Manifest: Leveling Up
Leveling Up is an important part of RPGs. Really, it’s an important part of gaming in general; whether increasing your character’s options, adding troops to your army, or personally getting better at “the game.” While I certainly appreciate the latter form of improvement, I do want to add a more concrete mechanical form of “leveling up.”
In the 0.1 version of the ruleset, this was handled with the total of a Manifestation’s Tier and Bond. A “first level” Manifestation would only have 1 Tier and 1 Bond, while a higher level Manifestation might have 3 Tier and 2 Bond.
In the 0.2 version of the ruleset, the Tier/Bond system has been replaced with a single Emotional-stat mechanic, with Tier representing a Manifestation’s “Level.” This is much simpler and easier to manage, but what does a higher Tier actually do?