|That punk just beat my high score!|
LEVEL | XP | RANK | TRACTOR BEAM | ARTILLERY
Level 1 | 2,500 | Carbon Kisser | 0 | +1
Level 2 | 5,000 | Photurd | 0 | +2
Level 3 | 10,000 | Laserbait | +1 | +1d4
Level 4 | 20,000 | Phaserphile | +1 | +2d4
Level 5 | 40, 000 | Trigger Monkey | +2 | +1d6
Level 6 | XP | Blast Jockey | +3 | +1d6+1
Level 7 | XP | Hot Shot | +1d4+2 | +1d6+2
Level 8 | XP | Beamer | +1d6 | +2d6
Level 9 | XP | Marksman | +1d6+1 | +2d6+1
Level 10 | XP | Disintegrator | + 2d6 | +1d8+1
Advancement uses the Character Advancement Table in the X-plorers manual. Modifiers are "to hit" bonuses. Gunners can go by the above chart for any ol' spaceship-mounted energy weapon
|Don't hate the PC, hate the game, yo!|
(Natural Agility of 15 or higher.) You advance at half the listed XP rate. The rest of you, don't hate. Some people are just gifted, amirite?
|"CONTINUE? INSERT COIN...4..3..2.."|
There's hope though for gunners who want to practice their skills in a simulator. They can buy XP needed for twice what's listed, (e.g., It costs you 10,000 credits to go from Level 1 to 2). Referee reserves the right to invoke a restriction though that PCs must wait until the next game session to play at that new level.
So if you're bullseying wamp rats in your T-16 or just plopping quarters into your local arcade cabinet, you'll still build your skill--but it won't be like Beggar's Canyon back home--it's going to take time and money you wouldn't have to spend in actual combat.
Klaa definitely needs to pony-up some credits to improve his accuracy!
Tractor Beam as it's own skill?
|Like this, but colored the Marvel Way!|
Some people might hate that, and while my preference is to keep it simple, in my mind it would be totally rad. So there.
UPDATE: I made the "Optimize/Repair Weapon" skill automatic to the class.