolls count toward this total. Hunters can learn just as much from dangerous failure as from success — maybe even more. The trick, of course, is surviving these failures.
  • +1 if the monster(s) displayed powers or abilities that were a) supernatural in nature and b) new to at least half of the group (rounding up). The Storyteller is the final arbiter of whether this bonus applies, and the players are encouraged to keep notes on what their characters witness to make this judgment easier.
  • +1 if the cell used a Tactic successfully.
  • +1 if the Tactic had never been used “in the field” (that is, against a real monster) before.
  • +1 if the cell saved the life of at least one person during the scene, not counting other hunters.
  • +1 if the hunters drove the creature off.
  • +2 if the hunters immobilized or captured the creature.
  • +2 if the hunters used a creative new approach or strategy with success.
  • +3 if the hunters killed/destroyed the monster, or permanently rendered the creature harmless (for example, giving a slasher a lobotomy that “rewires” his urge to kill, or truly redeeming a monster by forcing/helping it to become human).
  • -1 if any bystanders (that is, neither monster nor hunters) came to harm.
  • -1 for any instance of the group working against itself. Examples include friendly fire, one-upmanship, etc. (Storyteller’s discretion).
  • -1 if any member of the cell fell victim to a mind or emotion influencing power.
  • -1 if any member of the cell put anyone else (hunter or otherwise) in direct danger.
  • -1 if the cell attempted but failed to perform a Tactic.
  • -2 if any bystanders were killed (not cumulative with the “coming to harm” penalty, above).
  • -2 if the hunters were forced to flee (if a retreat was part of the plan from the beginning, this doesn’t apply).
  • -2 for every derangement gained or provoked (meaning the player failed the character’s roll to resist a derangement during that scene).
  • -3 for each hunter killed.

XP Policies

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