Alpha XP Rules 4e The things you learn during the game are measured in experience points (XP). You receive XP after the end of each game session. Talk it through and let the whole group discuss what has happened. For each of the below questions that you can reply “yes” to, you get one XP: ⦁ Did you participate in the game session? You get one XP just for being there. ⦁ Did you follow your moral code despite significant risk to yourself or your group? ⦁ Did you risk or sacrifice something significant to realize your big dream? ⦁ Did you travel through at least one hex on the travel map that you had not visited before? ⦁ Did you overcome one or more dangerous events, using violent or non-violent means? ⦁ Did you risk your life for the PC who is your buddy? You can only get one XP per question. Sometimes, the answers will not be clear-cut. Discuss in the group, and try to reach an agreement on whether an XP should be awarded or not. If you can’t, the Referee has the final word. Write down the XP on your character sheet. You can use your XP to improve your skills and specialties, or to learn new ones. You can only spend XP during a shift when you rest or sleep (page xx). SKILLS: To increase a skill level by one step costs a number of XP indicated in the table on page xx. You can only increase a skill level one step at a time – going from D to B, for example, costs 25 XP in total (10+15). Learning a new skill (at skill level D) costs 5 XP. In addition, to raise a skill level or gain a new skill at level D, you must have used the skill and succeeded at least once since your last increase. Make a mark by the skill on the character sheet to indicate this. Only meaningful skill rolls where something is truly at stake count for this purpose. The Referee has final say. As an alternative to making a skill roll, you can be instructed for one shift by a teacher with a higher skill level than you. SPECIALTIES: Learning a specialty always costs 10 XP, but also requires a teacher – a PC or NPC who already knows the specialty – instructing you for at least one shift. After the shift, the teacher makes a MANIPULATION roll. If they fail, you learn nothing this shift. You keep your XP and the teacher can try again another shift. XP NEEDED A20 B15 C10 D5 After each session in which you made a CUF roll and succeeded (page xx), you have a chance to increase your CUF. Roll the base die for your CUF. If the result is a 1, increase your CUF one step. The maximum CUF score is A. However, becoming cooler under fire can make you emotionally numb. Each time your CUF increases, roll your base die for EMP. If the result is 6 or higher, your EMP score is permanently reduced by one step, to a minimum of D. Also at the end of each session you can change your big dream if you either make it or feel it's not for your character anymore...you can do the same with your moral code if you betray it. Oh and you can change your buddy too, presumably if they annoy you or steal your last MRE At the end of each session, you should jointly in the group assess if your unit morale has changed as a result of events during the session. In one or more of the following events have taken place in the session, the unit morale increases one step: ⦁ Your unit has been in combat and defeated its enemies. ⦁ You have helped other people in some material way. ⦁ Your unit has traveled at least one hex on the travel map toward your goal. ⦁ The PC in the unit with the highest COMMAND skill level has increased their skill level. If one or more of the following events have taken place in the session, the unit morale decreases one step: ⦁ A member of your unit has been killed or fatally wounded. ⦁ One or more members of your unit are starving at the end of the session. ⦁ One or more members of your unit are dehydrated at the end of the session. ⦁ One or more members of your unit are sleep deprived at the end of the session. ⦁ One or more members of your unit are hypothermic at the end of the session. The Unit Morale can never go below D and never above A.