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nexusframe:characters:level [2025/11/08 04:49] – created tailkinkernexusframe:characters:level [2025/11/14 16:36] (current) – external edit 127.0.0.1
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 At its core, Level exists to mark stages of advancement---whether that means unlocking new Tiers of Traits, improving attributes, or broadening a character’s influence in the world. At its core, Level exists to mark stages of advancement---whether that means unlocking new Tiers of Traits, improving attributes, or broadening a character’s influence in the world.
 +
 +===== The Level Table =====
 +
 +As characters adventure and gain experience, they grow in skill, talent, and influence. Each new level represents both the lessons learned and the personal growth achieved along the way. Leveling up is a steady process rather than a sudden leap; each stage brings new opportunities to refine existing abilities or discover new ones.
 +
 +^  Level  ^  Experience Points  ^Notes  ^
 +|    1    |     0--149          |Character Creation              |
 +|    2    |   150--349          |+1 to all trained Skills        |
 +|    3    |   350--599          |Skill Trait                     |
 +|    4    |   600--899          |Ancestry Trait                  |
 +|    5    |   900--1249         |Skill Trait                     |
 +|    6    |  1250--1649         |Ancestry Trait                  |
 +|    7    |  1650--2099         |Skill Trait                     |
 +|    8    |  2100--2599         |+1 to all trained Skills        |
 +|    9    |  2600--3149         |Skill Trait                     |
 +|   10    |  3150--3749         |Ancestry Trait                  |
 +|   11    |  3750--4399         |Skill Trait                     |
 +|   12    |  4400--5099         |Ancestry Trait                  |
 +|   13    |  5100--5849         |Skill Trait                     |
 +|   14    |  5850--6649         |+1 to all trained Skills        |
 +|   15    |  6650--7499         |Skill Trait                     |
 +|   16    |     7500+           |Mandatory character retirement  |
 +
 +==== Improving Attributes ====
 +
 +Every time a character gains a level, they may distribute six points as they please among their attribute values.  No single attribute may receive more than four points.
 +
 +==== Improving Health and Stamina ====
 +
 +Every time a character gains a level, they may add two points to both their maximum health and their maximum stamina.
 +
 +==== Gaining Traits ====
 +
 +Whenever a character goes up a level, they will select and add one General Trait to their character.  Alternately, they may select a trait from any Specialist pool to which they have access, including the Combat Trait pool.
 +
 +At every odd-numbered level, the character also gain a a Skill Trait.  And at levels 4, 6, 10 and 12, they also gain an Ancestry trait.
 +
 +A character can only select a trait within or below their tier.  At character creation, characters are Initiate-tier.  At levels 2 through 7, they are Adept-tier.  At levels 8 through 13, they are Master tier.  And at levels 14 and 15, they are Paragon tier.  Each pool of traits is split into tiers, and includes a mention of the minimum levels required.
  
 ===== Experience Points ===== ===== Experience Points =====
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 === Level of Threat === === Level of Threat ===
- +  * If the party faced no real opposition in the adventure, don't increase the base value. 
-If the party faced no real opposition in the adventure, don't increase the base value. +  If the party outclassed their opposition---but not so much as to render the opposition meaningless---increase the base value by one. 
- +  If the party and the opposition were approximately equal, increase the base value by two. 
-If the party outclassed their opposition---but not so much as to render the opposition meaningless---increase the base value by one. +  If the opposition was measurably superior to the party, increase the base value by three.
- +
-If the party and the opposition were approximately equal, increase the base value by two. +
- +
-If the opposition was measurably superior to the party, increase the base value by three.+
  
 === Area of Influence === === Area of Influence ===
- +  * If the adventure affected only the party---or not //even// the party---don't increase the base value. 
-If the adventure affected only the party---or not //even// the party---don't increase the base value. +  If the adventure affected a small group---such as a company, village, or band of travellers---increase the base value by one. 
- +  If the adventure affected a moderate group---such as a large corporation, a town, or a medieval city---increase the base value by two. 
-If the adventure affected a small group---such as a company, village, or band of travellers---increase the base value by one. +  If the adventure affected a large group---such as a kingdom, a modern metropolis, or a rural state or small country---increase the base value by three. 
- +  If the adventure affected every person that the party is likely to encounter in their life, increase the base value by four.
-If the adventure affected a moderate group---such as a large corporation, a town, or a medieval city---increase the base value by two. +
- +
-If the adventure affected a large group---such as a kingdom, a modern metropolis, or a rural state or small country---increase the base value by three. +
- +
-If the adventure affected every person that the party is likely to encounter in their life, increase the base value by four.+
  
 === Potential Loss === === Potential Loss ===
- +  * If the party faces no real losses as a result of the adventure, don't increase the base value. 
-If the party faces no real losses as a result of the adventure, don't increase the base value. +  If the party faces temporary non-fatal losses---such as the loss of wealth or property---increase the base value by one. 
- +  If the party faces permanent non-fatal losses---such as the death or alienation of a significant ally, the destruction of a safe haven, or the permanent loss of access to a major resource---increase the base value by two. 
-If the party faces temporary non-fatal losses---such as the loss of wealth or property---increase the base value by one. +  If the party's lives are on the line, increase the base value by three.
- +
-If the party faces permanent non-fatal losses---such as the death or alienation of a significant ally, the destruction of a safe haven, or the permanent loss of access to a major resource---increase the base value by two. +
- +
-If the party's lives are on the line, increase the base value by three.+
  
 ==== Award Conditions ==== ==== Award Conditions ====
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 ^XP Award  |  2  |  5  |  10  |  15  |  20  |  30  |  50  | ^XP Award  |  2  |  5  |  10  |  15  |  20  |  30  |  50  |
  
 +<WRAP center box 80% round> 
 +Design Notes: This method provides fine-grained control and a strong sense of measurable progress. It works best for groups that prefer tactical or challenge-driven play, where each encounter represents a meaningful obstacle. However, it may require more bookkeeping than time-based or narrative systems. 
 +</WRAP>
nexusframe/characters/level.1762577387.txt.gz · Last modified: by tailkinker