Experience Costs
Note that costs indicate going from dot to dot. For example, going from ●● to ●●● in an attribute costs 15 xp. To figure a total cost, add totals from one dot to another. To go from ●● to ●●●● in an attribute costs (15 + 20 = 35) 35 xp.
Attribute Cost Total
● Free 0
●● 10 10
●●● 15 25
●●●● 20 45
●●●●● 25 70
●●●●●● 30 100*
●●●●●●● 35 135*
●●●●●●●● 40 175*
●●●●●●●●● 45 220*
●●●●●●●●●● 50 270*
Skill Cost Total
● 3 3
●● 6 9
●●● 9 18
●●●● 12 30
●●●●● 15 45
●●●●●● 18 63*
●●●●●●● 21 84*
●●●●●●●● 24 108*
●●●●●●●●● 27 135*
●●●●●●●●●● 30 165*
Specialty 3 ---
Power Stat Cost Total
● Free 0
●● 16 16
●●● 24 40
●●●● 32 72
●●●●● 40 112
●●●●●● 48 160
●●●●●●● 56 216
●●●●●●●● 64 280
●●●●●●●●● 72 352
●●●●●●●●●● 80 432
Kewl Powaz x4 x5 x6 x7 x8
● 4 5 6 7 8
●● 8 10 12 14 16
●●● 12 15 18 21 24
●●●● 16 20 24 28 32
●●●●● 20 25 30 35 40
●●●●●● 24* 30* 36* 42* 48*
●●●●●●● 28* 35* 42* 49* 56*
●●●●●●●● 32* 40* 48* 56* 64*
●●●●●●●●● 36* 45* 54* 63* 72*
●●●●●●●●●● 40* 50* 60* 70* 80*
Powers Totals x4 x5 x6 x7 x8
● 4 5 6 7 8
●● 12 15 18 21 24
●●● 24 30 36 42 48
●●●● 40 50 60 70 80
●●●●● 60 75 90 105 120
●●●●●● 84* 105* 126* 147* 168*
●●●●●●● 112* 140* 168* 196* 224*
●●●●●●●● 144* 180* 216* 252* 288*
●●●●●●●●● 180* 225* 270* 315* 360*
●●●●●●●●●● 220* 270* 330* 385* 440*
Merits Cost Total Cost (Of new merit with total dots)
● 2 2
●● 4 6
●●● 6 12
●●●● 8 20
●●●●● 10 30
Willpower
8
Morality Trait Cost
● 3
●● 6
●●● 9
●●●● 12
●●●●● 15
●●●●●● 18
●●●●●●● 21
●●●●●●●● 24
●●●●●●●●● 27
●●●●●●●●●● 30
*Requires Power Stat 6 or higher.
Putting Things Perspective/Things I Learned
Stuff is expensive. Experience awards tend to be woefully low for the things the game wants you to be able to do (or eventually be able to do). On the one hand, it's a horror game, and one in which you should be able to accomplish your goals easily. On the other hand, it'll cost at least 35 xp to become a detective according to the layout given in Tales From the 13th Precinct (oddly, by contrast, it'll cost only 25 to get into the ERU). No one wants to play a character for five or six sessions to get to be something their character concept should have let them start as. Heck, no one wants to play a character for two years to get to a character goal. Check this out: the things you'll be facing in the night or in daily life are sometimes built on 400+ xp (I know, I counted backwards. That NPC with the Potency of 6? Yeah. It cost him 160 xp alone to get there. He's got more than one Discipline at 4 or 5? That's ~70-90 xp each; let's not even get started on Mage NPCs). Is it because they want these NPCs to be invincible? Maybe they're not supposed to be enemies, but these guys should be the active ones. People as respectively weak as, say, the PCs shouldn't be doing anything in this sort of society. In our society, they're the equivalent of untrained burger-flippers when it comes to who's out there.
How are the heroes supposed to be the hope in the night when the world is overrun with a form of D&D god-NPC syndrome?