Character Growth
He who goes through life without learning is a life wasted. Knowledge is power, without it man kind is nothing more than just another animal…
One of the first questions that many new players ask is “How do I level-up my character?” This section will describe that process and how to grow and develop your character.
Leveling Up
Experience Needed | To Reach Level | Needed Experience Growth Rate |
---|---|---|
0 | 1 | N/A |
200 | 2 | Starting Rate |
400 | 3 | 200% |
700 | 4 | 190% |
1,400 | 5 | 190% |
2,500 | 6 | 180% |
4,600 | 7 | 180% |
7,900 | 8 | 170% |
13,500 | 9 | 170% |
21,600 | 10 | 160% |
34,600 | 11 | 160% |
51,900 | 12 | 150% |
77,800 | 13 | 150% |
109,000 | 14 | 140% |
152,600 | 15 | 140% |
198,400 | 16 | 130% |
257,900 | 17 | 130% |
322,400 | 18 | 125% |
403,000 | 19 | 125% |
503,800 | 20 | 125% |
*The last 2 numbers are kept as zeros (0) for simplicity.
In order to increase the ability and effectiveness of your character you must increase your character's level. The level chart showed shows the needed experience points you need to get to each level. As a reference, the percentage growth rate for each experience level is included. It is not exact however for simplicity sake. It is there to provide a means for the GM to expand past level 20.
Level
Level simply shows the growth in experience of your character. Level 5 warrior has seen more battles and experienced more than a level 1 warrior, for example. At each level increase your character will gain an increase in stats, skills, traits, and so forth. Exactly what your character gains with each level increase is dependant upon your profession.
Experience
Experience is a numerical value that illustrates how much your character has experienced. You can gain exeperience for defeating foes, performing challenging acts, staying true to your character, and many other things. A good GM will offer you experience for more than just slaying imps. The more you do, the more you use your character and your character's skills and traits, the more experience you will gain.
Needed Experience Points shows exactly how many experience points you need to reach that next level of growth. This is a gol for you and your character. After all, who doesn't want to get better?
Gains when Leveling Up
You will gain certain amount of skills, stat points, and trait points with each level up. Those amounts are the same no matter the profession. What the profession affects are your Gen Dice, the skills that are present, and any other growth potential such as abilities. Below is a table showing the basic gains you obtain with each level.
Leveling Up Rewards
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 warrior skills, 2 non warrior skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 warrior skills, 1 non warrior skill |
3 | 1d4 points to place in your stat traits; 1 warrior skills, 1 non warrior skill, 1 spell |
4 | 1 warrior skills, 1 non warrior skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 warrior skills, 1 non warrior skills, 1 spell |
6 | 2 skills of your choice, warrior or non warrior; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills warrior or non warrior |
10 | 1d6 stat points, 1d8 stat trait points, 1 warrior skills, 1 non warrior skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, warrior or non warrior |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
Acquiring Skills, Abilites, and Spells
You acquire skills, abilities, and spells by leveling up. Your profession shows you how many you can gain with each level increase, including how many you can pick to start with.
Using Skills & Spells
In order to use a skill, you must meet their required success roll. The Success Roll shows you what check is performed to perform that skill or spell. Usually it will say something like Arcane +2. If that's the case, you simply perform an Arcane check with a +2 to that check. If you succeed, you perform the skill or spell.
How to Perform Checks
As noted in Using Skills & Spells, you have to perform a check to use them. But exactly what are checks and how do you perform them?
Checks are simply rolls to see if you can perform that action. In order to perform a check you need to meet its difficulty or challenge requirement. Difficulty or Challenge is typically rated as Easy, Normal, Hard, or Impossible. Most checks are regarded as normal checks, which have a requirement to roll 10 or better on a 1d20. If you are making a check, you would add the score of that trait or stat to what you roll on the 1d20. If the total beats the requirement, you succeed. If it doesn't, you fail.
For example, if you are making an Arcana check, and you have a 2 in Arcana, you will add that 2 to your 1d20 roll. If this is a normal challenge, you need to meet or beat 10. If you roll an 8 you would fail, but with that +2 you would succeed because that changes the 8 to a 10.
Difficulty of Checks
Each check has a difficulty that could make the check easier or harder. The GM can assign whichever difficulty score the GM feels best fits the situation. Below is a generic difficulty listing.
- Easy Check: must roll 5 or higher
- Normal Check: must roll 10 or higher
- Hard Check: must roll 15 or higher
- Impossible Check: must roll 20 or higher
A good example to understand this is thinking about how your normal life works. Lets say you wanted to find your dice and they were basically right in front of you. That would be an easy check. If you rolled a 5 or above to perceive your dice, youd find them. That is because they are right there. You'd almost have to be blind to not find them, right?
Lets say those same dice are not in front of you, but are in the room in a visible spot, you are just not sure where. We could call that a normal check, where you'd need to roll 10 or higher. Still pretty easy, but not as easy to find.
If those dice were in fact hidden under some papers, but the buldge was present to indicate the dice were there, we could call that a hard check. This would require a roll of 15 or higher.
If they were hidden in a box and fell behind your desk, that could be an impossible check, requiring you to roll a 20 or higher.
Of course you would add your stat and any applicable trait, but you get the idea.
Crit Success and Crit Fail
When rolling your checks you might roll a 1 or a 20. Those would trigger a Crit Success or a Crit Fail.
Crit Success
A Crit Success is met when you roll a 20 on the 1d20. If you do so, you automatically succeed at the check. If it is a skill check with a value it will do double value. If it is for a critical for your hit you will automatically hit the target no matter its armor score.
Crit Fail
A Crit Fail is met when you roll a 1 on the 1d20. If you do so you automatically fail at the check, no matter what bonuses or modifiers you may have. If you are doing a critical hit on an enemy you will not hit that enemy and depending on what you are doing something terrible could instead happen to you or because of you.
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