ADVANCEMENT TABLE
Level | Gains |
---|
1 | origin features, 3 abilities, 3 defenses, 5+INT skills, max 2 surges (1 legendary), proficiency max: trained |
2 | 1 ability, 1 skill |
3 | 1 ability, 1 defense |
4 | 1 ability, 1 skill |
5 | 1 ability, 1 defense, attributes (+1 to 3), max 3 surges, proficiency max: versed |
6 | 1 ability, 1 skill |
7 | 1 ability, 1 defense |
8 | 1 ability, 1 skill |
9 | 1 ability, 1 defense |
10 | 1 ability, 1 skill, attributes (+1 to all), max 4 surges (2 legendary), proficiency max: expert |
11 | 1 ability, 1 defense |
12 | 1 ability, 1 skill |
13 | 1 ability, 1 defense |
14 | 1 ability, 1 skill |
15 | 1 ability, 1 defense, attributes (+1 to 3), max 5 surges, proficiency max: master |
16 | 1 ability, 1 skill |
17 | 1 ability, 1 defense |
18 | 1 ability, 1 skill |
19 | 1 ability, 1 defense |
20 | 1 ability, 1 skill, attributes (+1 to all), max 6 surges (3 legendary), 2 legendary surges, proficiency max: legendary |
EXPERIENCE
The completion of a mission gets you XP depending on how difficult it was. Once you've accumulated 1,000 XP, you level up, reduce your XP by 1,000, and essentially start over.
Difficulty | Reward |
---|
Very Easy | 0 XP |
Easy | 10 XP |
Average | 25 XP |
Hard | 50 XP |
Very Hard | 100 XP |
Overwhelming | 200 XP |
Learning from your Mistakes: During encounters that are life-threatening and average difficulty or worse, you can choose to turn one attack, save, or check you make opposing a dangerous foe or obstacle into one degree less successful than it actually was (critical success --> success --> failure --> critical failure). You get +1 XP per time you do so (+2 if Hard, +3 if Very Hard, +4 if Overwhelming) to a max of 3 times per scene.
ABILITIES
At 1st level, you begin with 2 special abilities of your choice plus whatever your origin gives you. Every level thereafter you can gain a new ability of your choice or upgrade an existing ability.
ATTACKING & ARMOR RATING
Unlike normal d20 games, there is no Armor Class. Instead, you make an attack roll against a target's save DC based on the effect. Some effects target two DCs requiring you to hit the higher option (unless the target is flat-footed then you need only hit the lower one). Most weapons attacks are against Dex DC. Combat maneuvers are usually vs. Dex or Str. Toxic effects are against Con, Mental vs. Int, Emotion vs. Cha, Illusion vs. Wis, etc.
However, some creatures have armor which reduces damage from any source except for persistent damage.
SAVES
At 1st level, you begin trained in 2 saves of your choice. Every odd level thereafter you can become trained in another defense of your choice or upgrade your proficiency in an existing defense by 1 rank, up to the normal maximum proficiency.
SKILLS
At 1st level, you begin trained in 4 skills of your choice. Every even level thereafter you can become trained in another skill of your choice or upgrade your proficiency in an existing skill by 1 rank, up to the normal maximum proficiency.
ATTRIBUTES
- At 5th and 15th level, you increase 4 attribute scores of your choice by 1.
- At 10th and 20th level you increase all of your attribute scores by 2.
PROFICIENCIES
There are several tiers of proficiency:
- untrained (+0)
- trained (+2)
- versed (+4)
- expert (+6)
- master (+8)
- legendary (+10)
Your maximum proficiency is expert until 10th level, it becomes master and at 20th level it becomes legendary.
TEMPORARY ABILITIES
Sometimes a GM may even award premade temporary abilities or weaknesses based on the story. They don't count against your maximum number of abilities or weaknesses but they are always conditional and lost when those conditions aren't met.
GMs can bestow boons or curses directly instead of granting ability points. For example, if a character finds a magic sword, they get a "Magic Sword" exploit at the appropriate rank.
Boons and curses can be take away, lost, or suppressed, depending on what they are. Magic items can be taken away and conditional powers may not work in certain environments or may not work on certain targets. Such dependency and volatility makes these abilities less reliable than normal abilities.
However if a boon or curse is ever permanently taken from you, you regain the invested points or losses, allowing you gain new ones or improved others the next time you get an in-game opportunity (as determined by the GM).
Back to Top
This message was last edited by the GM at 21:01, Wed 06 Mar.