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 | ** 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. | ||
* | |||
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.