- When you fulfill an Aspiration, take a Beat and replace the Aspiration.
- When you resolve a Condition, you can take a Beat. (This can only be done once per scene.)
- When you fail a roll, you can change it to a Dramatic Failure to gain a Beat. This can be simultaneous with resolving a Condition.
- If a character takes damage in one of their last, right-most, health boxes, take a Beat.
- The Storyteller can award Beats for exceptional roleplaying, tactics, or character development.
- Take a Beat at the end of a session.
- Attribute - 4 Experience per dot
- Merit - 1 Experience per dot
- Skill Specialties - 1 Experience
- Skill - 2 Experience per dot
- Nightmares - 3 Experience
- In-Family Atavisms - 3 Experience
- Out-of-Family Atavisms - 4 Experience
- Lair - 5 Experience per dot
- Willpower - Increase when Composure and Resolve increase.
The experience point gain and spending here allows for you to take Merits or Skill Specialties at any given time which means that you are always able to get some amount of advancement if you want to. In the past, Storyteller experience point gain, especially in World of Darkness, has been almost painfully slow. Adapting to this method still keeps things slow, but it comes without the crushingly high prices that some of the older versions had looming over you. This all means that things like havens, hallows, sanctums, and the like are much cheaper to build than they were before.
The Beat system provides extra incentive for pushing your character goals and also to resolve Conditions. Conditions are often applied to a person due to attacks and these can be quite debilitating and annoying. Giving you a Beat for getting past that is a nice extra reward for overcoming an obstacle. There is the option to turn any one failure into a Dramatic Failure which rewards the player for giving the GM the option to make the game more interesting.
A lot of the ways to gain Beats are connected to the emotional extremes going on which really help underscore the theme of Chronicles of Darkness game which often very heavily involve the struggle to hold tight to humanity or else accept what you are without turning into a rampaging monster. Even small boosts like increasing a skill by 1 can be substantial in terms of gameplay.
On the matter of emotional extremes, Beast is an interesting case as their Satiety replaces the Integrity stat. This is not unusual. Vampires have Humanity, werewolves have Harmony, mages have Wisdom, sin-eaters have Synergy, and changelings have Clarity. Of these, Synergy is the closest in nature to Satiety but even then it is best to have high Synergy. With the Beast your expect to have this stat fluctuate from one side to the other. This has a very different impact on gameplay decisions from a lot of the other similar stats.
While most other characters are concerned with keeping their stats high and think carefully about their actions in fear that a Breaking Point might occur that sends their sanity reeling. By comparison, Beasts are in a permanent lock of Feast and Famine trying find a delicate balance between too hungry and not hungry enough. It will make their gameplay a little bit more erratic and hard to predict as in one instance they may be trying to avoid a behavior that they were earlier trying to follow.