Levelling Up

Part of the fantasy of playing *Characters* is seeing their growth over time. In some adventures this growth may be slow and minor, while in epic stories we may see an adventurer first starting out develop into a legendary hero with powers which rival that of a god.

Whatever the case is for your adventure, *Levelling Up* represents the upward progression of a *Character's* features abilities.

Whenever you Level Up, you will have the option to take an additional level in your chosen *Archetype*, gaining access to more powerful features associated with that higher Level. Alternatively you may choose to take Levels in another *Archetype*, *Diversifying* them with new abilities which enhance or complement your existing ones.

Each Archetype describes what abilities you gain as you take additional levels, however here are the important points to remember.

## Level 0

Level 0 represents the abilities your *Character* gains from having started as a particular *Archetype.* It can be thought of as who your *Character* was before they first set out on an adventure. When Diversifying your Character, you will not pickup features associated with "Level 0" from any additional *Archetypes* you gain, so picking your starting Archetype can be a crucial part of a Diversified Character's journey

Traditionally Character's do not start most adventures at Level 0, but instead at Level 1 or higher.

At level 0 you gain the following:

### Hit Points

You gain hit points equal to you *Constitution* *Modifier* + a roll of the *Hit* *Dice* associated with your *Archetype.*

For example, the Hero Archetype has a d10 Hit Dice. If the Character had a +2 *Constitution* *Modifier* and they rolled a *"5",* then their initial *Hit Point Total* would be "7". Alternatively, your group may choose to take the Average roll value rounded up. For a d10 the average roll is (10+1)/2 = 5.5, which rounds up to "6". Therefore a *Hero* *Character* taking the average value would start with 8 Hit Points.

### Resistance Proficiencies

You gain your *Resistance* *Proficiencies* from your starting *Archetype. A Resistance Proficiency* represents your *Character's* ability to resist mechanical effects associated with their *Ability* *Scores.* Each *Archetype* will grant you **two** *Resistance Proficiencies.*

### Additional Training Proficiencies

These are *Proficiencies* your *Character* may have which they would have as a result of having this *Archetype* early into their life. These often include the ability to use certain weapons and items from your setting.

### Starting Skill Proficiency

At Level 0 your *Archetype* may specify a *Skill* *Proficiency* you receive. Sometimes these are specified for your *Character*. If you already have the Skill Proficiencies offered by this feature, you may pick any a different Skill Proficiency of your choice.

### Starting Equipment

A list of *Equipment* your *Character* will have at the start of their adventure and may be required to use your starting *Archetype's* features.

### Starting Features

Some Archetypes may contain additional features which may only be gained at Level 0.

## Level 1 +

From Level 1 onwards your *Character* gains features as described within the *Archetype* they are taking levels in. As you take more levels in an *Archetype* they will gain more powerful abilities which will build upon the capabilities of that *Archetype*.

If you *Diversify* and take a Level from an *Archetype* which is not your *Starting* *Archetype*, you will **not** receive the Level 0 features and instead gain those described at Level 1 only.

At each Level a Character will in addition to these feature gain Hit Points in the manner described earlier at Level 0: At each level add the *Character's* *Constitution* *Modifier* + either a roll of the Archetype's Hit Die OR the Average Value of the *Archetype's* *Hit* *Die.*

## When will I gain Levels?

Many systems feature suggestions on when to Level Up. Some work on the basis of experience points gain for achieving certain goals or objectives, while others will work on the basis of reaching Narrative Milestones.

We recommend that *Characters* gain a level only while taking a *long rest* as this ensures there is little confusion regarding any increases in a *Character's* resources (e.g. *Magic*, *Stamina*, *Hit* *Points* etc). Additionally a good time for Characters to gain a level is during periods of *Downtime* or during *Time Skips*, which represent condensed periods of a story where the *Character* may reasonably have been allowed time to train or acquire the abilities associated with this increase.

We provide below the following guidelines to determine the appropriate rate of levelling up.

### Levels 1 - 3

We recommend levelling up from levels 1-3 occur at a reasonably quick pace. Often these may be referred to as the "training levels" where an *Archetypes* core game mechanics are first introduced. Due to this, the *Character* fantasy may feel incomplete before reaching Level 3, hence why we recommend a relatively quick progression of these levels, particularly for players already experienced with 7e (alternatively experienced players may choose to simply skip directly to playing at Level 3).

We recommend Characters spend roughly 1 session or complete a minor plot point (e.g. defeating a small local threat or otherwise having their first taste of adventure) before progressing from Level 1 to Level 2.

Meanwhile progression from Level 2-3 may take place after they have completed a further 2-3 Sessions, engaging in a further 2-3 minor plot points, threats or adventures.

### Level 3 +

After acquiring Level 3, we recommend a relatively flat rate of *Character* progression where new features are gained steadily during the progress of the adventure.

As *Characters* gain more levels, the number of abilities available to them will increase and lead to more complex game play, therefore it is necessary that *Players* are allowed sufficient time to adapt to using these new abilities and have the sense of enough effort being expended to justify their *Character's* progression.

We recommend *Characters* complete roughly 3-5 Sessions between each Level progression from this point onwards, with *Levelling* *Up* generally occurring between major plot beats/during *Downtime* or *Time Skips* to demonstrate the time and effort required to increase in power further. In particular, we would recommend some form of *Time Skip* occur roughly every 4-6 Levels to address a *Character's* capabilities progressing between the various "Tiers of Play"

### Tiers of Play

Often a *Character's* level progression may be described in terms of different "Tiers of Play", where the capabilities and suspension of disbelief regarding required for the story may be well understood. They also reasonably well describe the scope of the adventure they are currently on, as the Characters may venture further from their humble beginnings. Below we provide guidelines on what each Tier of Play is likely to look like from a narrative sense, although settings and stories can vary wildly in their scope also.

#### Tier 1: Levels 1 - 5 "Local Heroes"

*Characters* in this Tier level may be capable but have yet to achieve significant renown. Often the adventures they engage in are restricted to a small local area where they begun their adventure together. At the end of this tier however the Characters may find the end or be nearing the end of their story, or their adventure may progress into it's next "Arc", requires them to travel further afield.

There is usually little to no suspension of disbelief required for the Characters capabilities.

#### Tier 2: Levels 6-10 "National Heroes"

*Characters* in this Tier are experienced adventurers and may have already acquired some recognition for their exploits and capabilities. It is also possible that important figures within the story are aware of the *Characters.* This tier is likely to see your *Characters* venturing further afield, travelling longer distances than they previously have done in pursuit of their goals.

There is usually some suspension of disbelief required for the Characters capabilities within this Tier.

At the end of this Tier the Characters may again find their story nearing it's conclusion or it may begin to progress towards venturing well beyond the borders of what they previously known.

#### Tier 3: Levels 11-15 "International Heroes"

*Characters* in this Tier are very experienced adventurers and have likely acquired significant National and perhaps some international renown. Their capabilities and exploits will have likely put them on a similar level of renown as the major non-player Characters of the story (e.g. leaders, legendary figures, celebrities, major antagonists) , and they may be reasonably expected to interact with those major Characters regularly throughout their adventures.

The suspension of disbelief required for the Characters capabilities within this Tier is significant, and entering into the realms of high fantasy.

At the end of this Tier the Characters may again find their story nearing it's conclusion or they are venturing into entirely new worlds or realms of reality.

#### Tier 4: Levels 16 - 20

At this Tier of Play the *Characters* are reaching the limits of what can be reasonably described by the 7e ruleset. Play can be highly unpredictable in it's nature, and *Players* and *GMs* alike should enter into this Tier of Play ready to embrace this style of play.

*Characters* at this level may find they are regularly travelling to worlds that themselves suspend disbelief, Planes where the laws of Physics are no longer obeyed. They may be interacting with supremely powerful being such as deities on a semi-regular basis. The *Characters* renown likewise would be significant, with them each essentially being household names.

If the stories of the *Characters* have not already found their end before now, then they will certainly find it at Level 20.