Heroic Advancement

Heroic Advancement

Your character’s heroic advancement is marked by level. Each time you gain a new level in your class, your Stamina increases, and you gain new features or abilities according to your class’s advancement, as detailed in Classes.

In the standard setup for the game, heroes gain Experience each time they finish a respite. When you gain sufficient Experience, you gain a level during the same respite. The Heroic Advancement table shows exactly how much Experience (XP) you need to advance from one level to the next. The amount of Experience you gain is cumulative.

XP Conversion Table

XPLevel
0 - 151
16 - 312
32 - 473
48 - 634
64 - 795
80 - 956
96 - 1117
112 - 1278
128 - 1439
144+10

Alternative Advancement

Though many games might advance using the standard setup for heroic advancement, the Director can decide that their game uses different advancement. Check with your Director to see what method of advancement they plan to use.

Adjusted XP Advancement

Some Directors prefer that heroes level up faster or slower to suit the pace of their story. The Adjusted XP Advancement table is set up for campaigns where heroes advance at double or half the usual pace. Directors can also create their own customized pace for XP-based advancement.

Adjusted XP Conversion Table

XP (Double Speed)XP (Haslf Speed)Level
0 - 70 - 311
8 - 1532 - 632
16 - 2364 - 953
24 - 3196 - 1274
32 - 39128 - 1595
40 - 47160 - 1916
48 - 55192 - 2237
56 - 63224 - 2558
64 - 71256 - 2879
72+288+1

Milestone

Rather than tracking XP, some games see the heroes advance in level when they achieve a particular story milestone. For example, when a party defeats the main villain of an adventure and foils their dastardly plot, each hero gains a level for achieving this objective, no matter how many or few obstacles they faced along the way.

For many Directors using milestone advancement, the end of each adventure within a campaign serves as a milestone for leveling up. The Director can share these milestones with the players to encourage them to work toward particular goals, and to engage with the story and world the Director has prepared. For example, in a campaign where the heroes have to face nine evil mages, it makes sense that each time the heroes defeat a mage, they gain a level. The Director should keep milestone goals flexible, though. Defeating a mage could mean stopping them with violence, using negotiation to make them stand down, or anything else that thwarts their evil plans.

Director says so

Some games don’t track XP or goals at all. The heroes simply gain a level whenever the Director decides it’s appropriate for the story.