Experience

EXPERIENCE

Experience Awards

Learning New Skills and Improving Old Ones

Players can improve their skills or begin new ones by accumulating Improvement Points (IP) . As you gain more IP, you’ll record these points in the area next to the skills listing on your Hardcopy Form. When you have collected enough Improvement Points in a skill, the skill’s level increases by one.

The first level of a skill will always cost 10 IP. To determine how many points are required to raise a skill higher than this, multiply the current level of skill by 10. This is how many points are required to raise a simple (IP multiplier = 1) skill to the next level.

Example: My Brawling skill is +4. To move from +4 to +5 will require 40 IP. To move from +5 to +6 will require 50 IP.

IP Multipliers

Not all skills are equally easy to learn. These skills have an additional IP multiplier which multiplies the number of points required to learn the next level of skill. This extra cost will be noted in the skill descriptions.

Example: Choi Li Fut hos a multiplier of 3. To raise my Choi Li Fut skill from +4 to +5 would require 120 IP, not 40.

Getting more IP

There are three ways to accumulate Improvement Points: Study & Practice, Being Taught, and Direct Experience. In all three cases, the amount of improvement is determined by the Referee of your game.

Study & Practice: In its simplest form, you get a how-to book and begin practicing. Study is pretty tough-you have no idea of where to begin, and no one to correct your mistakes. The biggest limit to this type of learning is that you can only improve your skill from a level of +0 to a level of +2.

Being Taught: Finding a teacher is far superior to self-teaching or book learning. The teacher must have a higher level of skill than the student, and must have the time to teach you (how long this takes, of course, is determined by the Referee).

Experience: Still the best teacher. Whenever you do something well, the Referee rewards you with Improvement Points right on the spot.
Note: The referee is not going to stop after every skill roll and award IP. He will look at the chat log and determine from there. IT IS IMPERATIVE YOU DO NOT MAKE UNEEDED SKILL ROLLS AND ATTACKS.

IP AWARD GUIDLINE TABLE
Award Based on:
1 Used Skills in this area often, even if not effectively.
2 Used Skills effectively.
3 Frequent and effective use of Skill.
4 Did something out of the ordinary with this Skill.
5 Very clever or effective use of this Skill.
6 Extremely clever or effective use of Skill.
7 Skill was critical to player in this session.
8 Skill use was critical to entire group this session.
9 Did something really incredible with this Skill.
Skill Level Progression Table
Skill Level 1 2 3 4 5 6 7 8 9 10
IP Cost 10 10 20 30 40 50 60 70 80 90
Total IP Cost 10 20 40 70 110 160 220 290 370 460

REPUTATION

Reputation is a measure of things your character may do so well (or badly) that he has actually become well known for them. A reputation for something is always established by a character’s actions, and is then awarded by the Referee. Whenever a character encounters new people in new situations, his reputation may actually influence how they react to him. Sometimes this can be very good. Other times, it can be very bad.

REPUTATION TABLE
1 Anyone who was there at the time knows.
2 Stories have gotten around to immediate friends.
3 All your co-workers and casual acquaintances know.
4 Stories are all over the local area.
5 Your name is recognized by others beyond your local area.
6 You are known on sight by others beyond your local area.
7 A news story or two has been written about your exploits.
8 Your exploits regularly make the headlines and screamsheets.
9 Your exploits always make the screamsheets and TV.
10 You’re known worldwide.

Reputation can also be a disadvantage. Whenever you do something extremely uncool (show cowardice, desert or betray someone, etc.), the Referee can still award you Reputation Points for these actions. The more points you score, the more likely people are to have heard about your infamous deeds (once again, roll 1D10). However, this time they won’t be impressed. If your rep is for cowardice, it can even work against you.

Reputation in Cyberpunk has one other big effect—facedowns. Remember; a lot of combat in this genre comes down to a duel of wills; who’s tougher, meaner, and looks more ready to prove it. This often leads to what are called facedowns; when two heavies on the Street square off just before a fight, or to see who’ll back down from a confrontation.

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