5 beats make 1 Experience point.
- Attribute: 4 Experiences per dot
- Merit: 1 Experience per dot
- Skill Specialty: 1 Experience
- Skill: 2 Experiences per dot
- Integrity: 2 Experiences per dot
Note that the fifth Skill or Attribute dot no longer costs double, nor do the costs of progressive Merits increase per dot purchased.
- If your character fulfills an Aspiration, take a Beat. At the end of the game session, replace the Aspiration.
- Each Condition has criteria for resolution. When resolving a Condition, take a Beat. Some Conditions provide Beats for actions other than resolution.
- Any time you fail a roll, you may opt to make it a dramatic failure and take a Beat.
- If your character takes lethal damage in one of her rightmost Health boxes, take a Beat.
- At the end of any game session, take a Beat.
- Any time your character makes a Breaking Point roll, whether they are successful or unsuccessful, take a Beat.
As Hunters, you have access to an additional “group” pool of practical experience, which you build by surviving encounters with the supernatural.
The base number of Practical Beats gained after a story or scene is equal to the number of Hunter characters involved. Then, apply the following modifiers (note that each of these is now one Beat, not one Experience):
- +1 for every exceptional success roll when acting directly against a monster (reflexive Resistance rolls do not count).
- +1 for every dramatic failure rolled during the scene, regardless of what kind of roll it was.
- +1 for every action for which a player Risks.
- +1 if the monster(s) displayed powers or abilities that were a) supernatural in nature and b) new to at least half of the group (rounding up).
- +1 if the cell used a Tactic successfully.
- +1 if the Tactic had never been used “in the field” (that is, against a real monster) before.
- +1 if the cell saved the life of at least one person during the scene, not counting other hunters.
- +1 if the hunters drove the creature off.
- +1 if the cell achieved an Aspiration.
- +2 if the hunters immobilized or captured the creature.
- +2 if the hunters used a creative new approach or strategy with success.
- +3 if the hunters killed/destroyed the monster, or permanently rendered the creature harmless. Not cumulative with the bonus for driving a creature off.
- -1 if any bystanders (that is, neither monster nor hunters) came to harm.
- -1 for any instance of the group working against itself — friendly fire, one-upmanship, etc.
- -1 if any member of the cell fell victim to a mind or emotion-influence power.
- -1 if any member of the cell put anyone else (hunter or otherwise) in direct danger.
- -1 if the cell attempted but failed to perform a Tactic.
- -2 if any bystanders were killed (not cumulative with the “coming to harm” penalty, above).
- -2 if the hunters were forced to flee (if a retreat was part of the plan from the beginning, this doesn’t apply).
- -3 for each hunter killed.