Sweet20 lawful neutral > Sweet20 > Experience Points

Sweet20 Experience Points

Maintainer: Christopher O. Peterson (sweet20@lawfulneutral.com)
Author: Clinton R. Nixon
Copyright: The Sweet20 System is copyright 2004 Clinton R. Nixon. This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
Updated: 2005 November 27

The point of a new experience system

There are two ways to gain experience points (XP) in the world's most popular role-playing system:

  1. Kill some dudes and take their stuff.
  2. Earn sporadic "story experience" at your GM's whim.

Sweet20 lets players choose how their characters will earn XP, focusing the game story on their (changing) interests.

Levels

In Sweet20, you can ignore any XP charts in the rulebook for world's most popular role-playing system. According to that rulebook, it should take about 13 encounters to gain a level. Thus, 13 is a special number in Sweet20, too. Characters level up at 13, 26, or 39 XP, depending on how much time your group would like to spend at each level. The recommended rate is 26 XP per level. If some characters are advancing levels more slowly than others, then the GM should adapt the game story to include more opportunities for those characters to use their Keys. Their players will appreciate the attention!

Keys

Keys are the first way you get XP in Sweet20. Keys are like Feats, but they do not give your character any special powers. Instead, they determine which actions will earn XP for your character. Keys are motivations, problems, connections, duties, and loyalties. Choose two Keys at 1st level and add another every odd level after that. You can never have more than five Keys. At that point, you must "sell" a Key to take a new one at the next odd level.

A Key can only be scored once per "scene" (as defined by the GM), no matter how often the character acts according to the Key. A Key should be scored at most three times per game session, unless the session was particularly long (in game or real time). However, a character can upgrade a scored Key to a higher XP score within the same scene or game session if he meets the Key's stricter requirements.

Buyoffs

Every Key has a Buyoff. If you act against the Key - that is, act according to the Buyoff - you can (but are not required to) drop the Key and gain 7 XP. Once you have "sold" a Key, you can never take that Key again. You do not get a replacement Key until you would next earn a Key at a level advancement.

Key Scenes

Keys Scenes are the second way to gain XP in Sweet20. Key Scenes are particular junctures in the play session that the GM has decided beforehand are worth experience to the characters.

These are not particular outcomes, though. "Saving the princess," "killing or thwarting the evil overlord," and "taming the wild beast" are not good examples of Key Scenes. Key Scenes should be tense, have multiple possible outcomes, and force characters to make decisions.

"Discovering the princess is trapped in a high tower," "meeting the overlord," and "confronting the wild beast" are good Key Scenes, as each can result in multiple outcomes and do not put restrictions on what the player decision is for his character. Key Scenes do not have to tie into any particular overarching plot or story-line; they can be light and humorous or grim and serious.

Whenever a character is present in a Key Scene, he earns 1-3 XP as determined beforehand by the GM. These XP are given as soon as the scene is over.

Key List

Key of Ambition
Your character has a burning desire to achieve some particular prestigious status, position, office, title, rank, or award. Gain 1 XP every time the character makes progress toward the goal. Gain 2 XP whenever your character overcomes an obstacle or hurts someone in order to make progress. Gain 5 XP whenever your character makes a major personal sacrifice to take a significant step toward the goal. Buyoff: Give up your ambition.
Key of the Assassin
You're a calculating tactician who's favored means of combat is a clever ambush. Gain 1 XP whenever you defeat an opponent through guile and stealth. Gain 3 XP when you take down an opponent without giving them any chance to react. Buyoff: Lead a frontal attack against your opponents.
Key of the Astral Traveler*
Your character is dedicated to a world outside her body, taking hallucingens in order to change her perception. Gain 1 XP every time your character takes a drug purported to change her reality. Gain 3 XP every time your character separates her spirit from her body. Buyoff: Shirk away from an opportunity to see a situation from an altered perspective.
Key of Bloodlust*
Your character enjoys overpowering others in combat. Gain 1 XP every time your character defeats someone in battle. Gain 3 XP for defeating someone equal to or more powerful than your character (higher combined CR than your side of the battle.) Buyoff: Be defeated in battle.
Key of the Caregiver
Your character finds great worth in caring for the mental and physical well-being of others. Gain 1 XP every time your character heals another character. Gain 2 XP every time your character heals an NPC. Gain 5 XP every time your character heals someone at great personal risk to themself. Buyoff: Decline to heal another character.
Key of the Competitor
Choose a particular rival person, social group, culture, or species. You gain 1 XP when you outfox your rivals, and 3 XP when you do so against long odds. Buyoff: Decline to compete against this rival.
Key of Conscience*
Your character has a soft spot for those weaker than their opponents. Gain 1 XP every time your character helps someone who cannot help themselves. Gain 2 XP every time your character defends someone with might who is in danger and cannot save themselves. Gain 5 XP every time your character takes someone in an unfortunate situation and changes their life to where they can help themselves. Buyoff: Ignore a request for help.
Key of the Craftsman
Building is what you love to do the most; having some concrete representation of your efforts in life is something you strive for. Gain 1 XP every time your character successfully completes a Crafting project. Gain 3 XP every time your character completes a Crafting project that is met with great appreciation from many. Buyoff: Destroy your creations or swear off craft.
Key of Doom
Your character is doomed to a terrible fate. Gain 3 XP every time your character acts without regard to his safety. Gain 3 XP every time your character enters battle against superior enemies (1 or more opponents with higher combat skill or several -- 3 or more -- opponents with equal skill). Buyoff: Retreat from an overwhelming battle or fight, or fight to survive so that you may be with a loved one.
Key of Faith*
Your character has a strong religious belief that guides him. Gain 1 XP every time he defends his faith to others. Gain 2 XP whenever this character converts someone to his faith. Gain 5 XP whenever this character defends his faith even though it brings him great harm. Buyoff: Your character renounces his beliefs.
Key of the Foolhardy Hero
You live for excitement. As a plaything of fortune, you go around spelunking musty dungeons, fighting corrupt police chiefs, defending impoverished farmers from bandits, and getting duped by court intrigues... simply for the hell of it. Gain 1 XP when you agree to go on a quest (or side-quest, or some other risky venture). Gain 3 XP from any scene wherein the pursuit of this quest causes stress for you. Buyoff: Reject the opportunity to go on yet another harebrained mission.
Key of Fraternity*
Your character has someone he is sworn to, a friend who is more important than anyone else. Gain 1 XP every time this character is present in a scene with your character (maximum 3 per game session). Gain 2 XP whenever your character has to make a decision that is influenced by them. Gain 5 XP every time your character defends them by putting himself at risk. Buyoff: Sever the relationship with this person or the person dies.
Key of the Free Spirit
You're a free spirit who cannot stand to live within constraints. 'Unjust' laws and 'illegitimate' rulers hold no sway over you and you feel those around you should be free of them as well. Gain 1 XP when you liberate yourself or another character from oppression. Gain 2 XP when you liberate another character at risk to yourself. Gain 5 XP when you liberate a large group of people. Buyoff: Decline to liberate someone or imprison someone yourself.
Key of Glittering Gold*
Your character loves wealth. Gain 1 XP every time you make a deal that favors you in wealth. Gain 2 XP every time you finish a game session with more wealth than you started with. Gain 5 XP every time you double your wealth in one game session. Buyoff: Lose or give away over half your fortune.
Key of Glory
Who cares about power or riches? You crave fame! Gain 1 XP when your actions inspire strangers to talk about you insultingly (there's no such thing as bad publicity). Gain 3 XP when your deeds win you acclaim and adulation. Buyoff: Adopt a pseudonym or go incognito.
Key of the Guardian*
Your character has a ward, someone who depends on him for security and protection. Gain 1 XP every time this character is present in a scene with your character (maximum 3 per game session). Gain 2 XP whenever your character has to make a decision that is influenced by them. Gain 5 XP every time your character rescues them from harm. Buyoff: Sever the relationship with this person or the person dies.
Key of the House*
Your character is a member of and dedicated to a House or Guild. Being a member of a House has great economic advantages, but requires much of a person. Gain 1 XP every time your character does something to benefit her House. Gain 2 XP every time she does something to benefit her house that causes her discomfort or inconvenience. Gain 5 XP every time she acts to benefit her House at the great risk of her body, reputation, or wealth. Buyoff: Act against the interests of one’s House.
Key of the Imposter*
Sometimes your entire life is a lie. You gain 1 XP whenever you pass yourself off as someone/something you’re not. You gain 2 XP whenever you convince others in spite of serious skepticism. You gain 5 XP whenever your story survives a deliberate "Hey, everybody, look!" attempt to reveal your identity. Buyoff: Confess your imposture to those duped.
Key of the Lawful
Your character has a personal commitment to enforcing the law, by brining lawbreakers to justice or preventing others from breaking the law. Gain 1 XP for every game session in which your character enforces the law. Gain 2 XP every time your character enforces the law even though it causes him minor harm or inconvenience. Gain 5 XP every time your character enforces the law even though it causes him great harm. Buyoff: Allow others to break the law or break the law yourself.
Key of the Lost Child*
Your character has no tribe. They are lost to the Green World, or perhaps decimated in battle. It is her duty to carry on the tribe’s name. Gain 1 XP every time your character tells a story of her tribe. Gain 2 XP whenever your character defends her tribe’s name or lands in words or in battle. Gain 5 XP whenever your character finds a new legend of her tribe. Buyoff: Join another tribe.
Key of Love*
Your character has a deep love, whether friendly, erotic, or familial, for someone else. Gain 1 XP every time this character is present in a scene with your character. Gain 2 XP whenever your character has to make a decision that is influenced by them. Gain 5 XP every time your character puts herself in harm’s way or makes a sacrifice for them. Buyoff: Sever the relationship with this person.
Key of the Manipulator*
Your character works behind the scenes, manipulating others in order to be a shadow ruler. Your character must work for or be an advisor of someone in a position of power. Gain 1 XP whenever your character exerts her will over her ruler, even over minor matters - especially over minor matters. Gain 2 XP whenever the ruler accepts your character’s advice over others. Gain 5 XP whenever your character’s influence makes the ruler make a policy change or establish a new policy that works in your character’s favor. Buyoff: Accept the mantle of power for one’s self.
Key of the Masochist*
Your character thrives on personal pain and suffering. Gain 1 XP every time he is bloodied and 3 XP every time he is broken. Buyoff: Flee a source of physical or psychic damage.
Key of the Mission*
Your character has a personal mission that he must complete. Gain 1 XP every time he takes action to complete this mission (2 XP if this action is successful.) Gain 5 XP every time he takes action that completes a major part of this mission. Buyoff: Complete or abandon this mission.
Key of Mystery
Your character love solving mysteries of all sizes. Gain 1 XP when your character solves a small mystery, such as a puzzle or simple trap. Gain 3 XP when your character solves a big mystery, such as a crime investigation or deciphering an ancient code. Buyoff: Allow a mystery to go unsolved.
Key of the Outcast*
Your character has lost fellowship or membership in an organization - which could just be a culture, or a specific cross-cultural group. This separation defines your character as much as membership in the organization defines its members. Gain 1 XP every time her status with this organization comes up. Gain 2 XP every time her disassociation brings her harm. Gain 5 XP every time the separation brings your character great pain and suffering. Buyoff: Regain membership in the organization.
Key of the Overlord*
Your character owns other people or oversees the ownership of others. Gain 1 XP every time your character makes someone else do something against her will. Gain 3 XP every time your character makes someone else do something that causes harm, pain, or despair to that person. Buyoff: Free a person under your ownership or oversight.
Key of the Pacifist*
Your character has a personal commitment to nonviolence. Gain 1 XP for every game session in which your character does not commit any violence. Gain 2 XP every time your character does not commit violence even though it causes her minor harm or inconvenience. Gain 5 XP every time your character does not commit violence even though it causes her great harm. Buyoff: Purposefully harm another sentient creature.
Key of the Paragon
You are certain of something in life; that the ways you were raised to are the best ways, and that you exemplify them. The greatness of your home culture guides you, and you try to find a way to apply it to every situation. Gain 1 XP every time you use a cultural ability to your advantage. Gain 2 XP every time you use a cultural ability in a way that benefits the party. Gain 5 XP every time you convince someone to hold your culture in higher esteem than others. Buyoff: Disown yourself from your home culture.
Key of Power*
You don’t even care what you do with it, you just want it. You gain 1 XP whenever you earn a boon from someone important, earn a slight gain in prestige, or make a rival look bad. You gain 3 XP whenever you ruin, kill, or otherwise eliminate a rival, and improve your own position because of it. Buyoff: Relinquish your power and position.
Key of the Precious*
Your character jealously guards her possessions, afraid that someone will try to take them at first opportunity. Gain 1 XP every time your character gains a new possession by her skills - not when one is given to her or bought. Gain 2 XP every time your character gains a new possession by fighting for it. Gain 5 XP whenever your character successfully defends her possessions against theft. Buyoff: Give away your possessions permanently.
Key of Renown*
"You must be the worst assassin I’ve ever heard of." "But you have heard of me!" You gain 1 XP whenever you see to it that your name and deeds are known, by bragging about them or making sure there are witnesses. You gain 2 XP whenever you put yourself at risk to do something unnecessary or foolish that will add to your reputation. You gain 5 XP whenever you risk your life to take credit for your actions (bragging that you were the one who killed the Duke’s son, for example.). Buyoff: Give someone else credit for an action that would increase your renown.
Key of the Reviled
You are a creature hated and feared by all who hear of you. Your friends are few and far between. Gain 1 XP whenever you befriend someone or make an ally. Gain 3 XP whenever you befriend a large group of people. Buyoff: Lose a friend or ally.
Key of the Revolutionary*
Your character is dedicated to overthrowing a ruling class, party, or government. Gain 1 XP every time she speaks out against the rulers, or breaks a minor law. Gain 2 XP every time she acts directly against the rulers. Gain 5 XP every time she puts herself in great danger in order to damage the status quo. Buyoff: Accept any favor from the rulers in order for your quietude or complicity.
Key of the Sage
You are a collector of rare, esoteric knowledge and seek ways to both learn more and apply what you know. Gain 1 XP every time you learn some esoteric fact. Gain 2 XP every time you put you put yourself in harm’s way or makes a sacrifice to learn some esoteric fact. Gain 5 XP every time you unearth some long-forgotten knowledge from a distant or ancient culture. Buyoff: Ignore or cover-up a source of knowledge.
Key of the Thoughtless Madman
You are a berzerker, a cauldron of boiling rage! You fight savagely, with no concern to yourself or those around you. Gain 1 XP when your current HP falls below 50% of your total HP. Gain 2 XP when your current HP falls below 25% of your total HP. Gain 5 XP if your current HP hits or falls below 0 HP. Buyoff: Kill a friend.
Key of the Tribe*
Your character’s tribe is a great part of her identity. Gain 1 XP whenever your character does something to help the tribe. Gain 2 XP whenever your character defends or helps the tribe even though it brings her ridicule or inconvenience. Gain 5 XP whenever your character defends the tribe in battle. Buyoff: Leave the tribe.
Key of Unrequited Love
Your character has a love for someone who does not return this love. Gain 1 XP whenever your character has to make a decision that is influenced by them. Gain 2 XP every time your character attempts to win their affection. Gain 5 XP every time your character puts herself in harm’s way or makes a sacrifice for them. Buyoff: Abandon your pursuit of this person or win their love.
Key of Vengeance*
Your character has a hatred for a particular organization, person, or even species or culture. Gain 1 XP every time your character hurts a member of that group or a lackey of that person. Gain 2 XP every time your character strikes a minor blow at that group or person (killing a member of the organization or one of the person's lackeys, disrupting their life, destroying their property). Gain 5 XP every time your character strikes a major blow at that group or person. Buyoff: Let your enemy go or destroy the entire organization.
Key of the Vow*
Your character has a vow of personal behavior that he has sworn not to break. This could be a dietary restriction, a requirement to pray at sunbreak every morning, or something else like that. Gain 1 XP for every game session in which your character does not break this vow. Gain 2 XP every time your character does not break this vow even though it causes him minor harm or inconvenience. Gain 5 XP every time your character does not break this vow even though it causes him great harm. Buyoff: Break this vow.

* indicates "official" Keys from The Shadow of Yesterday.

Create Your Own Keys

Players are encouraged to create new Keys for their characters, working with the GM and other players. The rules for making Keys are:

Spending XP on Magic

In the world's most popular role-playing system, players must sometimes spend their XP to cast spells or craft magic items. You cannot spend so much XP that you lose a level. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. To convert XP costs from that other game to Sweet20 XP, use this formula:

L  = current character level
N  = XP needed for next level in that other game = 500 * L * (L+1)
N' = XP needed for next level in Sweet 20 (typically 13 or 26)
C  = XP cost to cast a spell or craft a magic item in that other game
C' = XP cost to cast a spell or craft a magic item in Sweet 20 (rounded up)

C' = N' * C / N

For example, if your 10th level character wants to cast Wish, the minimum XP cost is 5,000 XP in that other game and 3 XP in Sweet20:

L  = 10th level
N  = 500 * 10 * 11 =  55,000 XP
N' = 26 XP
C  = 5,000 XP
C' = 26 * 5,000 / 55,000 = 2.3636363 = 3 XP (rounded up)