9. Advancement.
In the beginning of the session, or mission if that seems more appropriate, find which character you have the highest Hx with. Ask that player to highlight one of your six Traits for this session. Then ask the GM to do the same. Whenever you FAIL a roll using one of those Traits, you mark an experience point.
After you get FIVE experience points (note: 5 is just a number, if you want faster progression chose a lower number etc), you erase them all and pick an Advancement (Move) from your Playbook. Once you have at least 5 of your Playbook Moves you may optionally select from Advanced options listed below. You start with 2 Playbook Moves so you will only need 3 more to access Advanced options. Again 5 is just a number, if you want to keep Advanced moves from your players for a time then simply increase the number to suit your needs.
You also gain an experience point each time you get your History score with another character to +4 or -3, which resets the value back to 0.
There are a few other ways to gain experience, as will be detailed in those areas.
When a character has 5 of their Playbook Moves they can start taking Advanced improvements.
After you pick one, cross it off; you can't pick it again unless it says so.
You get +1 to any trait of your choice. The maximum for any Trait is +2 (by default). Each Trait can be improved only once.
Choose this to bring in a second character. They can be from any of the Playbooks that is not already in play, and you can write them up just as you would normally. If all 8 Playbooks are in use you can pick any. They have just left the Academy and joined the Team. Depending on your GM’s wishes you may play one of them per session, or you can play both of them, depends on the numbers in your game. If you are already running 2 characters each, like in a 4 person game, then this option probably isn’t applicable.
Take a Move from another Playbook. You may do this for each other Playbook, one Move from each, by taking this option again. Be sure you have any pre-requisites for the Move.
You change your base Playbook. You get to keep all the Moves you gained from your last Playbook, but can now freely buy Moves from your new Playbook. Its sort of a dual class thing.
Come people get to a point where they've just had enough. Enough with the struggles, enough with the drama, enough running from and fighting with the Alien. They're tired, they're done, and they want out. You may make up your final climatic scene in co-operation with the GM. You don’t have to die but at the end of it you have left. Your legend will grow, you gain +3 Hope. You may enter a new character at this time, or it maybe that you are leaving the game. Thanks for all the fish.
You may gain a Bonded Alien. This happens when you kill an Alien, instead of draining its MIASMA from it. The Alien will be dying and you present it with a piece of equipment and gently push it to possess that piece of equipment.
The Alien will bond with the item and as is its way, will begin to improve it. The first ability you gain from this is that the Alien will be able to use the Reboot Move and the Repair Move (Technician) on that piece of equipment.
With time the Alien will begin customising the item with further improvements. Following is a list of suggestions, but you are free to come up with your own suggestions with your GM. Each of these improvements are an advanced move selection using this same move.
Does +1 Harm, +1 Stress, noJamming tag, +1 Forward on condition, etc.
Select one of the following tags permanently.
You gain a new Market Contact of your choice permanently, no costs. This person is a good friend.
You may add a point of Hope to the Future Bag.
You may select one of the following advanced Moves.
You may elect to have advanced surgery performed on your body, along with MIASMA injections. You gain a mutation of your choice or some Bioware, Cyberware or Alienware that your GM agrees to.
You may attempt to form a small squad with one or more of your team mates. The advantage of this is that you will count as a Small Team for giving and taking damage.
10+ You form the team successfully, they act under your control.
7-9 Things are still being decided between you, gain +1 Forward for the next attempt. Gain tag Busy.
6- GM option.
Your character is better than normal and can find a way where others cannot, sometimes. If you are successful with this Move you can bring something into the scene that wasn’t there before, or was but nobody realised it till they got desperate enough.
10+ You get to be creative, you control the narrative.
7-9 You notice something new, but it is not near you, it is … over there near ? … You suffer 1 Stress, but what you want is over near another. You can use 10 words to tell them what it is, what to do with it, what you had in mind etc. They MUST take the next action and do something, anything, with what you told them about. They can free form the narrative for one action, then the opportunity is lost. Lets hope they got the right idea.
6- GM option.
You may instantly slay any non-major npc (less than 5 damage). If they are a member of a group the group is broken up.
Characters will gain Rift radiation from various things in the game. Every time the character passes a multiple of 10 Rift they may burn it and elect to take a Rift Power, which is like a psychic power. At the same time, regardless of whether they burnt it, they must roll on the mutation table to see what kind of mutation they will gain.
The mutation table is as follows:
1-200 Body: form/look
201-400 Body: function
401-500 Mind: behaviours
500-600 Mind: cognition.
601-700 Psychic Powers
701-1000 Inhuman Attributes
I suggest that the player be allowed to suggest possible mutations based on the broad area defined above. Get everyone involved in the discussion and come to a consensus on what happens. The mutation should be minor, not a super power level one. If it has a positive effect their needs to be a matching negative effect, and vice versa.
I recommend “The Metamorphica”, a book of mutations by Johnstone Metzger. Available through Lulu or from RPGNow. This has a huge number of options to choose from.
Rift Powers are gained when you have suffered sufficient Rift Radiation. It is a two edged sword however, and there is a chance of suffering a mutation as well, which can be good and bad.
A listing of some Rift Powers you may attain.
More details of this to be inserted!!!! What do they cost? Stress? Effects of failing? Mutations.
You use your powers to see into the near future, this will give you glimpses that you can take as Hold points and convert to advantages as needed.
10+ You gain 2 Hold.
7-9 You gain 1 Hold and 1 Stress
6- GM option.
Each Hold can be converted to a +1 Forward. Anyone repeating this power in the immediate vicinity removes all previous Hold (they change the future).
You see what is hidden from normal sight.
10+ You clearly see where the alien is within its Host, you may immediately use the Go for the Eyes move if appropriately placed.
7-9 You can see the Host in which the alien resides. You may take 1Stress to gain an immediate Go For the Eyes move.
6- GM option
You can see into the Rift, see the other side and gain a glimpse of what might be there, this will allow you to get an idea of what the Alien is, what its weaknesses might be, where it is.
10+ You can see its weaknesses, you gain +1Ongoing against the Alien during this encounter.
7-9 You can see the Alien. You gain +1Forward to a Go For the Eyes move. You take a point of Stress.
6- GM option
You are able to absorb the damage of others unto yourself via making contact with them. This is not a primary method of healing, it helps re-distribute wounds.
10+ You can take one box from upto 3 different wounds and they become 1 wound on you (same or majority type).
7-9 You can take one box from one wound, and take it as one wound (same type) on you.
6- GM option
You are able to influence the Aliens next move.
10+ You can abort the aliens next move, or you can change one major parameter (target, type etc)
7-9 You can change one major parameter in the aliens next move.
6- GM option
Like JumpJet move, extra-ordinary human effort. Generally upto 30ft vertically, and 60ft horizontally. It includes the ability to make a safe landing.
10+ Works as planned, you gain +1 Forward for your next combat action.
7-9 Works as expected, but you suffer 1Harm or Stress.
6- GM option
You may throw up a barrier against incoming Harm (not Stress), acting like armour. Whenever the GM inflicts Harm on you, you may elect to use this power as an immediate reaction, as long as it is viable.
10+ You reduce the incoming Harm by 3, but suffer 1Stress
7-9 You reduce the incoming Harm by 2, but suffer 1Stress.
6- GM option
Once per encounter you can move any distance on the Grid, almost instantly.
10+ It works
7-9 It works but you take a Tag
6- GM option
You may increase your physical power with melee weapons, inflicting +1Harm per strike.
10+ It works
7-9 It works but you take a Tag
6- GM option
You may increase your electrical power with electrical weapons, inflicting +1Stress per strike.
10+ It works
7-9 It works but you take a Tag
6- GM option
You gain 1AC vs Harm, even AP. This doesn’t stack with any other armour, use the best result.
10+ It works
7-9 It works but you take a Tag
6- GM option
You gain 1AC vs Stress, even AP. This doesn’t stack with any other armour, use the best result.
10+ It works
7-9 It works but you take a Tag
6- GM option
All O marked boxes are healed, then you may recover one box of damage from each wound inflicted (an X changes to an O).
10+ It works
7-9 It works but you suffer a disability.
6- GM option
Limited teleport. Use the Rift to move between places, exposure to +Rift.
10+ You may move yourself to any block on the grid.
7-9 You may move yourself to any adjacent block on the grid, but suffer 1Stress or 1RiftRad.
6- GM option.