Page 218 - World of Darkness
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gets one point just for being there, no matter how poorly Learning a new Merit requires either training or time
he fared. Use the following guidelines when determining spent achieving whatever goal is most appropriate to that
how many points to hand out to each character thereaf- Merit. A Kung Fu Fighting Style requires training and a
ter, adding one point for each category that applies. Some teacher, and time spent at a dojo with a sensei and other
characters might be awarded more points than others. students. Political Contacts require time spent at City Hall
Extra points should be based on merit, not favoritism. or in whatever smoky backroom local conspiracies are
1 point — Automatic. Each player gets one point for hatched. The Storyteller judges new Merit acquisitions
participating in a chapter. on a case-by-base basis.
1 point — Learning Curve. Ask the player what his Raising Attributes requires periods of self-training,
character learned during the chapter’s events. If you agree or with the aid of a personal trainer. Strength might re-
with his response, award his character one point. quire regular visits to a gym, while Wits might need noth-
1 point — Roleplaying. The player did a good job of ing more than a marathon week of playing video games to
portraying his character, either entertainingly, appropri- hone the ability to react to fast-acting stimuli. Again, the
ately, or both. If he veered too far from his character’s Storyteller can determine whether or not extra measures
concept, he might not deserve this reward, but don’t be are required before a trait can be raised, but Attributes are
stingy here. Indeed, superlative roleplaying might be worth less stringent than Skills in requiring specific conditions.
two points. As long as some activity can justify increased competence,
1 point — Heroism. Characters who rise to the occa- spending experience points should be allowed.
sion with truly heroic actions or feats of survival and sheer Raising Morality through experience points is dis-
persistence deserve a point. Do not reward characters who cussed under “Regaining Morality,” p. 92.
act in stupid or suicidal ways just so they can gain the
accolades of the hero. Optional Rule —
After a Story Character Flaws
Once a story has come to a conclusion, its aftermath
provides moments of reflection or self-awareness that Most people are flawed in one way or another, but
might warrant extra experience points, beyond those some people have truly tragic flaws, hindrances that make
awarded for the final chapter. it a real challenge for them to achieve certain goals.
1 point — Success. The characters achieved all or With the Storyteller’s permission, a player can select
part of their goals. one Flaw for his character during character creation from
1 point — Danger. The characters survived against the list below. If that Flaw hinders the character adversely
harsh odds and grave dangers. during a game session, the Storyteller can choose to award
1 point — Wisdom. The player, and thus his charac- the character one extra experience point for that chapter.
ter, devised a brilliant plan or came up with a spontane- A Flaw only awards an experience point if it adversely
ous solution that enabled the group to survive or succeed affects its bearer. If a character is crippled and requires a
when it might have failed. wheelchair to get around, but spends the entire game ses-
If you want the characters to advance in talent more sion hacking into a corporation’s computer database, he
quickly, feel free to award extra points to get them to the does not gain an experience point for his affliction. It didn’t
desired level of competence. affect his hacking in any way. Flaws reward a character for
overcoming adversity. If there’s no adversity to overcome,
Spending Experience Points there’s no special excuse for growth or betterment.
Flaws might be temporary or permanent, depending
The costs for increasing existing traits or gaining new on the nature of the trait and the player’s wishes. If the
ones are listed in the “Experience Point Costs” chart on Storyteller deems that a Flaw has been sufficiently over-
p. 35. come, he can declare that a character no longer has it and
no longer suffers from its effects (and thus no longer gains
Learning New Traits an extra experience point now and then). For example, a
It takes time and study to learn new things. If a charac- character who undergoes an experimental operation that
ter does not already possess some basic competence in a Skill, heals his crippled legs no longer gets an experience bonus
he must spend time training in it before any dots can be for being wheelchair-bound. Likewise, a character who
purchased. The Storyteller decides just what he needs to do suffers from Notoriety and who publicly clears his name
to qualify. It might take days of study in a library, or enroll- in a dramatic manner (perhaps catching the one-armed
ing in a semester-long night course at the local college. It man who was the real killer) no longer suffers social stigma,
could be a simple matter of days spent in the wilderness, or and so no longer gains extra experience points.
a week’s worth of repetitive practice. Most Skills can be self- Events in the game might also inflict a Flaw. A charac-
taught with time and effort, if a character is smart and dili- ter who has been reduced to dying (losing one Health point
gent. Otherwise, a teacher might be required. per turn to aggravated harm) twice in one game session might
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