Leveling Rules D20

== Leveling Rules SSE D20 ==
To give players a sense of progression from the challenging experiences throughout a campaign, a character can be leveled up to a max level of five. Each section covers a level and its checklist on how one can improve to the next stage. It also contains everything necessary for said level and an example stat/perk distribution of a character progressing. Note that this is an optional expansion to the SSE D20 system and relies solely on campaigns and can be reset back to a lower level if a character is brought back into a new campaign. Only a campaign's hosting Game Master(s) are allowed to approve of a level up.
It is suggested to always have a character's perks and stat list for each level on a character page. This can be shown through the SSE Levels template made for the Wikipedia.
== Level 1: Blunder ==
The starting level every character begins with. This starting stage requires all the necessary steps which can be found in the SSE D20 System page. Three perks must be chosen (a fourth only if the character has a specific race like Fae) as well as stat distribution amongst the stat blocks. If the character has a perk that has an extension feature like cybernetics, then that must be listed as well. 
Example of completed Blunder Character:
====== (Level 1) Cyborg Example ======
* INT+3, CHA+2, NTR-1
* Advanced Cybernetic, Android Anthology, Conversationalist
* Analyst Archetype
* Cyber: AAB-AAN-AAT (Limit: D6)
* HP: 10
Requirements to level up:
* Participate a good amount in 2 chapters from one campaign arc.
== Level 2: Novice ==
The second level a character can reach. With their experience during the campaign, they will be able to unlock something called an affinity. They have the option to select one of three upgrades to their character which can benefit them slightly. The character can only choose one affinity. They also gain an increase in HP by one!
==== Level 2 Unlocked: ====
===== Affinity =====
# First Option Intuition: Encounter initiative roll. The user will always gain a +5 to their initiative roll when deciding who goes first during turns.
# Second Option Dietary: Health improvement roll. The user can roll a D4 to increase their low health point count by that much if they eat before an encounter. Once per day.
# Third Option Chance: Critical Strike roll. During natural 20 crits, the user can roll a D4 instead to increase the damage output.
===== +1 HP Count Increase =====
If the character has a maximum of 10 HP, they will now have a maximum of 11 HP for example. This can be numbers like 6 or 16 depending on perks and age.
Example of completed Novice Character:
====== (Level 2) Cyborg Example ======
* INT+3, CHA+2, NTR-1
* Advanced Cybernetic, Android Anthology, Conversationalist
* Analyst Archetype
* Cyber: AAB-AAN-AAT (Limit: D6)
* Affinity: Chance
* HP: 11
Requirements to level up:
* Participate a good amount in 8 chapters from one campaign arc.
== Level 3: Elite ==
The third level of a character that can be reached during a campaign. They have gone through a decent amount of experiences and are considered quite elite. At this level, they have the opportunity to upgrade one of their existing perks, as long as it's capable of it which is identifiable on the perk list in here. If there is no upgrade option, then it cannot be upgraded. They also gain an increase in HP by one!
==== Level 3 Unlocked: ====
===== x1 Perk Upgrade =====
The upgraded perk needs to be indicated with a + next to its name. Not all perks have an upgrade.
===== +1 HP Count Increase =====
If the character has a maximum of 11 HP, they will now have a maximum of 12 HP for example. This can be numbers like 7 or 17 depending on perks and age.
Example of completed Elite Character:
====== (Level 3) Cyborg Example ======
* INT+3, CHA+2, NTR-1
* Advanced Cybernetic, Android Anthology, Conversationalist+
* Analyst Archetype
* Cyber: AAB-AAN-AAT (Limit: D6)
* Affinity: Chance
* HP: 12
Requirements to level up:
* Participate a good amount in 14 chapters from one campaign arc.
== Level 4: Legend ==
The fourth level a character can reach during a campaign is four. At this level, they are renown for their actions in the storylines they are participating in. At this level, they have the opportunity to upgrade another perk that hasn't been upgraded and has the option to receive one. They also gain the opportunity to upgrade their affinity and increase their HP by two for the final time. If the character is an eldritch, they will go into the unknown stasis 3.
==== Level 4 Unlocked: ====
===== x1 Perk Upgrade =====
The upgraded perk needs to be indicated with a + next to its name. Not all perks have an upgrade.
===== x1 Affinity Upgrade =====
* Intuition+: Encounter initiative roll. The user will always gain a +7 to their initiative roll when deciding who goes first during turns.
* Dietary+: Health improvement roll. The user can roll a D6 to increase their decreased health point count by that much if they eat before an encounter. Once per day.
* Chance+: Critical Strike roll. During natural 20 crits, the user can roll a D4 instead to increase the damage output. If it lands on 1, it will be considered +2.
===== +2 HP Count Increase =====
If the character has a maximum of 12 HP, they will now have a maximum of 14 HP for example. This can be numbers like 9 or 19 depending on perks and age.
Example of completed Legend Character:
====== (Level 4) Cyborg Example ======
* INT+3, CHA+2, NTR-1
* Advanced Cybernetic, Android Anthology+, Conversationalist+
* Analyst Archetype
* Cyber: AAB-AAN-AAT (Limit: D6)
* Affinity: Chance+
* HP: 14
Requirements to level up:
* Participate a good amount in 20 chapters from one campaign arc.
== Level 5: Paragon ==
The final level a character can reach during a campaign. Level 5 is the highest state a character can be in and they will have access to a special perk option known as a Paragon Perk. This is an essential and all-powerful option perk a character can have which will essentially complete the build of the character. This level is for endgame content and can also be banned by a GM for certain campaigns, if they choose to utilize the leveling system. If the character is an eldritch, they will go into the unknown stasis 4.
==== Level 5 Unlocked: ====
===== x1 Paragon Perk =====
These special perks don't take a perk slot and is considered its own separate slot, meaning it won't interfere with the existing perks a character already has. Below is a list of paragon perks available to choose from.
SSE PARAGON PERKS
 	 	 	
=====PERK===== 	
=====REQUIREMENT=====	
=====DESCRIPTION===== 	
=====ROLL CHANGES=====
 	 	NON-ELDRITCH ONLY 	
Paragon of Pride 	Intuition+	As the paragon of pride, one is capable of deeming themselves as great in a certain encounter and have the affinity to convince. In combat, the target can use their roll to misguide an opponent's next action and make it guaranteed to miss.	By being cocky in a social action, the user can gain an increase in their rolls by +10 for one turn (as long as it is used for intimidation, coercion, telegraphing, and luring). This bonus can also be used to improve the roll of another team-mate. Twice per day.
Paragon of Wrath 	Chance+ 	As the paragon of wrath, one is capable of channeling their intense emotions into combat, essentially becoming somewhat of an unstoppable force. The user is so attuned to the battle, their battle instincts could be considered genius level.	The user can do two attack actions per turn with the same weapon or two different melee weapons (unless said weapons doesn't let the user utilize it twice or with something else).
Paragon of Sloth 	Dietary+ 	As the paragon of sloth, one is capable of success through rest and quick naps. The user is so attuned with recovery, their presence improves those around them. 	The user can use an action to recover their HP to max as well as two others nearby. They require x1 of any type of healing or medical device to use. Once per day.
Paragon of Greed 	Intuition+	As the paragon of greed, the user has the evasiveness of a quick deer. Their hands are slippery and body keen. Their actions for switching rolls is causing their target to lose focus or control of their action. 	The user can switch their counter roll with a target's attack roll and steal their bonuses as well, allowing them to successfully counter. Twice per day.
Paragon of Lust 	Chance+ 	As the paragon of lust, the user is known for their secrecy and intimate actions. They are so masterful, it's extremely difficult to cope with. Masters of stealth 	The user's stealth rolls have a bonus of +5 always. Their social rolls related to keeping secrets and lies also has a +5.
Paragon of Gluttony 	Dietary+ 	As the paragon of gluttony, the user is known for their desire to consume what they seek. They hope to have it all. This character enjoys the thrill of constantly learning and is a true jack of all trades. 	All of the user's base or positive stat rolls gain a bonus of +3 no matter what. Negative stat blocks will not gain a bonus for rolling.
Paragon of Envy 	Intuition+	As the paragon of envy, the user is jealous of other perks and is really talented at mimicking them. 	If the user sees a character perk used, they can choose to mimic its roll bonus if they do an action it requires. This only applies to the perk and not stat bonuses. They cannot copy paragon perks, program/ability perks, racial perks, and equipment perks.
Paragon of Creation 	Chance+ 	As the paragon of creation, the user is so intensely skilled in their chosen craft that they can improve the equipment to an incredible level. 	This will always improve the barricade's lifeline in encounters. If the user crafts a blueprint weapon, they can improve a bonus of their choice by +1. The user can also create mechs and other advanced recipes with the correct tools.
Paragon of Sight 	Dietary+ 	As the paragon of sight, the user has incredible perception that they are quick to catch onto finer details and telegraph masterfully. 	The user has +5 to detecting others (counter rolls against stealth) and a +3 to their first three shooting actions in an encounter.
Paragon of Knowledge	Intuition+	As the paragon of knowledge, the user is so studious and a master with their preferred subjects, they are allowed to select a second subject on top of their first to specialize in. 	The user can force the GM to give them a successful analysis of a topic within their character's field of expertise found in subjects. They also get a +3 to all researching rolls and looting rolls.
Paragon of Control 	Chance+ 	As the paragon of control, the user is truly attuned to teamwork and taming beasts to the extent they are capable of efficiently improving actions with said partner(s). 	The user can add their roll to the outcome of one team-mate or tamed beast. If they roll higher than a tamed beast, they can give that beast a second attack action.
Paragon of Bewitch 	Dietary+ 	As the paragon of bewitch, the user is attuned with the usage of high-tech equipment that they can utilize them to a greater degree than others. 	The user has a +5 to hacking rolls, utilizing high-tech equipment as weapons, and analyzing programs.
Paragon of Breath 	Intuition+
INT +5 or MVT +5	As the paragon of breath, the user is a master of focusing and utilizing their breath for specialized methods. 	The user gains access to an additional breathing style technique and if they are a Fae or Half-Fae, they can utilize their focus to form customized commands.
Paragon of Bone 	Chance+
CFT +5 or NTR +5	As the paragon of bone, the user is a master of resistance and blocking. They are capable of recovering from failure and have the back-bone of a strong mental fortitude. 	The user can choose to ignore one successful STR or MVT attack during an encounter. They can also recover ingredients that would be destroyed when failing a crafting roll only once per day.
Paragon of Blood 	Dietary+
STR +5 or MED +5	As the paragon of blood, the user is known for their incredible usage of adrenaline and recovery that they are incredibly strong. 	The user gets +5 to the user's total HP. Capped at 25 if they are a boss or in specialized equipment. They also get a new meter called AP which is adrenaline points. Every time the user is successfully damaged, it gets increased by +1 with a maximum of 5. It can then be used to add into any physical roll the user wishes later on during the encounter.
 	 	ELDRITCH ONLY 	
Paragon of Mind 	Intuition+	As an eldritch paragon of the mind, the user has regained a portion of their intelligence after completing stasis four. They are considered stasis four with this perk. 	The user gains +6 to all INT, CFT, and MED rolls as an eldritch. If they are from the humanoid-line, they gain +3 to their shooting rolls.
Paragon of Nerve 	Chance+ 	As an eldritch paragon of the nerve, the user has sharp movements and can easily intimidate their targets. They are considered stasis four with this perk. 	The user gains +10 to intimidation rolls as an eldritch and a +6 to counter rolls against ranged attacks as well as an increase to their STR by +6. They can also utilize a breathing style.
Paragon of Sense 	Dietary+ 	As an eldritch paragon of the sense, the user has all-around keen senses. They are considered stasis four with this perk. 	The user gains +10 to NTR rolls as well as PER rolls. They have a +6 to identifying their targets. If they are from the aquatic-line, they gain MVT +5 increase permanently in water. If they are from the beast-line, they gain MVT +5 on land or in the sky if they have wings.
Example of completed Paragon Character:
====== (Level 5) Cyborg Example ======
* INT+3, CHA+2, NTR-1
* Advanced Cybernetic, Android Anthology+, Conversationalist+
* Analyst Archetype
* Cyber: AAB-AAN-AAT (Limit: D6)
* Affinity: Chance+
* HP: 14
* Paragon: Creation
== Level Symbols ==
Below are images of each level symbol.
File:Blunder.png|Blunder Symbol LVL 1
File:Novice.png|Novice Symbol LVL 2
File:Elite.png|Elite Symbol LVL 3
File:Legendary.png|Legend Symbol LVL 4
File:Paragon.png|Paragon Symbol LVL 5
Category:Dice System
Category:1E - First Edition