Rewards
Experience Points
Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level, though you can choose to advance your players more quickly or slowly if it suits your group. These other means of advancement are noted in the Advancement Speeds sidebar below.
XP Awards
The party is a team, so any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's operative was off hacking a server during the battle. But if the operative collected valuable blueprints they could sell to a rival megacorp, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.
Adversaries and Hazards
Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure.
Accomplishments
Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.
As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session.
If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP “farming,” however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP.
Accomplishment | XP Award |
---|---|
Minor | 10 XP |
Moderate* | 30 XP |
Major* | 80 XP |
* Typically earns a Hero Point as well. |
Adversary Level | XP Award |
---|---|
Party level – 4 | 10 XP |
Party level – 3 | 15 XP |
Party level – 2 | 20 XP |
Party level – 1 | 30 XP |
Party level | 40 XP |
Party level + 1 | 60 XP |
Party level + 2 | 80 XP |
Party level + 3 | 120 XP |
Party level + 4 | 160 XP |
Hazard Level | Simple Hazard | Complex Hazard |
---|---|---|
Party level – 4 | 2 XP | 10 XP |
Party level – 3 | 3 XP | 15 XP |
Party level – 2 | 4 XP | 20 XP |
Party level – 1 | 6 XP | 30 XP |
Party level | 8 XP | 40 XP |
Party level + 1 | 12 XP | 60 XP |
Party level + 2 | 16 XP | 80 XP |
Party level + 3 | 24 XP | 120 XP |
Party level + 4 | 32 XP | 160 XP |
Party Size
Group Parity and Party Level
If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lowerlevel characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.
Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions.
Hero Points
In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). You might also give them out at a faster rate during a shorter session. Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.
Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.
You can also give out a Hero Point for a less impactful, but still notable moments. A PC landing the killing blow on a difficult foe or successfully navigating a social challenge could earn a Hero Point. There are times when the PCs' actions aren't exceptionally dramatic or world-shattering, but that shouldn't prevent you from handing out a Hero Point as a reward.
The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment.
Treasure
The game's math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes improved weapons and armor, weapon and armor upgrades, augmentations, magical items, tech items, consumable items, and items that help with the PCs' favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level).
The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. You always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.
As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix “core items,” treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, the party's envoy might not go out of their way to purchase a diva's microphone, but they'll likely use it if they find it. These items should always be useful—a party without a close-quarters martial character won't have much use for hardlight handwraps. The number of core items to give out depends on you, but make sure the characters have plenty of core options. Consider opening up other options for parties traveling to other parts of the galaxy or visiting other planes.
Treasure by Level
The final column gives the amount of currency to add for each PC beyond four in the group. (Different Party Sizes provides more guidance on this.) For instance, between the time the PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 5,000 credits: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 1,200 credits worth of currency.
When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Player Core worth between 100 and 200 credits. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level. Some creature entries in Alien Core list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.
Published adventures include a suitable amount of treasure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind. You might also consider making changes to the treasure found in a published adventure to better fit the needs of the party, such as changing a tactical rotolaser into a tactical assassin rifle if none of the PCs use area or automatic weapons.
Currency
If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the credit amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly spell gems, and if you think your party will use them, count those items at their full Price.
Other Types of Treasure
Starships, vehicles, and other large assets can't be looted as easily as most other forms of treasure. While using these rewards to give the PCs a base of operations can help progress the story, estimating their wealth and allowing PCs to sell them to buy personal treasure can unbalance a game. Thus, starships, buildings, businesses, and other such assets don't cost the PCs credits to purchase and can't be sold for credits— they're a narrative device meant to help you tell a story. Instead, consider allowing PCs to “trade up” these assets into other assets they're interested in or “trade off” these assets for other benefits, such as introductions to important people, access to previously off-limit locations, favors, street cred, fame, notoriety—in short, power or access.
For some groups, this will feel unrealistic, and you'll want to find another solution. While you could adjust the treasure in future encounters to compensate, it's easier and much safer to make the property impossible to sell, either due to legal complications (like licensing laws), due to the poor shape of the property after the battle, or due to the property's iconic status—everyone knows who it belongs to, and that person certainly isn't your players! These complications could just lower the value of the property such that it becomes an appropriate amount of treasure. This approach can make selling these assets feel like off-loading a financially draining property or tricky to sell.
If the PCs acquire an asset that could conceivably make the PCs money, like ownership of a corporation or a hovercab, remind them that such businesses and ventures require investment, upkeep, and attention—often including staff!—and treat these assets like Earning an Income during downtime. Simply ignore the financial minutiae, let the PCs roll to Earn Income (likely as a group, as such assets are usually shared), and incorporate the asset into the narrative during downtime. If you find this boosts the PCs' wealth too high, you can slightly reduce the treasure you give out to compensate. You can use such assets to provide the PCs other tangible benefits that make the effort seem worthwhile, such as access to resources or introductions to allies.
Treasure and Rarity
Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can be almost instantaneous if leaked on the infosphere, and it's usually impossible to contain information once it's been released online.
Different Item Levels
However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!
If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level.
Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters. They should be a bit higher, but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.
Different Party Sizes
- One permanent item of the party's level or 1 level higher
- Two consumables, usually one of the party's level and one of 1 level higher
- Currency equal to the value in the Currency per Additional PC column
If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear to help compensate for the smaller group size.
Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC |
---|---|---|---|---|---|
1 | 1,750 credits | 2nd: 2, 1st: 2 | 2nd: 2, 1st: 3 | 400 credits | 100 credits |
2 | 3,000 credits | 3rd: 2, 2nd: 2 | 3rd: 2, 2nd: 2, 1st: 2 | 700 credits | 180 credits |
3 | 5,000 credits | 4th: 2, 3rd: 2 | 4th: 2, 3rd: 2, 2nd: 2 | 1,200 credits | 300 credits |
4 | 8,500 credits | 5th: 2, 4th: 2 | 5th: 2, 4th: 2, 3rd: 2 | 2,000 credits | 500 credits |
5 | 13,500 credits | 6th: 2, 5th: 2 | 6th: 2, 5th: 2, 4th: 2 | 3,200 credits | 800 credits |
6 | 20,000 credits | 7th: 2, 6th: 2 | 7th: 2, 6th: 2, 5th: 2 | 5,000 credits | 1,250 credits |
7 | 29,000 credits | 8th: 2, 7th: 2 | 8th: 2, 7th: 2, 6th: 2 | 7,200 credits | 1,800 credits |
8 | 40,000 credits | 9th: 2, 8th: 2 | 9th: 2, 8th: 2, 7th: 2 | 10,000 credits | 2,500 credits |
9 | 57,000 credits | 10th: 2, 9th: 2 | 10th: 2, 9th: 2, 8th: 2 | 14,000 credits | 3,500 credits |
10 | 80,000 credits | 11th: 2, 10th: 2 | 11th: 2, 10th: 2, 9th: 2 | 20,000 credits | 5,000 credits |
11 | 115,000 credits | 12th: 2, 11th: 2 | 12th: 2, 11th: 2, 10th: 2 | 28,000 credits | 7,000 credits |
12 | 165,000 credits | 13th: 2, 12th: 2 | 13th: 2, 12th: 2, 11th: 2 | 40,000 credits | 10,000 credits |
13 | 250,000 credits | 14th: 2, 13th: 2 | 14th: 2, 13th: 2, 12th: 2 | 60,000 credits | 15,000 credits |
14 | 365,000 credits | 15th: 2, 14th: 2 | 15th: 2, 14th: 2, 13th: 2 | 90,000 credits | 22,500 credits |
15 | 545,000 credits | 16th: 2, 15th: 2 | 16th: 2, 15th: 2, 14th: 2 | 130,000 credits | 32,500 credits |
16 | 825,000 credits | 17th: 2, 16th: 2 | 17th: 2, 16th: 2, 15th: 2 | 200,000 credits | 50,000 credits |
17 | 1,280,000 credits | 18th: 2, 17th: 2 | 18th: 2, 17th: 2, 16th: 2 | 300,000 credits | 75,000 credits |
18 | 2,080,000 credits | 19th: 2, 18th: 2 | 19th: 2, 18th: 2, 17th: 2 | 480,000 credits | 120,000 credits |
19 | 3,550,000 credits | 20th: 2, 19th: 2 | 20th: 2, 19th: 2, 18th: 2 | 800,000 credits | 200,000 credits |
20 | 4,900,000 credits | 20th: 4 | 20th: 4, 19th: 2 | 1,400,000 credits | 350,000 credits |
Treasure for New Characters
These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.
Item Selection
At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as credits. As usual, you determine which items the character can find for purchase.
A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.
If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items.
Level | Permanent Items | Currency | Lump Sum |
---|---|---|---|
1 | — | 150 credits | 150 credits |
2 | 1st: 1 | 200 credits | 300 credits |
3 | 2nd: 1, 1st: 2 | 250 credits | 750 credits |
4 | 3rd: 1, 2nd: 2, 1st: 1 | 300 credits | 1,400 credits |
5 | 4th: 1, 3rd: 2, 2nd: 1, 1st: 2 | 500 credits | 2,700 credits |
6 | 5th: 1, 4th: 2, 3rd: 1, 2nd: 2 | 800 credits | 4,500 credits |
7 | 6th: 1, 5th: 2, 4th: 1, 3rd: 2 | 1,250 credits | 7,200 credits |
8 | 7th: 1, 6th: 2, 5th: 1, 4th: 2 | 1,800 credits | 11,000 credits |
9 | 8th: 1, 7th: 2, 6th: 1, 5th: 2 | 2,500 credits | 16,000 credits |
10 | 9th: 1, 8th: 2, 7th: 1, 6th: 2 | 3,500 credits | 23,000 credits |
11 | 10th: 1, 9th: 2, 8th: 1, 7th: 2 | 5,000 credits | 32,000 credits |
12 | 11th: 1, 10th: 2, 9th: 1, 8th: 2 | 7,000 credits | 45,000 credits |
13 | 12th: 1, 11th: 2, 10th: 1, 9th: 2 | 10,000 credits | 64,000 credits |
14 | 13th: 1, 12th: 2, 11th: 1, 10th: 2 | 15,000 credits | 93,000 credits |
15 | 14th: 1, 13th: 2, 12th: 1, 11th: 2 | 22,500 credits | 135,000 credits |
16 | 15th: 1, 14th: 2, 13th: 1, 12th: 2 | 32,500 credits | 200,000 credits |
17 | 16th: 1, 15th: 2, 14th: 1, 13th: 2 | 50,000 credits | 300,000 credits |
18 | 17th: 1, 16th: 2, 15th: 1, 14th: 2 | 75,000 credits | 450,000 credits |
19 | 18th: 1, 17th: 2, 16th: 1, 15th: 2 | 120,000 credits | 690,000 credits |
20 | 19th: 1, 18th: 2, 17th: 1, 16th: 2 | 200,000 credits | 1,120,000 credits |
Buying and Selling Items
If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful.