The GG can instead choose to start the game at any Character Level between 1 and 20. When this occurs each Character should pick a Class, the Classes and their rules are located in their individual Class Playbooks from the 20-Sided Adventure Rules Pack. Each Player should make a Character whose Class Levels reach the Level determined by the GG.
In addition, if you choose to start a game at Level 1 or higher rather than Level 0, you can add an additional 5d4 x10 GP to your Starting Equipment.
Whether or not the game begins at Level 0, 1, 5, or 19, Characters will have the ability to progress through the remaining Character Level as they play.
As you increase your Character Level, your Skill Bonus will increase, as shown in the Character Skills section of the General Play Chapter, and you will gain access to a variety of additional effects and abilities from your Class choices.
Progression by default is performed through Narrative Milestones, these are generally story arcs or smaller adventures that make up a larger Campaign. The GG determines when a Narrative Milestone has occurred.
When a Narrative Milestone occurs, the following effects happen:
Heroic HP Increase. The Character when increasing their Hit Point Maximum for gaining a Level in the Class chosen during this Level up, is treated as rolling the maximum amount on that Class’ Hit Die.
Crystalised Experience. The Character gains one Crystalised Experience.
Feats. The Character gains an additional Feat.
If you are starting your campaign at any Level greater than Level 0 or more, then for each Level increase from Level 0, you choose any of the Narrative Milestone options bar the Draw from Fate option.
Sometimes we think that a specific option best suits our Character concept, but in play we discover it doesn’t quite suit. If this occurs, feel free to talk with the GG, it may be decided the change can happen immediately, it may happen during a Long Rest or during a Level Up. Another option is for this to be made part of the narrative with the change occurring through a roleplay scene.
Whatever is decided, it is considered ok for such changes to happen as far as these rules are concerned, it should be purely a matter for you and the GG to decide amongst yourselves.
When Features or Feats present a list of options, unless specified otherwise, when you gain a Character Level you can change your chosen option, so long as it was not a Prerequisite of another option you have taken.
When you would gain Crystalised Experience, firstly roll on the Grade Table below in order to determine the Grade of the created Gem. Then look at your Character's Class Tags, you can choose either Expert, Fighter, Mage, Priest so long as you have that corresponding Class Tag. Then roll on the chosen Tag's Experience Table below, gaining that Gem at the previously rolled Grade.
If you have an Intuition of 5 or more, you can roll twice on this Table choosing which result to use.
| Gem Grade | |
|---|---|
| 1 - 5 | 0 |
| 6 - 10 | 1 |
| 11 - 15 | 2 |
| 16 - 19 | 3 |
| 20 - 22 | 4 |
| 23+ | 5 |
Whenever the Party succeed in overcoming a difficult Encounter/Scene, they gain a point of Experience. When the Party completes a Long Rest, the GG should note down the Experience gained since the last Long Rest, adding it to any Total Experience gathered so far, and note if the Experience gain this Long Rest is the largest single number of Experience added since the last reset to the Total Experience.
If the Total Experience would be 25 or greater, it is reset to 0 and the each member of the Party can roll as above to generate their Crystalised Experience.
For these you do not roll to determine the Grade of the Gem. Instead, using the noted largest number of Experience added in a single Long Rest, compare it to the Table below to determine the Gem's Grade.
| Highest Experience + SB | Gem Grade |
|---|---|
| 1 - 2 | 0 |
| 3 - 5 | 1 |
| 6 - 8 | 2 |
| 9 - 10 | 3 |
| 11 - 12 | 4 |
| 13+ | 5 |
If you have an Intuition of 3 or more, you can roll twice on this Table choosing which result to use.
If you have an Intuition of 5 or more, you can instead roll three times on this Table choosing which result to use.
| Results | |
|---|---|
| 1-4 | Gem of Primordial Ruin |
| 5-9 | Gem of Malicious Hexes |
| 10-13 | Gem of Stellar Guidance |
| 14-16 | Gem of Dancing Vipers |
| 17-19 | Gem of Soul’s Radiance |
| 20 | Gem of Trickster’s Wit |
If you have an Intuition of 3 or more, you can roll twice on this Table choosing which result to use.
If you have an Intuition of 5 or more, you can instead roll three times on this Table choosing which result to use.
| Results | |
|---|---|
| 1-4 | Gem of Primordial Warding |
| 5-9 | Gem of Heaven’s Eye |
| 10-13 | Gem of Savage Aiming |
| 14-16 | Gem of Savage Might |
| 17-19 | Gem of Dragon Scales |
| 20 | Gem of Heaven's Tears |
If you have an Intuition of 3 or more, you can roll twice on this Table choosing which result to use.
If you have an Intuition of 5 or more, you can instead roll three times on this Table choosing which result to use.
| Results | |
|---|---|
| 1-4 | Gem of Primordial Ruin |
| 5-9 | Gem of Malicious Hexes |
| 10-13 | Gem of Heaven’s Eye |
| 14-16 | Gem of Scholar's Resolve |
| 17-19 | Gem of Cosmic Storms |
| 20 | Gem of Aetheric Currents |
If you have an Intuition of 3 or more, you can roll twice on this Table choosing which result to use.
If you have an Intuition of 5 or more, you can instead roll three times on this Table choosing which result to use.
| Results | |
|---|---|
| 1-4 | Gem of Primordial Warding |
| 5-9 | Gem of Saint's Piety |
| 10-13 | Gem of Saint's Hands |
| 14-16 | Gem of The Mother's Gift |
| 17-19 | Gem of Saint's Clarity |
| 20 | Gem of The Mother's Soul |
During Levelling, Characters will be given the option to take a Multiclass Option, these options allow a Character to gain Features from other Classes to allow you to customise your Main Class (the main Class you have been levelling normally) to better reflect your Character’s fantasy.
When you gain a Multiclass Option for the first time, you must decide which Class you are multiclassing into. This Class (known as the Multiclassed Class) cannot be the same Class as your Main Class.
Once you have designated your Multiclassed Class, you immediately gain the following benefits:
You gain the Class Tag [Class Name] and if the Class has the Martial Class Tag, you gain that as well, if you did not have it already.
You gain access to the Class’ unique Mark of Fate ability and Inspired Action.
You may choose any two of the following options to learn:
You then gain any Essential Feature(s) as stated in the Essential Features List below.
You then may proceed gaining your Multiclass Option as normal.
Whenever you gain the ability to choose a Multiclass Option, select a single Feature from your chosen Multiclassed Class, that you have yet to choose, which does not conflict with the Duplicate Features rules presented below, and which is a Feature that is unlocked at a Class Level equal to or less than the number of Multiclass Options you have taken for that Class + 1.
Upon selecting the Feature, you gain that Feature. If the Feature refers to Levels in your Multiclassed Class, that equals the number of Multiclass Options you have taken for that Class (this can never be greater than your Character Level).
Arcanist. Spellcasting
Bard. Bardic Inspirattion
Battle Channeler. Channel Emotions
Eternalist. Eternalist’s Nature
Inventor. Blueprints
Lore Master. Trait of Power, Academic Philosophy
Martial Artist. Martial Arts
Oathsworn. Trait of Power, Oathsworn's Oath
Pactbound. Otherworldly Patron
Psion. Mental Source
Realmwalker. Trait of Power, Realmwalker’s Bond
Runecaster. TBD
Slayer. Trait of Power, Slayer's Order
Soulshaped. Heart Form
Specialist. Specialism
Spiritcaller. TBD
Warrior. Art of Combat
World Speaker. Elemental Bond
Generally, if the Multiclassed Class has a Feature with the same name as one in your Main Class, it cannot be selected as a Multiclassing Option.
If you already have the Channel Faith Feature from your Main Class, but wish to take it from your Multiclassed Class, then you may choose it as a Multiclassing Option. When you do so, you gain the Channel Faith actions granted by that Feature, but no other parts of the Feature are gained.
The above is also true for the Channel the World Soul Feature.
The Trait of Power Feature, is viewed as an Essential Feature for any Class that has it. If however, your Main Class already has the Feature, then you do not get to pick a new Trait of Power, instead you use the one from the main Class only for your Attack and Damage Rolls, and for any of the Multiclassed Class' Features that reference the Trait of Power. Other additional Bonuses unique to the Multiclassed Class' version of the Feature are still gained though.
You may only have one Multiclassed Class. After you have reached Character Level 10, you may when gaining a Multiclass Option, choose a second Multiclassed Class, following the rules presented in First Time Multiclassing for gaining a new Multiclassed Class.
If you do this, whenever you gain a Multiclass Option you must choose one of the two Multiclassed Classes to gain a Feature from.