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Experience Points
Experience points (a.k.a. "XP") are the points that are earned for accomplishing a task.  Characters are responsible of their character`s experience points and should come up with their own way of keeping track of them.  Some people prefer to make "tic" marks beside the skill or attribute for which an experience point is gained.  Others prefer a separate sheet of paper altogether.  Whatever your method may be, just don`t lose them.  These are the points that will be used to increase your character`s skill levels.
·  Gaining experience points - Experience points are gained in a number of ways.  First, there is the learning of luck.  Occasionally, while attempting to do something we notice that certain things yield positive results.  This is shown in the game by your rolls.  Any roll of 01-03 will result in an experience point for the skill or attribute used.  Experience points are earn by any character LEARNING a skill by a teacher.  See Instruction.  Another way to receive experience points is be proper role-playing.  Players that play their character to the best of their ability should be recognized.  For example, I`m playing an Intelligence agent and constantly get into fire fights, I carry around the biggest, baddest weapon I can find, I never make any plans - just jump blindly into the fray, and I never talk to anyone, I never search for information and I use my various contacts poorly if I ever use them at all.  That`s not good role-playing.  I should play a different type of character if I want to continue playing like that.
Players receive experience points through the completion of missions as well.  Role-playing and mission completion experience points are determined and given out by the referee in the form of Karma Points (see below).  This should be done at the completion of each mission.  The experience points are given to the player to distribute as they wish, except in some rare cases were the referee states that a certain number of points are specifically for an individual skill.  For example, the player does something very creative when making a bomb and the referee says, "two points go to your character`s demolition skill."  
·  Converting to skill points - Experience points are converted into skill points.  These skill points are added to the skill increasing the level.  A maximum of 5 skill points maybe obtained per conversion.  Do NOT discard any leftover experience points.  They can be held for the next time  you want to raise your skill.  We follow the formula detailed in the Player`s Guide for converting experience points into skill points.  It sounds very complicated (though it really isn`t - when you think about it, it makes perfect sense) and the more I play, the more I`m convinced that the creators of this game were all mathematicians.  Here goes: (100 - Current Skill Level)/100=N or experience point modifier.  N x current experience points = number of skill points gain.
Example:  John has a CRM skill of 50, he`s gained 10 experience points and wants to trade them in for skill points.  100 - 50(John`s skill level) = 50.  50/100 = .5 (this is Johns current XP modifier.)  John has 10 XP, so .5 x 10 = 5.  This is the number of skill points that can add to his CRM skill.  John now has a CRM of 55!!  Yea, John.  See how easy it is?  Another:  Danny Demolition has an 80 DEM.  He has 10 experience points for that skill.  He wants to convert his XP into skill points.  So, we take Danny`s skill and subtract it from 100.  100-80 = 20 (divide by 100) = .2   Now .2 x 10 (number of XP) = 2.  He can increase his skill 2 points.  Making his 80 an 82.  
If you would like to find out how many experience points are needed in order to increase your current skill level you follow this formula:
Divide the number of skill points desired by your experience point modifier the result will be the number of experience points needed to gain desired skill points.  For example: Elliot has a 40 Medical Skill.  He wants to raise it up to a 45.  Elliot needs 5 skill points.  Next Elliot figures out his XP modifier.  100-40=60.  60/100=.6  His modifier is .6.    Elliot now has everything he needs.  5(skill points desired)/ .6 (XP modifier) = 8.3.  So Elliot needs 9 XP to progress from a 40 to a 45.  Another example:  Elliot has a 80 CRM skill, he wants to see how many XP are needed to go up to an 85.  That`s 5 skill points.  100-80=20/100=.2    5/.2 = 25.  Elliot will need 25 XP to reach his goal.  This is a helpful formula.  It helps characters set goals, distributed experience points and enjoy the progress.  SPD/XPM=XPN  (skill points desired/experience point modifier = experience points needed).
 
Karma points:  Karma points are like what other games have referred to as "fate points," "hero points," etc.  Basically it`s a character`s luck.  Each character begins with 1 karma point.  The karma point can be used at any time to roll again or have a roll against them redone.  Once the roll is made the karma point is gone for good.  Characters may earn more karma points by completing missions, playing their role well and other things the referee feels need to be rewarded. Referees should keep track of player`s actions that merit a reward and let the player know about it when the points are given.  The referee should give these out at the end of a mission.  Karma points may also be traded in for experience points.  One Karma point = 3 experience points.  An average amount is usually 3-7 per mission - longer missions may warrant more, shorter missions may result in less.  Example:  Player Tom is playing a sniper.  More often than not he plays his character well.  This particular mission gave him the chance to actually play as a sniper.  Tom did a great job and though it seems he sacrificed a bit of game play, he made valuable contributions to the team.  This was noted.  Upon completion of the mission, each player is handed a tiny piece of paper with their earned karma points scribbled on them.  Tom looks at his and see that he has earned 6.  The referee let`s Tom know what in particular Tom did to earn those points.  "Tom you played your guy very well, especially when you…"  Tom sees that he used up all his Karma points in the last mission so he holds on to two just in case.  The remaining 4 he converts to experience points (12).  He then divides them up into the skills he is trying to raise.
 
Beyond Success and failure:
·  Extreme successes - A roll of 10% or less of the character`s skill (i.e. the character has a GS skill of 50 and rolls a 01-05 that would be an extreme success) may result in added benefits that should be up to the discretion of the referee.  (House rule: extreme successes of 01-03 result in an experience point for that skill.)  An example of an extreme success and how it can be handled:  Max the Mauler has an 80 BC and strikes at an enemy.  The player rolls a 08, which is 10% of Max`s BC skill.  He had an extreme success.  The referee allows the player to pick the location the strike will hit.  The player chooses the head.  The enemy is knocked-out.  Another: Sandra Stealth is attempting to slip past a few guards.  She has an 80 RCN.  She rolls a 02.  She gains an experience point (i.e. learns something new), and the referee determines that the enemy is at -20 for their next 6 RCN rolls or until Sandra is no longer sneaking.  The possibilities are limitless.  Players should be reminded that what works for the player, also works for the enemy.  If they get to pick a hit location when they roll 10% of their skill, so do the bad guys.
·  Failures -   Sometimes you just can`t do it.  Rolls of 91-00 are automatic failures, unless otherwise specified.  Results can be determined by the referee in accordance to the task attempted.  
·  Extreme Failures - FUMBLES - A roll of 96-00 for characters with a skill less than 40 and 98-00 for characters with a skill above 40 may have tragic results depending on the task at hand.  Again, these results are up to the referee.
Optional Rules
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