Level usually refers to Character Level. Other things have Levels as well, but they use the same scale.
The following table shows Tiers, Levels, their designations, XP thresholds, and rough frequency in a human population:
Tier | Level | 1 in | per 1000 | ||
---|---|---|---|---|---|
0 | common | 0 | novice | 1 | 969 |
I | adventure | 1 | regular | 50 | 20 |
2 | veteran | 100 | 10 | ||
3 | elite | 1,000 | 1 | ||
II | heroic | 4 | hero | 10,000 | |
5 | master | 100,000 | |||
6 | grandmaster | 1,000,000 | |||
III | epic | 7 | champion | 10,000,000 | |
8 | avatar | 100,000,000 | |||
9 | demigod | 1,000,000,000 |
Level represents a character's capability as an adventurer, but also his power level in the world in a metaphysical sense.
As a number, Level is frequently substituted for Expertise as a modifier, limit, or requirement for Features, when something applies to all adventurers. Sometimes it prevents bad things (or good things) from being done to powerful characters.
Tier is a number, a style of play, and a social stratum in a fantasy world centered around heroes.
The Common Tier is the general population. They are either unremarkable individuals, or their qualities aren't suited for the life of a warrior, hero, or adventurer.
The Adventure Tier represents capable and potentially ambitious individuals that can hold their own, but haven't yet passed the threshold into larger-than-life heroic fantasy. There are enough of them to go around that they can be organized into military units or religious orders, and their progression is somewhat standardized. Many aristocrats and other important non-heroes will fall into this category as well.
The Heroic Tier consists of few remarkable individuals who have elevated themselves above the masses by extraordinary deeds or an exceptional fate. They are the stuff of sagas, outshadowing the lives of mere mortals and challening our suspension of disbelief. Heroes are too big to be ignored by politics and may serve powerful masters, or rule in their own right. In Futile Kingdoms, powerful countries rely on their assortment of loyal heroes to solve their problems.
The Epic Tier is where conventions break apart entirely. There are only a few Epic characters in the world, and they are largely responsible for global developments. Powers on this Tier are so diverse that only a small share can be offered by the rules, and the GM is encouraged to come up with custom Features (in collaboration with players, if regarding Player Characters). There is no advancement beyond Level 9, unless one might challenge the gods themselves.
XP is usually only gained by burning Luck, although it may be awarded directly in rare circumstances at the GM's discretion.
In order to level up, a character must have at least as many XP as the new level, e.g. it takes 2 XP to level up to Level 2.
Upon gaining the new level, XP is reduced to zero, even if it was higher than required.
XP can be tracked on the Character Sheet by encircling the number of the same value next to a Feature Slot.
Leveling up is only possible during Downtime and requires XP as above.
The character is considered leveled up after writing down a Feature for the new level.
Skipping Levels is not possible.
For levels 4 and above, the GM may first require the completion of a special rite of passage in the game world, such as a heroic deed, or the deposition of a more powerful rival. The difficulty should be appropriate to the new Level, with Epic Tier Levels demanding quests of global impact.