Experience ---------- Experience points in this game are gained by the use of clever ideas or actions, fancy stunts or manuvers, or anything else which is difficult. Since there are no "Experience Levels" as such in this game, exp points are used a little differently. Although they *can* be used for permanent bonuses and enhancements, exp points are mainly used for aiding one-time critical or crucial actions succeed. Many times in anime and manga and a lot of other things, you'll see the hero do something near impossible or just *happen* to hit a crucial point at a crucial time and thereby win the battle. Well, that's where exp points come into play. They can be used to modify strike rolls, damage, super powers, etc. They allow the puny shepherd boy armed with a slingshot and a beach stone to defeat the 9 foot tall iron-armored sword-weilding warrior in one shot. How to get experience: Action Exp Gained ------ ---------- Exceptional role-playing 10-40 Good idea or action 5-30 Natural skill roll 01 10 Natural combat roll 00 10 Risk Life to save other 50-100 Creative use of Bad Powers 5-20 Fancy manuvers/attacks 5 (if successful) Difficult, fancy manuvers/attacks 10 (if successful) Completeing a minor quest 10-20 Completeing a major quest 35-100 Doing something silly (appropriately) 2 Inventive use of equipment 2-10 Defeating your arch nemisis 50-75 How to use experience: Temporary Effects ----------------- Bonus Exp Cost ----- -------- Raise or lower any roll by 2 1 Raise or lower any damage by 1 2 Raise or lower another's roll by 1 1 Raise or lower another's damage by 1 5 Cause an enemy to stall for 1 round 10 (this is subject to the "Conservation of Firepower" law.) Neutralize 1 L1 Bad Thing for 1 round 10 " L2 " " " " 20 " L3 " " " " 60 Use double efficiency Super Power for 1 round L1 25 L2 50 L3 150 Suspend any Anime Law for 1 round 20 +1 SMP Point 1 +1 temporary MP 1 Immideately use an ability you don't have 25 enough power to use (falls unconscious afterwards) Immideately use an ability you don't have 50 at all Remain conscious below 0 HP 10/rd Remain alive below -(Hit Points) HP 20/rd Permanent Effects ----------------- +1 Attribute Point 20 +1 Skill Point 10 +1 Magic Point Max 20 Learn new spell 100 +1 SF Point added to a power the character already has 50 1 SF Point for creating a new power 100 Learn new force power 100 Learn new minor ability 100 Gain new super power L1 250 L2 500 L3 1500 Remove bad thing L1 250 L2 500 L3 1500 For permanent effects, you can't just spend 100 exp and suddenly get +5 to your Strength. Each attribute, each skill (not only HPs), each super power, and everything else in this game has a current value and a max value. If a player uses exp to boost his/her character's attributes or skills or powers, he/she is raising the max value. In order to bring the current up to the max, he/she must spend time in training. So, in the previous example, you could spend 100 exp and raise your MAX strength by 5, but in order to GET it up to max, you must work out. Or, for a mental attribute like logic, you must spend some time alone thinking or meditating. For raising skills, the character must train. For learning new spells or raising Control of Element level, you must study and experiment. As for the permanent gaining of new super powers and the removal of bad things, the character must go on a quest by him/herself relating to the power in question. For example, if a character wants to get rid of Cold Water Curse, perhaps he has to go on a quest to find a magical item which removes his/her curse.