Level up

RINGS doesn’t use experience points to determine when you gain a level, but instead measures your growth based on the number of successful MISSIONS your team has completed.

NOTE: In order for a successful Mission to count toward a LEVEL UP, your character must have participated at some point during that Mission. GM, we realize everyone gets busy or ill or has to miss a session, so feel free to let another player wrangle a missing character while their player is out or have the character provide aid in some way to avoid any particular player getting behind in power levels.

MISSION requirements

LEVEL SUCCESSFUL MISSIONS COMPLETED
1 2
2 3
3 3
4 4
5 4
6 5
7 5
8 6
9 6
10+ 7

 

What you get during LEVEL UP

LEVEL TOTAL # OF RINGS STAT points TACTICS points Bond points Guild powers
2 2 +1 +1
3 3 +1 +1 LVL 3 power
4 4 +1 +1
5 5 +1 +1 LVL 5 power
6 6 +1 +1
7 7 +1 +1 LVL 7 power
8 8 +1 +1
9 9 +1 +1 LVL 9 power
10 10 +1 +1 ALUMNUS status
11+ 10 On EVEN levels On ODD levels +1 Becomes LEVEL UP point

 

What you can change during LEVEL UP

Here is a list of things you can change during the LEVEL UP process:

  • Active Guild
  • One active Ring for an inactive Ring
  • Origin
  • LEVEL UP points (level 11+)
  • Active weapon sets
  • Name, Concept, appearance, or any other identity-related details
  • Team name or foci (by consensus)

What you cannot change during LEVEL UP:

  • Guilds with ALUMNUS status
  • More than one Ring
  • STATS, TACTICS, or SKILLS
  • SHIP or SAFEGUARD design

LEVEL UP points for LEVEL 11+

You’re level 10. You’ve acquired the max number of Rings you can wear, gotten every power available from your active Guild – surely there’s nowhere to go from here?
Oh no no no, now leveling gets really exciting. 1-10 is just a warm up.

While you can no longer wear more Rings, there are new options available to you during LEVEL UP. These are in addition to the STAT or TACTIC points you earn. Furthermore, you are not locked into any path or option once you take one; you can pick and choose from a different option every time you LEVEL UP. During level 1-10, you automatically gained a level in your Guild – this point can now be spent in a variety of ways.

New Guild, new you

Once you’ve invested a total of ten levels into a Guild, you are considered an ALUMNUS – you’ve learned all you can from that Guild and there are no further powers to be gained. This allows you to join a second Guild while retaining all your old Guild powers. And once you’ve invested ten levels into the second Guild? Join a third if you wish. With 120 LEVEL UPs, you can theoretically have every Guild power there is.

NOTE: Once you’ve invested ten levels into a Guild and “graduated” from it, you can no longer change that Guild during LEVEL UP. You can only change any incomplete/active Guild.

EXAMPLE

Whisker Tensualle gains another level, going from 14 to 15. While they started out as an Arbiter, they eventually became an Alumnus of the Guild and started working with the Mappers. However, Whisker would like to try out being a Learner instead. During LEVEL UP, Whisker retains all of their Arbiter powers (ten levels worth) and instead invests their Mapper points into Learner powers. After LEVEL UP, Whisker is an Arbiter 10, Learner 5.

More power

Just because you can only wear ten Rings doesn’t mean you can’t invest in a stronger bond with them. For every LEVEL UP point you spend in this category, you gain a RING CHARGE, which is an additional use of any one of your Ring powers during an encounter.

Example

Whisker Tensualle has spent three LEVEL UP points on Ring charges. After using one of their Rings during an encounter, Whisker wishes to use that same power again. They spend one of their Ring charges and can use their expended Ring power once more, with two Ring charges remaining. Since Ring charges are encounter-based, this allows for much greater flexibility in power selection.

Learn from your opponents

This is the most unique of the options: it allows you to buy OPPONENT POWERS, typically only available to the GM when building an opponent. (Please consult the OPPONENT POWER TABLES for your options.)

However, one LEVEL UP point will only allow you to buy powers off the Tier 1 table. If you want powers off Tier 2-4 tables, you’ll need to spend that number of LEVEL UP points on a specific power. Higher tier powers are commensurately impressive, but it’s up to you if they’re worth the investment.

Example

Whisker really, really, really wants the TRIPLICATE Tier 4 opponent power, which allows you to create three physical versions of yourself in combat that last until destroyed. Because it’s such a strong ability, they’ll have to spend four LEVEL UP points on it.

Secret fourth option?

If none of these choices speak to you, feel free to work with your GM to come up with additional ways of spending your LEVEL UP points. Some ideas:

  • Attain new ranks within your only Guild, gaining new authority and responsibility. Aim for Guildmaster.
  • STATS or TACTICS not going up fast enough for you? Spend your LEVEL UP points on ’em.
  • Who says you can only wear ten Rings, some stupid book? Fuck that. Keep adding Rings.
  • More Luck? Healing charges? Sky’s the limit.