(Modified 05/26/03)

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TED Rules XP Advancement System (or “TEDvancement”)

 


To increase a %-based skill

-          Spend 100 XP if skill has been used during game time, or 250 XP if not.

-          Make a skill roll

o        If the roll result is less than the current skill value, the XP is wasted.

o        If the roll result is greater that the current skill value, the skill goes up by the base increment.

o        If the roll result is equal to the current skill value, the skill goes up by an extra +1%, in addition to the base increment.

-          If at any time that you use a skill, and you roll exactly your skill value, it goes up by 1%.

-          No skill may ever go higher than any of its prerequisites.

 

To increase effective level in a combat skill or class ability (Spellcasting, etc.)

-          Use the skill a number of times equal to the current level of that skill, squared (once if level 1, 4 times if level 2 and so on) during game play.

-          Spend an amount of XP equal to the skill’s current level, multiplied by 100 plus 1000

 

To learn a new skill

-          If the skill is available to you as a secondary skill, it costs 1000 XP and 6D6 days to learn.

-          If the skill is available as a non-secondary skill, it costs 2000 XP and 12D6 days to learn.

-          If the skill is not normally available to your class, it costs 5000 XP and 30D6 days to learn it.

-          In all cases, a teacher or tutor is needed to learn the skill (unless the facilities and time are available to learn as a secondary skill), plus a negotiated amount of time. In other words, GM approval is needed.

 

To maintain a skill

-          If a skill has not been used for over  year of game time, the character must spend 100 XP to keep that skill from losing a level. Bonuses from physical skills are also lost if not used at least once a year, unless 100 XP is spent on them. The XP cost is effectively the character using non-game time to practice the skill. When a skill is reduced to zero, it is lost (but can be relearned for 1000 XP, no matter what the OCC availability)

 

To increase HP, ISP, PPE or MDC as class ability

-          Costs 500 XP, plus 10 per point of average increase.

-          Must have been reduced to below ½ of total value during game time.

 

To increase an attribute

-          Must already have the skill that increased an attribute. Instead of increasing the attribute itself, the same skill is just being taken again (each improvement skill can only be retaken once).

-          Take the combined attribute bonuses, times 1000. SDC costs for this are 250 XP per point. That’s the XP cost. Ignore all other bonuses (combat bonuses, skill bonuses, etc.). All dice-based bonuses are treated as minimum dice for XP calculation and values.

-          Must have the facilities to carry out that skill, plus a negotiated amount of time (may not be needed if attribute is exercised a lot in gameplay).

 

To specialize in a skill or power (for one skill or power only)

-          If a combat ability, spell or psionic, spend 1000 XP for specialization, which results in that specialization being one level higher of effectiveness. Each level after that costs 500 per additional level of proficiency with a particular weapon model, spell, psionic ability etc. Not applicable in already specialized skills (such as power armor elite).

-          If a %-based skill, spend 250 XP per level, for each level higher than the base skill.

-          The item/spell/ability/resources must be available, plus a negotiated amount of time (may not be needed if skill or power is exercised a lot in gameplay).

-          Maximum specialization possible is 15% or 3 levels.

 

To gain another OCC’s special ability (that doesn’t conflict with your own)

-          Spend 10 000 XP for a major ability, such as spell-casting; starts at 1st level.

-          Spend 5000 XP for a moderate ability, such as a single level of psionic power (none à minor à major à master); starts at 1st level

-          Spend 2000 XP for a minor ability, such as spell specialization or bionic familiarity for a borg; starts at 1st level.

-          Tutor, teacher and/or facilities required, plus a negotiated amount of time (usually 6D6 days per 1000 XP). GM approval is critical.

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