I'm thinking something along these lines:
Using the character's "experience" score, as defined in CT as a character's INT + EDU.
At the end of each game session, put the players in order, first to last.
The player who had the most impact on the game session (role playing, great ideas, whatever) takes first position, and the others trail out accordingly.
This should be presented as a friendly competitive spirit--not a discouraging element in the game. Have everybody vote on the places, if that will help.
A player in first position gets 6 points to divy up among his character(s). A player in second position gets 5 points, and so on down the line, minimizing out at 1 point.
If the player in first position has two characters, he'll weight his points accordingly. So, if he played one more than the other, he might add 4 points to the main character he played and 2 points to the other.
Once the points are awarded, a roll is made, based on the character's experience score (INT + EDU).
Roll 4D for Experience or less.
The number of XP awarded is the difference between the roll and the character's experience score.
We add the position points (awarded each game session, as described above) to this number.
Example--
If a character has 7 INT and 7 EDU, his experience score is 14.
If this character's player took third position in the night's gaming session, then the number used for the roll is 14 + 4 = 18.
Roll 18 or less on 4D.
The character is awarded a number of point equal to the difference of the roll and 18.
If the roll is 18+, then no XP are awarded.
This will create a pool of points based on (A) the player's play, (B) the character's INT, and (C) the character's EDU.
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I haven't quite figured out how I'm going to spend these points, but here are the broad strokes:
-- Every time critical success is rolled on a skill, make a tick mark next to the skill. Each critical success makes the skill elligible for improvement through experience.
-- The experience point cost will be something like 10 x Skill Level. A roll will be made, and if the roll is successful, the skill will go up. If the roll is not successful, the skill will not go up, and the XP are lost.
-- There will be two rolls for improvement: One based on INT as a "determination" roll, and another roll to finalize the skill increase sometime later, based on EDU (which is akin to official CT).
-- Skills can be improved via experience, and this is determined by the Critical Success tick marks above. But, a skill can also be increased, or a new skill obtained, via study and practice. This will involved some amount of time required, based on skill level desired, and rolls similar to those hinted at above.
Like I said, these are broad strokes, but this is where my head is at right now.