Level: Difference between revisions

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  After spending the necessary amount of [[Experience]] points, the character can increase their Level by '''one'''. Levels can only be gained incrementally, so one would have to become Level 2 before they can become Level 3 and so on. The amount of [[Experience]] points required to level up is determined by the Game-Master, usually a base number plus an increment amount (ex. 8 plus 2 for every level beyond 1st).
  After spending the necessary amount of [[Experience]] points, the character can increase their Level by '''one'''. Levels can only be gained incrementally, so one would have to become Level 2 before they can become Level 3 and so on. The amount of [[Experience]] points required to level up is determined by the Game-Master, usually a base number plus an increment amount (ex. 8 plus 2 for every level beyond 1st).
   
   
  Level-Ups grant a few benefits: '''Attribute Point(s)''', '''Attribute Training Opportunities''', and unlocking more of a character's [[Progression]]s.
  Level-Ups grant a few benefits: '''Attribute Point(s)''', '''Attribute Training Point(s)''', and unlocking more of a character's [[Progression]]s.


===Attribute Point(s)===
===Attribute Point(s)===
  After a Level-Up, characters can assign an amount of '''Attribute Point(s)''' to any of their six Attributes, which in turn can improve their [[Core Value|Core Values]]. Characters get +1 Attribute points if they have one or more Progressions, else they would get +2 per level instead.
  After a Level-Up, characters can assign one '''Attribute Point''' to any of their six Attributes, which in turn can improve their [[Core Value|Core Values]].
   
   
  Whichever Attribute the player wishes to assign to a character, they '''can't''' choose an Attribute if its value would '''exceed''' their character's level. Also, if the character gets two or more Attribute points per level, they can only improve an Attribute by '''one''' point each per level.
  Unlike the Attribute Training Points, the Attribute point gained via levelling can ignore the character's Level Limit.


===Attribute Training Opportunity (ATO)===
===Attribute Training Point (ATP)===
  '''ATO'''s are the number of times a character can increase an Attribute score by '''one''' by spending an appropriate amount of '''experience''' points. Usually the XP cost is equal to the current '''Attribute + 1''', and the opportunities given is '''double''' the character's level.
  '''ATP'''s are the number of times a character can increase an Attribute score by '''one''' by spending an appropriate amount of '''experience''' points. The XP cost is equal to the current '''Attribute + 1''', and the opportunities given is equal to the character's level.
   
   
  The player can't improve an Attribute to be higher than the character's level, nor can they improve the character's Attribute more times than they have opportunities.
  The player can't improve an Attribute to be higher than the character's level, nor can they improve the character's Attributes more times than they have opportunities.
 


==Level-Up by Investment==
==Level-Up by Investment==

Latest revision as of 19:00, 16 May 2025

Level refers to Character Level, it forms the basis of a character's power scaling, as well as a means of gaining and improving Attribute scores. Levels are also important for unlocking features for Progressions. Character Levels are also a stat that can be used to scale Features and Metaphors.

Increasing Character Level (Level-Up)

After spending the necessary amount of Experience points, the character can increase their Level by one. Levels can only be gained incrementally, so one would have to become Level 2 before they can become Level 3 and so on. The amount of Experience points required to level up is determined by the Game-Master, usually a base number plus an increment amount (ex. 8 plus 2 for every level beyond 1st).

Level-Ups grant a few benefits: Attribute Point(s), Attribute Training Point(s), and unlocking more of a character's Progressions.

Attribute Point(s)

After a Level-Up, characters can assign one Attribute Point to any of their six Attributes, which in turn can improve their Core Values.

Unlike the Attribute Training Points, the Attribute point gained via levelling can ignore the character's Level Limit.

Attribute Training Point (ATP)

ATPs are the number of times a character can increase an Attribute score by one by spending an appropriate amount of experience points. The XP cost is equal to the current Attribute + 1, and the opportunities given is equal to the character's level.

The player can't improve an Attribute to be higher than the character's level, nor can they improve the character's Attributes more times than they have opportunities.

Level-Up by Investment

One way characters can level up is by investing experience points into Metaphors and Attribute increases. When a character has spent a necessary amount of experience, they will gain a level along with its other benefits.

Experience Expenses that count for Investment:
* Metaphors (Ability and Sub-Abilities)
* Attribute Increases

Expenses that do NOT count:
* Experience Debt

Investment Chart

The formula is (LevelTarget * 5) + TotalExperienceTarget = ExperienceRequired, where LevelTarget is the level a character is trying to achieve, and TotalExperienceTarget is the sum total of all Experience points required for all levels. 5 is the default scale for this system, you may alter this value for your own campaign but the following chart assumes a value of 5. Level caps are determined by your Game-Master, but by default there is no maximum level provided the character continues to spend Experience on valid investments.
Experience Required to Level-Up
Level XP Scale Experience Spent
1 +5 0
2 +10 10
3 +15 25
4 +20 45
5 +25 70
6 +30 100
7 +35 135
8 +40 175
9 +45 220
10 +50 270
11 +55 325
12 +60 385
+13 ... ...