A nation of characters levelling up!
Feb 23, 2015 9:06:19 GMT
thefishofdoom, Bozza, and 1 more like this
Post by LemonSloth on Feb 23, 2015 9:06:19 GMT
Character progressions & additional rules:
Through the course of the adventure your characters will gain more experience, more abilities and skills, better equipment. By achieving certain tasks and surviving them or performing difficult actions successfully (such as say raiding a bank), your characters will gain more experience. With enough experience, you characters will level up. Levelling up generally means you get to increase one of your character's stats. Should you make it to levels 4, 8 and 12 and above, your characters not only gain an extra positive trait (such as brave, historical knowledge, etc) but an extra combative ability as well. This extra combat ability can allow you to cross train in a combat skill not normally available to you or can be created by you. But more on that later.
XP needed to level up & corresponding bonuses:
Lvl 1 - 0 XP
Lvl 2 - 100 XP (1 point of stat increase)
Lvl 3 - 200 XP (1 point of stat increase)
Lvl 4 - 400 XP (1/2 point/s of stat increase, new positive trait, new combat power)
Lvl 5 - 550 XP (1 point of stat increase)
Lvl 6 - 700 XP (1 point of stat increase)
Lvl 7 - 850 XP (1 point of stat increase)
Lvl 8 - 1,100 XP (1/2 point/s of stat increase, new positive trait, new combat power)
Lvl 9 - 1,300 XP (1 point of stat increase)
Lvl 10 - 1,500 XP (1 point of stat increase)
Lvl 11 - 1,700 XP (1 point of stat increase)
Lvl 12 - 2,000 XP (1/2 point/s of stat increase, new positive trait, new combat power)
Lvl 2 - 100 XP (1 point of stat increase)
Lvl 3 - 200 XP (1 point of stat increase)
Lvl 4 - 400 XP (1/2 point/s of stat increase, new positive trait, new combat power)
Lvl 5 - 550 XP (1 point of stat increase)
Lvl 6 - 700 XP (1 point of stat increase)
Lvl 7 - 850 XP (1 point of stat increase)
Lvl 8 - 1,100 XP (1/2 point/s of stat increase, new positive trait, new combat power)
Lvl 9 - 1,300 XP (1 point of stat increase)
Lvl 10 - 1,500 XP (1 point of stat increase)
Lvl 11 - 1,700 XP (1 point of stat increase)
Lvl 12 - 2,000 XP (1/2 point/s of stat increase, new positive trait, new combat power)
Stats with a 1/2 have two different values. The first is if you wish for your character to learn some traits from a character class outside of his own, or cross-train. The second value is for characters that refuse to cross train and remain focused in their character class. If you play a fighter and permanently remain a fighter, you will develop your base stats faster than if you're a fighter who cross trains as a ranger, for example. A "pure" character will always be stronger than a character who mixes their classes, but may not be as versatile.
Stat increase:
A stat increase improves your basic stats by one or two points. This increase can take your stats above the previous cap of 16 up to a maximum of 25. So for example if you have a charisma of 7 and want to improve your charisma, you could spend your bonus point(s) to improve it. If you have a stat that already reaches 16, you could use your bonus points to push that score up. This will affect any bonuses or penalties to your rolls for certain skills.
Cross training or gaining new combat powers:
Cross training: Your character has the ability on occasion to learn a new combat power from one of the following classes:
Fighter: Ranger, Rogue, Priest*
Rogue: Ranger, Fighter.
Ranger: Fighter, Rogue.
Priest: Fighter, Ranger, Blood Cultist*
Psyker: Blood Cultist, Priest.
Blood Cultist: Priest, Psyker.
Abilities with a * marked against it indicate classes that can only be trained at the DM's discretion IF a player character consistently roleplays desirable traits for that class and it could be seen as a reasonable progression for that character. Being a holy priest and then suddenly switching to being a rogue overnight wouldn't work. But if your priest had a less than ideal reputation for various actions, it might be allowable.
Creating your own combat power:
If none of the other character class fighting powers appeal to you, or if you wish to remain a "pure" character, you can instead create your own combat power. Simply PM the DM with a name and description of what you want and the DM will notify you of what your new power does as well as what disadvantage it may have. A combat power will always do more damage than a basic weapon attack though it is riskier.
If you have any questions, feel free to post them here. I'll be updating this thread soon with a description of what the traits do and maybe with a more technical breakdown of combat powers.