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Predation: Bring Home The Beacon: Rules: Difference between revisions

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* You play:
* You play:
** One '''character''' (Karn, Tec, Pteryx, Osteon)
** One '''character''' (Karn, Tec, Pteryx, Osteon)
** One '''companion''' (played by another player)
** One '''companion''' (played by any player)


== Experience (XP) Rules ==
== Experience Points (XP) and Advancement ==


=== Earning XP ===
* Characters start with '''10 XP at character creation'''. This XP can be spent on:
* Characters gain '''10 XP''' upon completing a '''10-hour rest''' (typically 8 hours sleep and 2 hours downtime).
** Advancements for the character (4 XP each).
*: This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp.
** Companion (Dino) advancements during character creation only.
*: In high-pressure situations, rest may be delayed or risky, introducing tension and narrative weight to downtime decisions.
* After character creation, companions level up automatically and no further XP may be spent on them.
* A character may gain this XP multiple times across the campaign, but only when the 10-hour rest is achieved.
* Characters regain XP up to their 10 XP cap '''only after completing a full 10-hour rest''' (typically 10 hours sleep plus optional downtime). Without this rest, XP does not replenish.
* '''Note:''' XP is '''not''' awarded automatically at the start of each session.
* Characters may take '''one advancement per 10-hour rest''' period.
* Each advancement costs '''4 XP'''.
* Remaining XP can be spent on narrative bonuses or temporary abilities, such as:
** 2 XP for a temporary skill.
** 3 XP to treat one roll as an automatic 18 (success).
* This rule encourages strategic camp building and prioritizing rest in the narrative.


=== Spending XP ===
== Companion (Dino) Advancement ==
* '''1 XP''' – Reroll any roll
* '''1 XP''' – Cancel a GM Intrusion (if uninvited)
* '''4 XP''' – One Advancement (4 needed to Tier up)
* '''4 XP''' – Gain an additional Cypher Slot (''Cypher System'' p. 226)
* '''Variable''' – Story-based permissions, subject to '''GM approval'''
* Other ''Cypher System'' uses (per core rules) include:
*: '''2 XP''' – Gain a temporary skill
*: '''3 XP''' – Treat one roll as if you rolled an 18


=== Advancement Limitations ===
* Companions start at '''Level 2''' at character creation.
* Players may apply '''only one advancement per session''', regardless of how much XP they possess.
* Companion advancement after creation is automatic, tied to the character’s Tier:
* XP may still be earned or spent on other options (e.g., rerolls, temporary effects) even if an advancement has already been applied that session.
** Level 3 when character reaches Tier 3.
** Level 4 when character reaches Tier 4.
** Level 5 (maximum) when character reaches Tier 5.
* Companion level affects their stats, abilities, and effectiveness.
* No additional XP is spent on companions after character creation.


=== Notes from GM (Charlie) ===
*
This XP system is designed to reinforce the importance of safe, deliberate rest in a dangerous world. Making camp and securing downtime is essential not just for survival, but for character progression.

Latest revision as of 22:10, 20 May 2025

Home: Predation: Bring Home The Beacon

Rules Summary

  • System: Cypher System – Predation
  • You play:
    • One character (Karn, Tec, Pteryx, Osteon)
    • One companion (played by any player)

Experience Points (XP) and Advancement

  • Characters start with 10 XP at character creation. This XP can be spent on:
    • Advancements for the character (4 XP each).
    • Companion (Dino) advancements during character creation only.
  • After character creation, companions level up automatically and no further XP may be spent on them.
  • Characters regain XP up to their 10 XP cap only after completing a full 10-hour rest (typically 10 hours sleep plus optional downtime). Without this rest, XP does not replenish.
  • Characters may take one advancement per 10-hour rest period.
  • Each advancement costs 4 XP.
  • Remaining XP can be spent on narrative bonuses or temporary abilities, such as:
    • 2 XP for a temporary skill.
    • 3 XP to treat one roll as an automatic 18 (success).
  • This rule encourages strategic camp building and prioritizing rest in the narrative.

Companion (Dino) Advancement

  • Companions start at Level 2 at character creation.
  • Companion advancement after creation is automatic, tied to the character’s Tier:
    • Level 3 when character reaches Tier 3.
    • Level 4 when character reaches Tier 4.
    • Level 5 (maximum) when character reaches Tier 5.
  • Companion level affects their stats, abilities, and effectiveness.
  • No additional XP is spent on companions after character creation.