Progression Point

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Revision as of 11:10, 20 August 2022 by Makros (talk | contribs) (experience integration)
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Progression Points (P-Points) is an open-ended progression framework for Player-Characters/Adventurers to improve their skills and acquire new abilities, completely independent of a ridged class-based structure. Progression points are granted in chunks through levelling up, and by the Game-Master according to story pacing.

Adventurers gain 10 P-Points per level by default, however Races of significantly different sizes may gain P-Points at different rates.

Progression Point gains by Size

When a Campaign is set to Scale by P-Points, instead of modifying the experience multiplier, the number of P-Points gained per level-up is affected instead. The chart below denotes the typical values used:

     Size             |   P-Points per level
Medium (Size 1)       |          10
                      |
    Small             |          12
Tiny (or smaller)     |          15
                      |
 Large (Size 2)       |           9
  Huge (Size 4)       |           8
Gargantuan (Size 8)   |           6
Colossal (Size 16+)   |           5

Progression Point Options

The following properties can be increased with P-Points.

New Universal Perk
Allows Adventurers to select a new Universal Perk, as if they owned a Perk-Point. Cannot purchase Skill-Perks unless their Skill is Rank 5 (Mastered).

Cost: (Number of Universal Perks owned * 2) + 2.
Increase Attribute
Increase one of an Adventurer's Attributes by 1. Each attribute is mutually-exclusive for calculating P-Point cost calculations.

Cost: (Times this specific attribute has increased prior * 5) + 5.
Gain Skill Points x50
Gives the Adventurer 50 Skill points per redemption. Adventurer is still subject to Skill point caps based on Character level!

Cost: Number of times 'Skill Points x50' deemed * 2
Acquire: Archetype
The Adventurer can select one more Archetype and stack the benefits of that Archetype with their own. An Adventurer can only have one Racial Archetype and Two Universal Archetypes maximum.

Cost: 10 (Fixed)
Requirement: Adventurer must be Lv10 before they can use this P-Point option.
Effect: Adventurer selects an Archetype they are allowed to take and stacks the benefits and features of that Archetype onto their own. Skills that already have a Skill-Focus instead gain a +10 Skill-Rating bonus instead.

Advanced Options

Fortune: Currency
Adventurer 'finds' or otherwise obtains an amount of a specific Currency based on their level and every time they level up. The currency gained is tracked by its total, and that redeeming this reward, and increasing character level only adds the difference between currency redeemed and total gained. If the Adventurer's base size is greater than 1: The currency is multiplied by the Adventurer's Size-Rating. This option is available at the GM's discretion.

Cost: (Number of times [Fortune: Currency] has been acquired * 2) + 2.
Effect: Adventurer gains 5 units of a specific currency per Character level.

Creation-Only Options

Become Giant
An Adventurer can have the genetic disposition towards fantastic gigantism, becoming much larger than their kin by a fair margin. The base Size-Rating of the Adventurer will increase and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An Adventurer cannot become larger than the maximum size set by their GM, the GM can also disallow this option entirely.

Cost: SPECIAL: Deducts 5 P-Points per level up equal to Size-Rating Increase. 
Requirement: Can only be acquired at creation.
Effect: Adventurer's base Size-Rating is increased permanently, but effectively loses half their P-Points each level-up equal to the number of Size-Rating increased.
Become Tiny
An Adventurer can otherwise have a genetic disposition towards fantastic dwarfism, maturing into a health but otherwise diminutive member of their species. The base Size-Rating of the Adventurer will decrease and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. The Adventurer cannot become smaller than Tiny-size, and Tiny-sized races cannot reduce their size further. An adventurer cannot become smaller than the minimum size set by their GM, the GM can also disallow this option entirely.

Cost: SPECIAL, see Effect
Requirement: Can only be acquired at creation.
Effect: Adventurer's base Size-Rating is decreased permenantly, but they gain an extra number of P-Points per level-up equal to the Size-Rating decreased. For sizes smaller than Size-1/Medium: Small = 1, Tiny = 2.