* CP Supplement Rules First thing to figure out is a scale to use. So going on the last adventure lastings 3 years with 13 characters. Based on this experience we got: MEP CEP 13,585 19,881 Only 11 characters could use magic but all got combat experience. So 13585/11= 1,235 points on average MEP So 19881/13= 1,529 points on average CEP So 1,235/3= 411 per year or roughly 1.12 MEP per day So 2,529/3= 508 per year or roughly 1.39 CEP per day * Bonus expansion So once a character reaches full Maximum numbers then they can obtain further development. In the old days some 2 decades ago we did gold only because folks weren't making money. But I'll include that just for laughs though no one takes it serious as a bonus. I'll include other things that can be paid for with the above CEP/MEP numbers based on the data above. Obviously some characters will have far more EP than others. To take this into account I used the above averages as baseline. All changes to attributes would affect the other formulae that relates to it. For short term boosts the character may or may not know if the effect was done. Some situations allow the character to know but others do not. Keep in mind that for any short term boost there is always a 1% chance the gods will be so annoyed they will backfire the attempt. Nothing is ever free. A. Gold Boosts While this may not be the most popular it is the most basic bonus. While some characters are frankly rich already some are not. So this is included for those who care more for gold. Per 1 xEP pointyou gain 5 Silver Coins. A simple rule for the benefit. So on average after an adventure you gain 3800 EP you can get 1900 in gold. This is actually quite a bit and can pay for land and other things. This is reflected on bonuses paid by patrons on things like magic items created, simple bets of combat skill in duels or simple found money in the street. Restriction: Max of 5,000 gold per adventure can be earned only. Time: No time involved. Cost: Can be paid for any time during adventure not just at end. But once points are spent they are lost forever. B. Temp Stat Boosts Of the 10 Core Attributes all can be given temp boosts for a limited time frame. Per 50 xEP is +1 to the current ability for 1 hour Restriction: CEP must be spent for S, St, D, A, Con. MEP points must be paid for I, W, E, Em, Ap. Up to +10 can be paid for for one boost per day. Only one attribute can be boosted per day. Must be done in a manner that makes sense. If the attribute is raised +10 you can pay 50 xEP per additional hour up to 12 hours max. Time: This is a temporary only increase. Time will apply based on the technique. Cost: Can be paid any time in adventure. Once paid points are lost forever. Notes: A major role playing aspect is involved in this. One can't just snap a finger and get +5 Strength. There has to be some logical reason. Say a character goes into a drug shop and smokes something that boosts his agility? Maybe a herb is found (through normal skill use) that allows one to increase his stamina for a few hours. A simple blessing by a priest would do the normal spell effects but maybe the priest is so good with his incense and the gods favor you more by boosting the stat even more? Prayers in a temple could impress a god to allow one to get that edge to defeat the Hydra outside town. If there is no logical reason for this the boost will not be done. These changes may be small in scale but if the stat is on the edge of a difference (Bonus table) or that 1 point that can allow just a bit more mana out then it can be major. Example 1: An actor has learned a major role and will act in front of the King. Nervous he designs the best makeup and disguise ever made. His skill is so good that the boost gives him a temporary boost in Appearance making him even more handsome than he really is. His boost is only +2 for 1 hour but the change is noticed. Example 2: A Scholar has been reading books for 4 days straight. After dreaming a soluttion to a math problem he gets a temp boos tto Intelligence of +3 for 1 hour. This minor boost might be the way to the final answer. C. Temp MDV Boost Unlike the temp stat bonuses this effect lasts longer. Per 150 MEP is +10 to MDV for 1 day. Restriction: Only MEP no CEPs allowed. Max of +50 per day. This boost can only be used once per week. No more than a single day of boost is given. The GM may wish to give a disadvantage if the situation deems it. The MDV may be restricted to a certain aspect rather than a generic boost. To get +20 - +50 this boost will be restricted to one aspect. But for any +10 MDV boost paid for it can be for anything. Time: Time for ritual plus 1 full of calm meditation. Cost: Paid any time and is only short term. Note: A major role playing sesson is required. This is more restrictive in the ritual. Since this is a direct bonus by the gods the ritual has to be done by a person of that god. A priest, bard, ritual healer or shaman for example. A blessing may bestow one such ritual bonus but the need for the bonus may be given by the god if they deem they are worthy. The GM may need to give more restrictions like presence of a Altar or purified ground may be required. Example 1: A fighter is off to kill the Fire breathing dragon in the cave. The local Bishop deems this a critical quest as it has burned donw half the village (plus at least 3 of his temples). So the Bishop prepares a ritual for a normal magical blessing and asks the gods to boost his magical defense. The God deems the fighter worthy but finds that the fighter only needs MDV boost +10 for Fire magic. If the magic uses cold breath the fighter uses normal MDV. D. Temp ENL Boost Unlike the Temp Stat boost which is short term this will last much longer. Per 10 xEP get +1 Energy Level for 1 Day. Restriction: Max of +50 Energy Level boost per day. Can be done daily but the ritual has to be repeated each day at least once. Time: Time for ritual only needed. Cost: Short term loss only when paid out. Note: For the ritual there has to be some element that allows the character to boost this ability. A rare drug found in a jungle. Difficulty will incerase for this ritual if using common methods. A blessing may be allowed but the chance of rsuccess is based on te the difficulty. But for such unique rituals using unique things like a rare drugs found only in the beast of a Varg then chance will increase. Unlike other increases the GM will roll under the current Energy Level with difficulty set by him. This means the ritual may not always work. This means the points may be lost for no reason. This is reflected by the God's desire to boost the character. Example 1: A mage needs to boost his Energy Level for a serious set of spells to stop a disease in a town. The boost will allow him to increase his casting potential. He has heard that a rare flower grown only in the local forest during the full moon is required. The plant is so rare that only 1 is usually only spotted every 5 years at best. The mage searches for the flower (very difficult difficulty). If he finds it he will be allowed to use the ritual as prescribed by the scholars if the gods find him worthy (rolling his Enl at Very difficulty chance). He has a Energy level of 82 and a Difficult chance. So he is 82/2=41% chance of success. So if he uses his herbalist skill and uses the very difficult factor then that would make him EL80/3=16% chance of finding the flower and then 41% chance the gods favor the request. E. Temp Mana Regen Boost This boost is short term and restrictive. Per 200 MEP you gain +1 Mana Regeneration for 2 days. Restriction: Only MEP is allowed. Max of +5 can be used once per month. This boost can not be asked for twice in a single month. The boost lasts 2 days. Time: A full day must past before the Magic user must start to regenerate. This means during this 24 hour period he can't cast spells or regenerate any mana normally. Cost: Short term lost only and paid any time. Note: This is for extreme cases only. Again some religious ritual must be performed and sanctified. The more drastic the situatoin the gods will grant the requst. But if you simply wish to regenerate faster so cast more luck spells in a gambling roll then you will not be granted the request. As with the others there must be some logical purpose behind the request. Example 1: Clerg the Wizard is only 4 days till he reaches the Tower of Evil to stop the Evil One. in dealing combat and magic against his forces he is weak. He needs to be at full magical energy for the final battle. he stops at a temple asks the Priest for a blessing based on his quest. The priest performs the ritual and asks the god for help as the Evil One is terrorizing the countryside. The god in this cae is a Lawful god and grants the request since it is desperate times. But if the mage had tried it in a Choas temple the god would not and likely would have sought damage against the wizard. F. Temp Influence Chance Boost A short term boost based on confidence only and luck. Per 5 xEP spent gain +1 IC% for 1 hour. Restriction: Max of +30% per day. Can only be given once a day. Time: At least 1 hour of preparation. Cost: Short term loss and can pay any time. Note: No ritual is needed other than motivation. There are times when a person is so psyched up that his charm is increased. The prep time is needed to get psyched up. One who just enters a haggle situation at the market can not get this boost. But if a Diplomat prepares by learning facts, figutres and names of the people involved his chance for success increases. The GM will determine if the boost is made by rolling Empathy. Example: A mayor goes to buy a ship for the town for fishing. He prepares by learning tricks by the local carpenter on building techniques, costs and other aspects. He also learns the Shipwright's name and history. Then he can meet with the Shipwright and be prepared to haggle a fair price. G. Temp Portage Boost Very short term boost. Per 5 CEP get +1 to Portage Ability for 10 minutes. Restriction: Only CEP can be used. Max of +200 can only be used at one time. Can be paid once every 6 hours. Time: None needed. Cost: Short term and can be paid any time: Note: we have seen mom's lift a car 10 times her weight to save the child. This reflects this boost. Unlike a simple Strength boost that affects other things like hit points this is only for portage. It will allow the character to lift bodies in am emergency or life stones up a mountain. H. Temp Poison Resistance boost Per 50 MEP can increase PR by 1% for 3 hours. Restriction: MEP points only. Max of +10% boost only per day. Can only be used once a day. Time: Prep time with materials. Cost: Short term loss and can be paid any time. Note: Some materials may already give a natural boost to this effect. A natural magic item for example. But in cases where no material is found the brain can be tricked. If booze can deaden pain then maybe charcoal can soap up poisons in the stomach. A Healer should be consulted on these materials. It should be a clever set of materials that can be found normally. If no material is found or there isno logical reason then the boost is ignored. These materials should be shared as common sense not just made up on the fly. This may be determined by Int or skill checks. Example: A wizard must fight the seduction of a woman who uses poison on her lips to gain entry in the castle. He learns that a certain bark melted down and rubbed on the lips deaden the effects. This will boost his resistance. I. Fatigue Value Boost For 150 xEP you will get a +1 FV boost for repairs. Restriction: One boost per day per item only. Max of the boost can't increase the normal FV repair amount beyond the normal rules. Time: Normal time to repair items. Cost: Can be paid for once a month in game time. Te boost is permanment for the item. Note: Why pay well earned Experience Points for something that can be repaired with simple time and gold? Maybe the item is critical to a mission and the time to repair is less than needed for the mission. This boost reflects experience in the armor or weapon smith craft that shows by using techniques to repair faster. In order to gain the boost the repair has to e successful for that day. If not the boost is lost along with the points. Example: Clarg needs to repair the Sword of Life for 5 FV but it will take twice as long to repair it before he can get to use to save the Maiden. So he tries his skill of repair and pays the cost. He will gain 1 extra FV of repair out of the repair if it works. This means he can repair it faster to save and mary the maiden. J. Temp Steady Aim boost Short term effect for a quick bonus. For 10 CEP gain a Steady Aim Boost for 1 hour. Restriction: Only CEP points. Combat oriented effects only. Only one boost for the hour they are not cumulative. Max of 5 Boosts per day only can be paid for each seperately. During this bonus the player will have a -5 to hit him as his awareness is decreased for central focus. Time: Time for aiming carefully. Subjec to GM decision. Cost: Short term effect and can be paid any time. Note: Mainly used for Missile weapons or Melee weapons that may need precision targeting. This boost is reflected as a Experience boost from pure experience. A sniper will learn to steady his weapon quicker as a Vet compared to a Green Sniper. The effect of the steady aim will be based on the GM's decision. It could be a bonus to hit or a bonus for targeted shots (for the left eye not the right eye). Though logical reasons are important this is more a matter of common sense combat use. Example: Archie the Archer is aiming his bow at the Knight's leader on his horse. The armor will deflect any arrow. But the Knight has an open eye slit. It is very hard to hit but if he can measure the wind, the distance and remain calm and steady he might just take out the eye. The GM determines it will take 2 phases to aim and calculate. The GM secretly gives him a -10 to hit the Knight with the arrow. If the Knight removed his helmet then the GM might give -15 for a head shot. K. Temp Steady Calm Boost Per 50 xEP the bonus is 1 Calm moment for up to 1 hour. Restriction: GM will determine if CEP or MEP is needed based on the use of the bonus. Only can be used once per day. The GM will determine how much time will be done from 1 minute to 1 hour. Time: Time based on GM's view of effected time. Cost: Short term effect but can be paid any time. Note: When one is centered a person can do much better things than berserked people. This reflects the use of wisdom and experience. There has to be logical common sense use for the bonus. Should discuss the bonus with the GM. Example 1: A fighter is about to duel the Champion. He knows he is better so prays for a Calm state of mind. The GM determines he should meditate for 1 hour to calm his nerves and get psyched up. The GM determines that his calm factor will grant him -5 to all to hit rolls and ability to dodge ever so slightly better. Example 2: A tailor is tending to the evil King who is mean. The Tailor works on a suit to calm him down before the king arrives. The GM determines that just 20 minutes of working on his favorite suit will calm him down. This will grant him a bonus not to upset at the angry words the King will use and thus avoid being killed. This bonus is more subjective but for a person like the Tailor who has anger issues it could be life or death. The GM secretly determines the chance of success. L. Temp Calm Animals bonus Per 10 CEP gain 1 Calm Animal Bonus for 1 hour. Restriction: Only CEP can be used. Time: Time in taming a animal's nature. Cost: Short term effect and paid any time. Note: This allows one to calm a animal based on his true experiences with animals. One does not need to know husbandry skill to know that being calm to a mad dog can mean the difference of an attack or not. This reflects the person's experience from life. Example: A Noble does not like to ride horses. He is quite scared of them. But the horse rancher says that he should spend at least some time with the horse to calm him down. By spending 10 minutes to touch and identify with the horse calms the horse down and thus allows the noble to ride in peace for at least a short while. The Noble centers himself and concentrates on the horses movement and body reaction. This allows him to gain a 5 hour boost riding calmly. M. Temp Finding Boost Per 10 xEP gain 1 Finding Bonus for 1 hour. Restrictions: Max of 1 Finding Bonus in one single hour. Time: Time to search is normal. Cost: Short term effect only and pay at any time. Note: There are times when experience will allow one to look for an object and improve the chances. This bonus will allow a bonus to the searching for that said item. The exact details are up to the GM. It could be a -10 or even a -50 to find the object. The GM will set the modifier and the difficulty factor. This applies over and beyond normal Int checks in finding objects. This is from pure experience and that bonus could be the difference between finding the ojbect and not. Example 1: A Scholar knows the History of Wine book is in the library. He saw it once but can't recall where. The place is not organized by grere or anything. So from experience he uses logic and process of elimination to find the book using only his experience. He knows what the book looks ike and the shape so can skim the shelves faster. The GM gives him a -30 to the search roll and in only 10 min he finds the book. Example 2: The party is trapped in a dungeon. They know there is a secret door but can't find it. One person has the Find Traps and Secret Doors skill but it doesn't seem to help. But his experience in finding past doors can help. Since he does have that skill the GM adds another -20 to the search roll and he finds it within 25 minutes. N. Saving Bonuses Per 20 xEP you gain -5 to any skill roll. Restriction: Max of -20 (4 bonuses). Only one bonus once a week. Must inform before action is done to get the bonus. Time: Normal time for skill use. Cost: Short term effect and paid any time. Note: This is a privledge based on experience. At times one can gain insight in order to make an attempt at a skill better chance of success. The Eureka moment. If this is abused too much it can be tweaked later. I thought of doing some ritual to it but can't logically demand a religious aspect to all skills. So its based on pure experience nothing else. Example 1: A jeweler has an insight in making a Ruby inset for one Noble with special care. He earns a -15 to the Jeweler skill and creates a rare item for the noble. Example 2: A archer just can't hit the bullseye target. He always hits the edge and only a inch from the bullseye. He relies on experience from his instructor and his own hunting experience to finally take a shot with a -5 bonus. O. Luck Bonus Per 500 xEP you gain 1 Luck Bonus Restriction: Max of 3 Luck Bonuses for one adventure. Can only use one Luck bonus per encounter (like one combat encounter or scene). Time: None Cost: Permanment bonus kept until used paid only at the end of the adventure. Note: The effect of this bonus will depend on the circumstances. It may change the situation in the favor of a player or just improve the chances of some success. This may be tweaked on the number of bonuses that can be earned. I'm also considering them lost if not used by adventure end. This reflects not so much experience as good will from gods. Once a person uses their luck bonus (must be stated BEFORE the situation) the situation will be affected. It must be used for 1 situation only. Maybe a skill roll or a combat swing or hoping a guard dosn't turn around on his patrol. Once the bonus is used it is lost. This is a predestined bonus only. Example 1: A thief is waiting for the guard dog to leave the room before he repels down to the vault. He believes that blowing on dice gives him luck. So he blows and repels seeing the dog. The dog hears the noise and turns around. But at the last instant hears another nose an runs after the noise in the other direction. Example 2: The fighter can't seem to hit the other guy in the face. The boxing match has gone on for a long time. He is too good and dodges. The fighter prays that his girlfriend in the audience will give him luck. Wishing for this he finally lands a blow and knocks the boxer out. P. Get out of trouble bonus Per 100 xEP you gain 1 Get out of trouble bonus. Restriction: Only 1 per encounter. Can only use 1 such bonus once a month. Time: None. Cost: Immediate result only paid any time. Note: Times when fate messes with you. You fumble a weapon or slip to your death. This bonus will allow you to change fate immediately. It may not be a simple reroll to a skill but it could be pure luck. Falling down onto a tree rather than hitting the ground. Being a PBEM this is much harder than a table game. So these situations MUST be taken immediately by a player so the situation can be changed. This means before the next update comes out. If the time is greater you lose that chance. This is due to changing story at that point. Unlike luck rolls which are called BEFORE the even this is called after or before if you deem the chance are slim. If you call it before the action and you do succeed the bonus is lost however. Example 1: Will is hit by acid and is knocked out. He could have called for such a bonus. Instead of being knocked out the next second he wakes up to find that the tunic absorbed the damage and saved his life but it is eating away at his tunic now. He is forced to rip it off to save his life. Example 2: Grog only has one chance to cross a pit full of killer tigers. He can't escape the room unless he walks the tightrope. Chances are slim. He crosses but slips to certain doom the scene fades to black. But the next thing the others know is that he grabbed the rope and is now dangling a foot above the angry tigers. Q. Spell Bonuses At this time i can't come up with a good system on spell tweaks. Maybe X for a faster casting rate but can't come up with the numbers good enough yet. R. Multipliers Per 1000 xEP gain +0.5 to a multiplier. Restriction: Max of x2 added to any one stat. So can add .5, 1, 1.5 and 2 only. No higher than x4 for each stat unless stated otherwise (see below). CEP must be used for S, St, D, Ag, Con. MEP must be used for I, W, E, Em and Ap. No multiplier can be doubled beyond starting one. So 1.5 can not go beyond 3.0. Since certain species have higher stats naturally the new multiplier can't go beyond the species multiplier for the race. For example dwarves and faerry can have multipliers of 6 and 8. So for those races it is allowed but not say for a human. Time: Per .5 must spend a full month building that stat. Cost: Paid only at end of adventure. Effects are immediate. Note: The time is reflected by the time to build that stat. For strength then you must spend the full month nothing but working the muscles for the full day 12 or so hours This means nothing else can be done during this time. For other things like Endurance training or working on the mind through intense memory exercises. Some logic should be involved. Appearance would involve surgery or magic to make the person better looking. Note: Bonuses can not be exchanged to other people. These incentives can be changed or replaced at any time depending on abuse and other factors. These bonuses will likely need to be tweaked based on their use. These are privledges for well run characters. It is not often that long term players max out and stagnate so this allows one to improve beyond their basic ability. If you can add or suggest changes please do so. I would let folks vote on each but it would be a nightmare to handle all of them due to the number of options. Version 1.2 - Reviewd version Updated: 12/2512