Development

Home Characters Development

    Advancement

    Character Development can occur through many forms. Typically, Character Development focuses on making your character a more believable character. This usually happens through written roleplay, as well as event or bounty experiences. You can also have a goal for your character to achieve. Finally, in addition to written development, your server rank allows you to develop your character through bonus attribute points.

    Your character will also receive experience points by participating in events, bounties, and quests. See more on experience here.

    Bonus by Server Rank

    ADVENTURER

    • LVL 1 Starting Level
    • 3 Character Slots (Base)

    VETERAN

    • LVL 3 Starting Level
    • Run original bounties
    • Submit auditions

    EXALTED

    • LVL 5 Starting Level
    • Upperclass Wealth Level
    • Create player factions

    RENOWNED

    • LVL 7 Starting Level
    • Wealthy Wealth Level
    • Create quests

    MYTHIC

    • LVL 9 Starting Level
    • Access to Champion Content


    Reputation

    Reputation is the easiest statistic to measure. Essentially this is your character’s CLOUT. For every event, bounty, or experience they participate in, their reputation increases. As you gain a broader reputation you will be given access to higher levels of the story as well as NPCs. This typically goes hand in hand with an increase in your Server Rank as well as your character’s attributes.

    Your reputation increases at a 1:1 ratio per player bounty. Gamemasters and Head Gamemasters can award more than 1 reputation point.

    Reputation Rank Number of BEQ Completed Cumulative Bonuses
    Civilian 5 2AP, 1G
    Novice 10 2AP, 1G
    Adventurer 15 2AP, 1G
    Seasoned Adventurer 20 2AP, 1G, 1 Affiliation Rank
    Acclaimed Adventurer 25 2AP, 1G
    Local Celebrity 30 2AP, 1G
    Hero 35 2AP, 1G, 1 Affiliation Rank
    Famous Hero 40 2AP, 1G
    Mythic Hero 45 2AP, 1G
    Legendary Hero 50 2AP, 1G, 1 Affiliation Rank


    Rewards

    There are multiple ways to progress in Tenebris Realm. Progression, in this case, means access to different species, increased point pool, as well as receiving rewards and points through participation. Rewards are handed out based on the hostee’s level and importance in a server, as well as importance of what you are engaging in. To learn more about acceptable rewards, look at the images below.

    For definitions of the items listed, please consult the Glossary.

    NOTE: You may also request for higher rewards that exceed your level but justifaction must be given and approval prior to notifying your participants of their reward.

    Veteran Exalted Renowned Mythic Trial Gamemaster Gamemaster Reiko
    Affiliation Ranks No No No No Server Rank Yes Yes
    Artifacts No No No No Server Rank On Approval Yes
    Attribute Points No No No No No On Approval Yes
    Bonus Stat Items Yes Yes Yes Yes Server Rank Yes Yes
    Experience 200 500 800 1200 Server Rank 5000 10000
    Max Money/Wealth 1g 5g 9g 12g Server Rank 15g 30g
    Regular Items Yes Yes Yes Yes Server Rank Yes Yes
    Reputation 1 1 1 1 Server Rank 1 - 3 3+
    Secret Knowledge No No No No Server Rank No Yes
    Talisman/Crafting Kits No No No No No On Approval Yes
    Titles No No No No Server Rank No On Approval


    Champions

    When players reach Mythic rank in Tenebris Realm, they have the option to become a Champion.

    Champions are people that exemplify a certain aspect, belief, or way of life. Gods or certain powers have taken notice of these individuals, and have bequeathed a boon upon them.

    Required Mechanics

    • Rank 10 (Legendary Hero) Reputation
    • Host 10 bounties regarding your character's story
    • Appropriate Religion or Organization Rank
    • Player Request to appropriate Aspect
    • If an aspect is busy/non response (aka the GM or someone is not available) the request will be forwarded to the next appropriate person

    Note: You gain all the benefits from your aspect type AS WELL AS your discipline benefit.

    Aspect Type Benefits Associated Champion Discipline
    Corporeal (Physical) +1 Physical Combat Dice, +2 to Attack Bonus, 10+Con Modifier Additional HP, Once Per Day Apply a Free Critical Hit to an Attack, Pick a Champion Discipline, Create a Character Title! Blood, Chaos, Death, Element, Health, Joy, Land, Life, Luck, Madness, Mana, Nature, Misfortune, Moon, Order, Peace, Sun, Technology, Trade, Void, War
    Mystical (Magic) +1 Magical Combat Dice, +2 to Attack Bonus, +2 to Spell Save DC, Gain an Additional Mana Type, Pick a Champion Discipline, Create a Character Title Belief, Blood, Chaos, Darkness, Death, Element, Health, Joy, Knowledge, Land, Life, Luck, Madness, Mana, Nature, Misfortune, Moon, Order, Peace, Sun, Technology, Trade, Void, War
    Demagoguery (Intellectual) +1 to your Proficiency Bonus, Gain proficiency in 4 more skills of your choice, Pick a Champion Discipline, Create a Character Title Belief, Blood, Chaos, Death, Element, Health, Joy, Knowledge, Life, Luck, Madness, Misfortune, Moon, Order, Peace, Sun, Technology, Trade, Void, War
    Piety (Religion) +1 Religious Rank, Minor blessing By Followed God, Gain a Religious Artifact with 3 buffs from the Magic Item Table, Pick a Champion Discipline, Create a Character Title Belief, Blood, Chaos, Darkness, Death, Element, Health, Joy, Knowledge, Land, Life, Luck, Madness, Mana, Nature, Misfortune, Moon, Order, Peace, Sun, Void, War
    Fielty (Allegiance) +1 Org Rank, Gain proficiency in 1 skill of your choice, Gain an Artifact with 3 buffs from the Magic Item Table, +2 to a Single Ability Score, Pick a Champion Discipline, Create a Character Title Belief, Blood, Chaos, Darkness, Death, Health, Joy, Knowledge, Land, Life, Luck, Madness, Mana, Nature, Misfortune, Order, Peace, Technology, Trade, War
    Discipline Aspects(Associated Gods, Religions, City, or Organization) Benefit
    Belief Any of the Gods, Peacekeepers, Any Religion, Any City Gain a dice pool of 3d6. At any time you may expend one die (1d6) to add the rolled number to an attack roll or ability check of an ally (not yourself). The dice pool refreshes at the beginning of the next day.
    Blood Brimguard, Death’s Shroud, Branded, Cult of the New Dawn, Any City When dealing damage, you can choose to receive a shield that equals the number of damage dealt. You can do this once a day.
    Chaos Da Gang, Skull Raiders, Cult of the New Dawn, Branded, Rise of the Tide, Yurie, Any City A critical hit is now a 1, and a critical fail is now a 20.
    Darkness Dorjan, Lena, Branded, Nebethet, Magistrate, Any City You get a dark companion that acts as a summon.
    Death Lena, Death’s Shroud, Branded, Nebethet, Charon, Any City You gain an artifact level necromatic talisman.
    Element The Order, Rise of the Tide, Thetis, Nebethet, Michera, Charon, Any City An elemental shield encases you, absorbing damage of that element type. Gain +25% less DMG from a single element.
    Health Aasira, Michera, Eleseldir, Rise of the Tide, Any City Gain a dice pool of 3d10. Out of combat, you can expend a single die (1d10) and regain the number rolled back in HP. It can only be used on yourself. The dice pool refreshes at the beginning of the next day.
    Joy Nagari, Fortuna, Thetis, Any City Targets have disadvantage on charm spells. When a target rolls to resist a charm, they roll 2 dice and take the lowest number.
    Knowledge Magistrate, The Order, Engineering Corps, Charon, Yurie, Dorjan, Any City Advantage (roll 2 dice and take the highest) on Intelligence based skill rolls.
    Land Ollariem, Engineering Corps, Michera, Earth’s Children,the Siorai, Any City Beasts are friendly to Champion and can be easily trained.
    Life Elseldir, Moon Glow, Charon, Yurie, Magistrate, Any City Healing is determined by full dice instead of it being halved.
    Luck Fortuna, Magistrate, Thetis, Any City +1 to Luck (Luck typically only goes to 3, but in this case, it can be boosted to 4)
    Madness Dorjan, Nebethet, Any City Temporary Madness: once per day, you can try to force a target to attack itself. The target must roll a Wisdom Save against your Spell Save DC. If they fail the roll, the target attacks themselves instead of you or an ally.
    Mana Magistrate, Any God, Any Religion, Any City +2 to Attacks with a Mana Type of your choice
    Misfortune Fortuna, Nebethet, Any City You get a pool of 3d6 dice. You can expend one die (1d6) and subtract the rolled number from an enemy’s skill checks or attacks. The pool refreshes at the beginning of each day.
    Moon Elseldir, Any City Healing is determined by full dice instead of it being halved.
    Nature Michera, the Siorai, Rise of the Tide, Any City You get a spirit companion that acts as a summon.
    Order Peacekeepers, Vagev, The Order, Rise of the Tide, Any City Block: gain a dice pool of 3d6. During combat, as a reaction to taking damage, you may expend one of the die (1d6) and block a number of damage that equals the amount rolled. The dice pool refreshes at the beginning of the next day.
    Peace Peacekeepers, Vagev, Embers of Surna, Any City 10+Con Modifier Additional HP
    Sun Surna, Lyeria, Embers of Surna, Magistrate, Any City Aura of Surna: when you activate the aura, enemies must make a Wisdom Save against your Spell Save DC to attack you. If they fail, the enemy flees. You can use this for up to 3 times a day.
    Technology Engineering Corps, Any City Tech Weapon: gains 3 properties from themagic item table
    Trade The Treasury, Crafting, Engineering Corps, Any City +1 Wealth Level
    War Brimguard, Peacekeepers, Skull Raiders, Aasira, Yurie, Any City -1 to Critical Hit DC