Levels

Immortal Freedom RPG > Rules

Levels are a way to measure your progress, as well as gauge your ability to interact with legendary items and legendary cyberware and perform higher level magic. They are also a measure of relative difficulty for challenges.

Character Levels

Most player characters begin the game at level 1, with ewoche and sycophants being the only exceptions by beginning at level 3. However, even at level 1 you are incredibly powerful.

You can spend XP to reach a new level when you have enough. Reaching a new level unlocks new abilities, shifts relative difficulty, and makes it easier for you to perform higher levels of magic, legendary items, and legendary cyberware.

Relative Difficulty

You will not be aware of the impact of levels have on difficulty for most of your time playing Immortal Freedom: The Roleplaying Game. It is a tool for the game master (GM) to increase or decrease the difficulty of encounters by manipulating their level.

In short, higher level encounters have a chance to inflict more injuries and statuses. Non-player entities (NPCs) also start off hostile or neutral more often at higher levels, with their disposition improving much less frequently. The GM may also inflict more complications if you are facing a higher level threat.

Ideally, the GM will always present you with a challenge you are well suited for, only changing the relative difficulty if they think it fits the narrative or your party is not challenged enough.

Magic, Legendary Items, and Legendary Cyberware

You may perform magic to which you only have access at higher levels—at a cost. This cost reflects your lack of expertise and the strain of using magic to which you aren’t accustomed, while also allowing you to use magic to which you would only have access at a higher level.

Performing magic of a higher level should be an organic experience, born from your creativity and discussions with the GM. It shouldn’t be a way to look ahead to see what abilities you’ll have access to at a higher level and then announcing you are using that ability at a lower level.

Just like abilities, legendary items and legendary cyberware have levels which dictate their relative power to other abilities, legendary items, and legendary cyberware. It is possible that you might acquire a legendary item or legendary cyberware of a higher level than yours. You can use a legendary item or legendary cyberware which is a higher level than yours at a cost. This cost reflects your lack of expertise, while also allowing you to use the legendary item or legendary cyberware despite your lower level.

Level Difference Cost
+1 Level Receive drawbacks, regardless of the actual outcome of the roll.
+2 Levels Roll with disadvantage. Receive drawbacks, regardless of the actual outcome of the roll.
+3 Levels Roll an unmodified dice pool with disadvantage. Receive drawbacks, regardless of the actual outcome of the roll.
+4 Levels Roll an unmodified dice pool with disadvantage. Receive complications regardless of the actual outcome of the roll.
+5 Levels Roll an unmodified dice pool with disadvantage. Receive multiple complications regardless of the actual outcome of the roll.
Info

If the ability, legendary item, or legendary cyberware does not normally require a roll, flip a coin to see if you succeed instead of rolling with disadvantage. To roll an unmodified dice pool, roll 1d6 or 1d8 without any abilities to modify the dice pool.

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