Predation: Bring Home The Beacon: Rules: Difference between revisions
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=== Earning XP === | === Earning XP === | ||
* Characters gain **10 XP** upon completing a **10-hour rest** (typically 8 hours sleep and 2 hours downtime). | * Characters gain **10 XP** upon completing a **10-hour rest** (typically 8 hours sleep and 2 hours downtime). | ||
** This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp. | ** This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp. | ||
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=== Spending XP === | === Spending XP === | ||
* **1 XP** – Reroll any roll | * **1 XP** – Reroll any roll | ||
* **1 XP** – Cancel a GM Intrusion (if uninvited) | * **1 XP** – Cancel a GM Intrusion (if uninvited) | ||
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=== Advancement Limitations === | === Advancement Limitations === | ||
* Players may apply **only one advancement per session**, regardless of how much XP they possess. | * Players may apply **only one advancement per session**, regardless of how much XP they possess. | ||
* 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. | * 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. | ||
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=== Notes from GM (Charlie) === | === 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. | 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. | ||
Revision as of 21:57, 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 another player)
Experience (XP) Rules
Earning XP
- Characters gain **10 XP** upon completing a **10-hour rest** (typically 8 hours sleep and 2 hours downtime).
- This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp.
- In high-pressure situations, rest may be delayed or risky, introducing tension and narrative weight to downtime decisions.
- A character may gain this XP multiple times across the campaign, but only when the 10-hour rest is achieved.
- **Note:** XP is **not** awarded automatically at the start of each session.
Spending XP
- **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
- Players may apply **only one advancement per session**, regardless of how much XP they possess.
- 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.
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.