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Leveling Up Rules.

Posted by The WatcherFor group 0
The Watcher
GM, 854 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 23 Nov 2016
at 18:42
  • msg #1

Leveling Up Rules

I decided this deserved its own thread since I've gotten a lot of questions about it.

You can improve your character's template during any sufficient downtime (check with me about what that means). Typically, as long as you aren't actively in combat or in an otherwise dangerous situation requiring your full, sustained attention, you will be allowed to spend your karma for the following upgrades:

quote:
Primary Stat Boost: 1,000 Karma for 5 points (or next rank, if it's within 5 points)

Power Stat Boost: 2,000 Karma for 5 points (or next rank, if it's within 5 points)

Resource Boost: 500 Karma for 5 points (or next rank, if it's within 5 points)

Popularity Boost: 0 Karma. You can't buy popularity, you have to earn it through deeds

Gain a New Talent: 1,000 Karma if learned from an NPC expert. 2,000 Karma if learned from a fellow PC.

Gain a New Contact: Free via RP. 500 karma otherwise.

Gain a New Power: 4,000 Karma + 1,000 for every 5 points of power rank desired

Gain a New Power FEAT: TBD. Usually between 1,000 and 4,000, depending on the complexity of the FEAT you're trying to develop.

Note: It is possible to use an unlearned FEAT by spending 100 karma per attempt. If you roll Red, you can buy it on the spot at 25% off. Attempts are made at -1CS parent power.

This discount only applies if you didn't spend karma to modify the roll.


As a reminder, your upgrades do need to make sense. If you don't have a good reason for spontaneously growing bulging biceps or sprouting wings, you won't be able to use karma to grow them. I'll still work with you, of course. Maybe you can engineer a wing backpack if that's what you really want. What I'm saying is, we'll chat about it.

Also worth noting, nothing can be advanced beyond UN (100) through the expenditure of karma.
This message was last edited by the GM at 13:58, Wed 04 Apr 2018.
The Watcher
GM, 976 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 15 Dec 2016
at 06:06
  • msg #2

Leveling Up Rules

In reply to The Watcher (msg # 1):

Tidied up the above post, adding clarifications to adding contacts and using unlearned FEATs.

I don't think I was very clear about that last bit in the past, so to reiterate: you can use a FEAT related to an existing power even if you haven't learned it yet. Doing so costs 100 karma per roll, and rolls are made at -1CS of the parent power's intensity.

If white, it fails but you get your karma back.

If green, you realize it will fail and may change your action before doing it. Still burns the 100 karma though.

If yellow, it succeeds as if you had gotten a basic green success.

If red, it succeeds as if you had gotten a basic green result and  you may immediately spend karma to purchase the FEAT at a discount of 25%, even if you are on combat.

You can spend karma beyond the 100 to assist the roll as normal, but doing so voids the ability to immediately learn it on a red result (discounted or otherwise).
This message was last edited by the GM at 13:57, Wed 04 Apr 2018.
The Watcher
GM, 978 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 15 Dec 2016
at 13:55
  • msg #3

Leveling Up Rules

In reply to The Watcher (msg # 2):

When doing this, you'll want to check in with me first of course. That way we can discuss what the FEAT will do and whether it's even possible as a FEAT instead of as a standard power. :)
The Watcher
GM, 1021 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 22 Dec 2016
at 14:58
  • msg #4

Leveling Up Rules

In reply to The Watcher (msg # 3):

Learning a New FEAT 101

Fistpunch wants to learn a FEAT that will allow him to punch twice in one turn using his super speed. After clearing the ability with the GM, he has two options available to him.

Option 1:
Fistpunch goes to the gym for an entire day to practice. He spends his X,000 karma (as agreed upon with the GM) and learns the ability. He can now use it whenever he wants, and spend karma on the rolls normally.

Option 2:
Fistpunch hasn't made it to the gym lately, and finds himself in yet another combat. He wants to try to learn the FEAT anyway, right now.

He spends 100 karma just to makes the roll, and may boost it further with karma if he wants. He decides not to do that and to trust fate.

- If it's white, his fails completely, loses his turn, and gets his karma back.

- If it's green, he realizes it's going to fail, and doesn't lose his turn. Instead, he gets to choose to do something else. He doesn't get his karma back, though.

- If it's yellow or red, he succeeds and can use the FEAT even though he hasn't actually learned it. Double Fistpunch, baby!

Once combat ends, if Fistpunch managed to successfully execute the ability, he can immediately pay the normal karma cost of X,000 karma to unlock it for keeps. If he chooses not to, he'll have to go through all of this again (or resort to Option 1) if he wants to unlock it again in the future.

Special note: If he managed a red success without spending karma to boost the roll, he will enjoy a significant karma discount (25% off) when unlocking the ability afterward.
This message was last edited by the GM at 13:57, Wed 04 Apr 2018.
The Watcher
GM, 3163 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 4 Apr 2018
at 13:56
  • msg #5

Leveling Up Rules

In reply to The Watcher (msg # 4):

Bumping as folks consider spending karma on stuff anew.
The Watcher
GM, 3585 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 29 Sep 2018
at 15:35
  • msg #6

Leveling Up Rules

In reply to The Watcher (msg # 5):

Another bump to help folks figure out costs to their new goodies.
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