Experiance




Gaining Experiance Points: At the end of every game session, barring very unusual circumstances, the characters that participated will get experiance points. These points represent learning that your characters did, and can be applied to raising your skills or attributes. Obviously, you should only spend experiance points on skills and attributes you actualy use. If your character has never actualy used his Fix-It skill, for example, it wouldn't be appropriate to increase it. Learning requires that you use the abilities you want to improve in, or at least recive instruction in them.

Each Session, everyine who showed up and played will get 3 Experiance Points, minimum. More points can be awarded for the following reasons, one point apeice: Contributing to Group Sucess; contributing to a really entertaining time; excellent roleplaying; excellent playing in-character; surviving great danger; defeating something particularly nasty; having an extremely good/helpful idea.

The above list is not exhaustive, but it should give you a general idea of what I consider good gaming. A typical number of experiance points for playing well, neither poorly nor exceptionaly, would be 5. Occasionaly, a player may earn less than 5, or more than that, but those will be exceptions to the rule, and indicate a really good or poor session. Once earned, experiance points can be spent on anything the player has enough points for, or saved for further development. At the bottom of the page is a list of extra things that people can get XP for, most or all of them will be things that happen out of game.

NOTE!: You can only purchase 1 point in an attribute or Action Value at a time. So to go from say, 6 Strength to 8 Strength, you have to purchase 7 Str, THEN 8.

Experiance Point Costs
Increase Attribute - Primary:   4 x New Level
Increase Attribute - Lck, MEv, or Evd:   4 x New Level
Increase Attribute - Secondary:   2 x New Level
Increase Action Skill Bonus:   1 x New Action Value
Purchase New Action Skill:   8 + Base Attribute
Increase Info Skill Bonus:   1/2 x New Action Value (Round Up)
Purchase New Info Skill:   4 + Intellegence
Purchase New Special Technique:   10 x The Special Technique Level.
Purchase New Limit Break:   15 x The Limit Break Level.
Purchase Character Advantage:   Coming Soon




Ability Points



Gaining Ability Points: Just as characters gain experiance, Guardian Forces gain Ability Points. As they adjust to thier new existance, junctioned to the SeeD, they learn to manifest more abilities, and more powerful abilities. Most importantly, they also learn to junction to more attributes, thus increasing the power of the SeeD they're bound to.

Guardian Forces gain Ability Points in the following way. Each Session that a character junctioned to a GF gains Experiance, that GF also gains 1 ap. Each session that a Guardian Force is summoned, it gains 1 ap, regardless of how many times it was summoned. Finally, each session that a special GF ability was used, the GF gains 1 ap, regardless of how many abilities were used that session.

Guardian Forces may also gain abilities from certain items, and special campain events or places. Each time a Guardian Force gains a new ability, it also gets a permenant bonus to it's hitpoints, the exact amount is listed in the description of each Guardian Force. The actual cost of abilities is not known to players, characters, or GFs. The player will chose an ability for the GF to be working on, and AP will accumulate to that ability until it is learned. The learning ability can be changed without penalty, and if there is an overflow, the extra AP points will be directed to the next ability the player picks for his GF to learn, so that none are lost.


GF Compatability: GF compatability affects the 8 shot casting cost for summoning the GF. Characters will have a compatability rating from 0 to 9, and the amount of the compatability rating is subtracted from the shot cost to summon the GF. It will always cost at least 1 shot to summon a GF, initial compatability with any newly junctioned GF is always 2. Compatability is based mostly on treatment of the GF by the character, and what spells the character typicaly junctions. Many GFs enjoy being summoned, and using them in combat in that way will raise their compatability with the SeeD junctioned to them, but this is not the case with all GFs. Also, summoning a GF just to absorb some damage will often irritate the GF. Some Guardian Forces will be understanding about SeeDs in life threatening situations, especialy when they themselves are at peak hitpoints and do not get KO'd. Some GFs will not be understanding of being used as a shield, regardless of circumstances.

The GM tells a player when his or her compatability rating increases or decreases. It should be noted that increasing compatability is not a quick process, and that it is much easier to decrease the compatability than it is to increase it. Angering a GF enough may end up dropping the compatability with it to zero, thus making the GF cost 10 shots to summon. Extreme mistreatment of a GF may even cause it to revolt, and work against the character or abandon him. On the other hand, a character who has inspired true loyalty and friendship in his GF or GFs may sometimes experiance them acting spontaniously in his defense.


Earning More XP: Campain contributions can earn a person extra experiance points to spend on their character. These are generaly things done outside of game time, that enrich the game world in some way. In general, all of them will be a fair amount of work for a point or two of Xp, but part of the reward is also that you're contributing to the game, and adding to the story in more than the minimum that you do as a player. I like to reward people for that work as well, but I hope that it primarily happens out of a desire to do more for the game. The methods to earn more XP listed below are mainly presented as ideas, and the list is certainly not exhaustive. If you have some sort of great idea for the game, go ahead and pitch it to me. The chances are good that I'll be equally excited.

Keeping an In-Character Journal: We have a livejournal circle for the characters. Those who make a substantive (as determined by me) post at least once every game session will recive an additional experiance point per game session. Those who go above and beyond, greatly contributing in the form of diary entries, may recive additional experiance points at my discretion. This is a great opportunity to build your character further, share in-jokes, and generaly process and think about the game sessions. It's also a good place to show us a side of your character we wouldn't see in game, or prusue little side-stories. Some of these ideas may even be taken up by me and added to the game, so you do have a chance to influence the game here.
+1 Xp per session, possibly more.

Character Art: This can be visual art, poetry, short fictions, or any other form of art that pertains both to the world of FFVIII-2, and the game in some way. Rinoa / Squall fanfics, for instance, do not count unless they focus more on story and game relevance than Sorceress sex. ^_^ In general, ask me if you're curious about your concept, I'll try to be flexible, but some things obviously won't really be adding to the game at all, and while fun, they won't be worthy of additional xp. The amount of work that goes into a project, and the total quality of the project both affect the amount of experiance gained. Every project will be decided on a case by case basis, and I must recive a copy of the art in question, i.e. a text file in the case of poetry or prose, a scan of a drawing, or what have you. If you make sculpture or something, I need at least a picture of it for my own records and campain files.
Xp to be negotiated.

Game Logs: We're all keeping game logs, more or less, but if someone, or a group of persons, wants to log the entirety of EVERY session, and strip all the IRC code out of them, and pretty them up so that they make a really nice, easily readable text file, then that kind of effort could be worth XP, and the resultant logs will be stored on the website somewhere for everyone to read whenever they want to remember what went on. In general, this will be worth between one and three points per session, depending on how much work it ends up being to do this, and how many people are involved. This is something I would very much like to see happen, and if people want to have this job rotate, because more than one person is interested, that's fine with me.
1-3 Xp per session, probably 1 unless unusual circumstances apply.

Design a NPC: In this case, you as a player design a small plot element, like a NPC, or a monster, maybe a GF, or some place for people to visit, something on the scale of a building in a town. This reduces my workload, and it varies up the sorts of things we come across. I'm pretty creative, and I have a good range, but I'm limited like all humans, and some things probably will never occur to me. This is a chance for you to sketch out a bit of plot or setting, and give it to me to play with. Obviously, you lose all control over whatever it is after you give it to me.
Xp to be negotiated, 2-5 is a good range.

Design a Campain Peice: There are LOTS of cities and areas in the world of FFVIII-2 that simply were never revealed in the original video game. This is the grown up version of the above option, it allows you to be create a whole town, or dungeon, or society in the world of FFVIII-2. You will have to work closely with me during this process, to ensure that whatever it is fits well into the game world. This option will be an intense amount of work, and no one has ever actualy chosen to do it in a game of mine, but I persist in offering it because I know it could lead to all kinds of fun. As with the smaller design option, once you're totally done with whatever it was that you created, it's mine to play with as GM, and you don't have any further control. Still, it could be a great way to add to the game, and put your mark on the story.
Xp to be negotiated, 6-10xp is a good range.

Run a Mission: With SeeD being such a mission-oriented game, it's totally possible for someone to put their own character on the back burner, and design a mission from start to finish. If you want a chance to try your hand at GMing, without starting up a whole game, this is a great opportunity. Essentialy, you would design a mission, and we would contrive some reason for your character to be left out, while some NPC for me to play, such as Illina, would be added to the party. This isn't too difficult to do in the context of SeeD, since your commanding officers could simply mandate a certain team. Thus, it'd be best to create a mission that your character wouldn't have much to do in, making it more realistic for them to be left behind. This would be all yours, and while I would be happy to offer advice on running games whenever asked, I will be as polite as any other player during your session, unless you became abusive to the players or something. Things that are off-limits are major game events that I have already set in motion, and the actual shape of the FFVIII-2 continents. ^_^ Anything else is essentialy fair game. There is a LOT of empty space in this world, at least on the map, and plenty of places for your adventures and side quests to fit in if you want. Try not to make the rewards of these adventures too grand, keep the sorts of rewards I've been giving out as an example. Once you've done this, I will ask permission before using anything you specificaly created for your adventures, the stuff you generate for your own sessions remains yours, within the larger context of my game. It's GMing lite, and a chance to see if you want to or like to run games!
Xp to be negotiated, but is likely to be substantial.




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