This appendix collects the most frequently referenced tables, formulas, and quick-reference material from across the Basic Rules. Use it mid-session to look up a number without hunting through the full rules. All values here match those in the source sections, page references are noted where applicable.
Ranks
Character ranks reflect a hero's reputation and power. NPC and MAC ranks reflect the challenge and tier of any entity encountered. Each tier corresponds directly, a Pauper faces Common-rank threats, a Legend faces Divine. A character must be of a monster or challenge's Rank to engage it, reaching ahead into higher-ranked content isn't hidden, exactly, but blocks off as an obstacle (road guards, sealed gates, terrain too dangerous to cross) until Rank catches up, and none of its items or Companions can be found through exploration either. Characters cannot equip or use items ranked above their own, though they may still carry, store, or gift ones they've legitimately acquired some other way (gifted, traded, inherited). See pg. 4 for full rank rules. A character who retires at Legend rank keeps that status in the world's history, see Retirement, pg. 4.
| Character Rank | NPC / MAC Rank |
|---|---|
| Pauper | Common |
| Peasant | Uncommon |
| Commoner | Rare |
| Adventurer | Unique |
| Hero | Heroic |
| Uber | Elite |
| Elite | Legendary |
| Legend | Divine |
Module Character Level to Card Rank
A module's Character Level (Ch. Lvl) range is its entry floor, a character should only play a module whose range they meet or exceed. Playing a higher module than a character's Ch. Lvl is fine; any content within it that exceeds their Rank simply stays hidden until Rank catches up (see Rank Requirement, GM Codex Ch. II).
| Module Ch. Lvl | Card Rank Included |
|---|---|
| 1-5 | Common |
| 5-8 | Uncommon |
| 9-14 | Rare |
| 14-18 | Unique |
| 18-23 | Heroic |
| 23-26 | Elite |
| 26-29 | Legendary |
| 29-30 | Divine |
Maximum Lore Card Rank by Character Level
| Ch. Lvl | Max Lore Card Rank |
|---|---|
| 1-5 | Common |
| 5-8 | Uncommon |
| 9-14 | Rare |
| 14-18 | Unique |
| 18-23 | Heroic |
| 23-26 | Elite |
| 26-29 | Legendary |
| 29-30 | Divine |
GM Appendix
The tables above are player-facing quick reference. Full GM-facing progression tables, Growth: Vitality, Growth: Drawn Abilities, Rank Point Progression, and Rank Level Prerequisites, are GM-only material and live in the GM Codex Appendix, alongside quick-reference tables for every other GM Codex chapter as they're written.
Characters
The Seven Attributes
Attributes begin at 0 at creation, except where a race's Innate Trait Adjustments require a higher Starting Attribute Floor (see each race's entry) so no Trait exceeds its aligned Attribute. Hard cap: 50. Max 2 score per Attribute per level. See pg. 2.
Artistry (ART)
Creativity, performance, dexterity-based crafts, and deception.
Fortitude (FRT)
Physical resilience, endurance, and resistance to ongoing effects.
Intellect (INT)
Mental acuity, spellcasting power, reasoning, and willpower.
Perception (PER)
Awareness, detection, intuition, and luck.
Physique (PHY)
Physical strength, speed, agility, and toughness.
Resilience (RES)
Magical resistance and protection from elemental damage.
Wisdom (WIS)
Spiritual recovery, vitality caps, capacity, and knowledge.
Lifespan, Starting Age, and Retirement Age
Starting Age = Lifespan × 25% (Immortal races use an effective Lifespan of 400 years). Retirement Age = Starting Age + 40, the adventuring window itself is a flat 40 years for every race, so no race earns Rank Points faster or slower than any other. See Time, pg. 4.
| Race | Lifespan | Starting Age | Retirement Age |
|---|---|---|---|
| Bast | ~150 yrs | 38 | 78 |
| Bugbear | ~80 yrs | 20 | 60 |
| Centyr | ~300 yrs | 75 | 115 |
| Firbolg | ~500 yrs | 125 | 165 |
| Hawkbear | ~120 yrs | 30 | 70 |
| Ogre | ~100 yrs | 25 | 65 |
| Troll (Bridge) | ~180 yrs | 45 | 85 |
| Troll (Common) | ~200 yrs | 50 | 90 |
| Troll (Mountain) | ~250 yrs | 62 | 102 |
| Troll (Sand) | ~180 yrs | 45 | 85 |
| Troll (Village) | ~200 yrs | 50 | 90 |
| Drāco Blood | ~200 yrs | 50 | 90 |
| Drow | Immortal | 100 | 140 |
| Dwarf (Arctic) | ~400 yrs | 100 | 140 |
| Dwarf (Ash) | ~300 yrs | 75 | 115 |
| Dwarf, Common | ~350 yrs | 88 | 128 |
| Dwarf (Glimmerstone) | ~400 yrs | 100 | 140 |
| Dwarf (Red) | ~400 yrs | 100 | 140 |
| Elf (Common) | Immortal | 100 | 140 |
| Elf (High) | Immortal | 100 | 140 |
| Elf (Sylvan) | Immortal | 100 | 140 |
| Gnoll | ~60 yrs | 15 | 55 |
| Helf (Half-Elf) | ~300 yrs | 75 | 115 |
| Human | ~80 yrs | 20 | 60 |
| Orcus | ~180 yrs | 45 | 85 |
| Brownling | ~150 yrs | 38 | 78 |
| Dwarf (Snow) | ~400 yrs | 100 | 140 |
| Gnome | ~400 yrs | 100 | 140 |
| Goblorc | ~80 yrs | 20 | 60 |
| Halfling | ~130 yrs | 32 | 72 |
| Hobbling | ~80 yrs | 20 | 60 |
| Miceling | ~60 yrs | 15 | 55 |
| Neanderthal | ~60 yrs | 15 | 55 |
| Pinkling | ~120 yrs | 30 | 70 |
| Ratkin | ~50 yrs | 12 | 52 |
| Wood Elf | Immortal | 100 | 140 |
| Yawnie | 300+ yrs | 75 | 115 |
| Drevane | ~900 yrs | 225 | 265 |
| Emberscale | ~120 yrs | 30 | 70 |
| Imperials | Immortal | 100 | 140 |
| Leshy | ~800 yrs | 200 | 240 |
| Omnè | Varies | Varies | Varies |
| Primal | ~70 yrs | 18 | 58 |
| Skrath | ~40 yrs | 10 | 50 |
Favored/Averse Class Bonus
Main class +5 or -5 | one chosen Path +7 or -7 total, one chosen Branch +9 or -9 total. Only one Path and one Branch carry the deeper bonus across a race's entire Favored list, and the same applies separately to its Averse list. Applies to Ability rolls only, not Nature Drawn Abilities, Spell Drawn Abilities, or Miracles. Does not bypass alignment prerequisites. See pg. 2 and pg. 3.
TST Caps and Costs
| Type | Cap | Cost per Point | Prerequisite |
|---|---|---|---|
| Attribute Score | 50 | 3 REM Points | - |
| Talents (TST) | 45 | 2 REM Points | Score of 1 in aligned Attribute |
| Skills (TST) | 45 | 2 REM Points | Score of 1 in aligned Attribute |
| Traits (TST) | 40 | 2 REM Points | Score of 1 in aligned Attribute |
| Ability Cap | 59 | - | Class and level requirements |
Proficiency Tiers (Talents and Skills)
Talents and skills are organized into proficiency tiers. Tiers must be unlocked in order. A talent or skill score cannot exceed its aligned Attribute score. No tier may exceed a total accumulated score of 79 (Proficiency Tier Cap). Individual talent/skill cap: 45. This allows one talent or skill to be fully maxed, leaving up to 34 points for the rest.
| Tier | Open Cost | Per Talent/Skill | Advance Threshold |
|---|---|---|---|
| Novice | 2 REM | 2 REM | 10 (to reach Apprentice) |
| Apprentice | 3 REM | 2 REM | 25 (to reach Journeyman) |
| Journeyman | 4 REM | 2 REM | 45 (to reach Master) |
| Master | 5 REM | 3 REM | 80 (to reach Grandmaster) |
| Grandmaster | 6 REM | 4 REM | - |
Attribute Development (Per Character Level)
Roll 1d6 nine times. Discard the two lowest results. Assign the remaining 7 results as points to Attribute Repository slots. Each Attribute may receive no more than 2 score per Character Level (Ch. Lvl). Cost: 3 REM Points per Attribute score, 2 REM Points per TST. Unused REM Points become Remnants saved for future Ch. Lvls. Attributes are first rolled at Level 0 (character creation). Once all results are assigned and locked in, the character advances to Ch. Lvl 1.
The 20 Traits, Quick Reference
| # | Trait | ATT | Primary Use |
|---|---|---|---|
| 1 | Agility | PHY | Resist Shoot attacks, balance; bonus to Shoot attack rolls; score added to Martial Shoot crits |
| 2 | Strength | PHY | Melee hit and damage bonus, grapple checks, intimidation; score added to melee crits |
| 3 | Courage | FRT | Resist fear, intimidation, and mental control |
| 4 | Constitution | PHY | Constitution score added to Life gained each level; extends negative Life threshold to -(10 + Constitution score) |
| 5 | Vigor | FRT | Resist poison, disease, venom, bleeding, ongoing effects; rolls d100 + Vigor vs DIFS |
| 6 | Vigilance | PER | Perception, hazard detection, ambush awareness |
| 7 | Intuition | PER | Sense danger, detect lies, avoid ambush |
| 8 | Dexterity | ART | Craftsmanship, mechanical trap avoidance and disassembly, guile checks, quick strikes with offhand martial weapons, off balance or falling penalty absorption; physical fluidity assists sneaks and fall damage |
| 9 | Deceit | ART | Feints, mimicking death, manipulate creatures |
| 10 | Resistance | RES | Resist spell damage, magical and elemental effects |
| 11 | Toughness | PHY | Used by unarmored or lightly armored characters. AS bonus equal to score; absorb initial damage, resist penetrating attacks |
| 12 | Grit | PHY | Resist stun, knockback, and knockdown; rolls d100 + Grit vs DIFS |
| 13 | Willpower | INT | Resist mind control, temptation, confusion; score added to spell crits |
| 14 | Wit | INT | Trap detection, mental defense, spot deception |
| 15 | Piety | WIS | Resist divine corruption, dark curses, holy magic |
| 16 | Knowledge | WIS | Lore, history, magical theory, experience rewards |
| 17 | Luck | PER | Rolls 1d4 + Luck score (4% d4 + score); stacks with basic Hit, Defense rolls, all Trait checks, Skills, Talents, all DIFS, and probability outcomes. Does not stack with ability-based hit rolls. Tiebreaker on tied Initiative. Cap: 25. |
| 18 | Charisma | ART | Persuasion, intimidation, leadership, social rolls |
| 19 | Defense | PHY | Parry (2H, Bracers, or Dual Wield melee only), Block (Shield), Dodge (light armor). Roll d100 + Defense vs attacker's hit roll with modifiers when learned and equipped. See Defense Roll, pg. 5. |
| 20 | Focus | INT | Maintain concentration, spellcasting, disarm traps under pressure |
Vitality Summary
Vitality Progression: Life +18 per level + Constitution score. Mana +12 per level + Wit score. Stamina +12 per level + Willpower score. Endurance +11 per level. All sizes use the same rates, size identity is reflected in base values. Total Vitality = Base + (level x rate) + Trait modifier per level + Apex. Apex adds a flat bonus equal to the Apex score to all four Vitality resources. Developed through REM Point spending (2 per score), bounded by Wisdom score, capped at 25. Can be raised further through Relic quests. Spirit recovers 1 chip of Life, Mana, and Stamina per Spirit point between every turn, always active. Neither Apex nor Spirit are Traits. Vitality Cost Formula: an Ability's chip cost equals the Level it's learned at, divided by 2, rounded up, minimum 2 chips. Tactics cost Stamina, Spells cost Mana, both use the same formula. Both also cost at least 1 action. Endurance base: 30 for all sizes, resets daily. See pg. 5.
Vitality Cost Formula: Chip Cost = ceil(Slot Level ÷ 2), minimum 2. A Level 3 Tier pick costs 2, a Level 5 Path pick costs 3, a Level 21 Branch pick costs 11, a Level 30 pick costs 15. This scales on Slot Level alone, the only axis the rules tie to power, rather than a separate multiplier per tier. Since a character gets one pick at each Character Level and a second at the halfway point toward the next Level (both landing together at Character Level 30, the exception, see Playable Classes, pg. 3), each pick is costed independently from its own Slot's Level, a Level that delivers two picks at once simply adds both costs together. It's deliberately kept low relative to Spirit's flat, Level-independent regeneration (see Spirit above), so Mana and Stamina stay a light per-turn throttle rather than a hard wall; Endurance's flat 30-actions-per-day cap remains the real limiter on how much a character can do across a full day.
Base Vitality by Size: Goliath, Life 60, Mana 24, Stamina 40, Endurance 30. Standard, Life 50, Mana 32, Stamina 32, Endurance 30. Small, Life 40, Mana 40, Stamina 24, Endurance 30.
Life Red / Purple Chips
At half: Move at half speed.
At zero: Incapacitated. Track negative Life with purple Chips. At -(10 + Constitution score) Life, must go through rejuvenation.
Mana Blue Chips
At half: Half spell power.
At zero: Cannot cast until Mana regenerates (see Spirit).
Stamina Yellow Chips
At half: Half results on all combat abilities.
At zero: Cannot use combat abilities until Stamina regenerates (see Spirit). See Encumbrance for weight-based movement and action penalties.
Endurance Green Chips
At zero: No more actions for the day. Recovers through extended rest only.
Meditated Spells Formula
Max spells meditated = Base 3 + Ch. Lvl + WIL Score + Rank Modifier
| Rank | Modifier |
|---|---|
| Pauper | +1 |
| Peasant | +2 |
| Commoner | +3 |
| Adventurer | +4 |
| Hero | +5 |
| Uber | +6 |
| Elite | +7 |
| Legend | +8 |
Combat
PROTS Formula
PROTS = Base Armor Score (AS) + all positive and negative modifiers to Protection
Modifiers include: Defense Trait score, shield AS, environmental bonuses or penalties, buffs and debuffs. An attacker must roll equal to or above the target's PROTS to hit.
Initiative Formula
Initiative = Base Speed + Agility + Vigilance (Luck used as tiebreaker on tied Initiative)
Base Hit Rate (Common Rank, No Modifiers)
| Armor Type | Base AS | Base Hit Chance |
|---|---|---|
| Delicate (e.g. Cloth) | 10 | 80% |
| Light (e.g. Leather) | 25 | 65% |
| Medium (e.g. Chain) | 35 | 55% |
| Heavy (e.g. Plate) | 45 | 50% |
| Dense (e.g. Osmium Plate) | 60 | 35% |
| Composite (e.g. Dragon Scale) | 55 | 40% |
| TABA (any Grade, Melee and TAW Shoot only) | Varies by grade | +5% above base grade |
Hit Results
| Result | Condition | Damage |
|---|---|---|
| Miss | Roll below graze threshold | No damage; possible counter opportunity |
| Graze | Within ~5 points below PROTS | Half damage (rounded down). May impose minor effects. |
| Direct Hit | Roll ≥ PROTS | Full damage (xd6 +/- all modifiers) |
| Critical Hit | Roll result 96-100 | 2x damage dice. Add Strength score to Melee crits, Agility score to Martial Shoot crits, Willpower score to spell crits. May trigger extra effects, limb severance, or severe injuries. |
| Botch / Fizzle | Roll result 1-5 | The character stumbles: 1d10 ft., direction GM-determined. Open to counter attack and AoO on every square entered. |
Hit Bonus by Weapon Rank
Every attack: d100 + Hit bonus vs target PROTS. x = any additional modifiers.
| Rank | Hit Main Hand | Hit Off Hand |
|---|---|---|
| Common | +8 ± x | +4 ± x |
| Uncommon | +14 ± x | +7 ± x |
| Rare | +20 ± x | +10 ± x |
| Unique | +23 ± x | +12 ± x |
| Heroic | +26 ± x | +13 ± x |
| Elite | +32 ± x | +16 ± x |
| Legendary | +38 ± x | +19 ± x |
| Divine | +50 ± x | +25 ± x |
Weapon Damage by Rank
Formula: dmg = xd6 ± x. x = Strength (Melee), Agility (Shoot), Willpower (spells) ± other modifiers. On a Critical Hit, add the respective score (Strength for Melee, Agility for Martial Shoot, Willpower for spells) as a bonus on top of 2x damage dice.
| Rank | 1H Weapon | 2H Weapon | Off Hand (1H) |
|---|---|---|---|
| Common | +2d6 ± x | +4d6 ± x | +1d4 ± x |
| Uncommon | +3d6 ± x | +6d6 ± x | +1d6 ± x |
| Rare | +4d6 ± x | +8d6 ± x | +2d6 ± x |
| Unique | +5d6 ± x | +10d6 ± x | +3d6 ± x |
| Heroic | +6d6 ± x | +12d6 ± x | +3d6 ± x |
| Elite | +8d6 ± x | +16d6 ± x | +4d6 ± x |
| Legendary | +10d6 ± x | +20d6 ± x | +5d6 ± x |
| Divine | +12d6 ± x | +24d6 ± x | +6d6 ± x |
Unarmed Combat
Hit: d100 + Strength vs PROTS | Damage (main): 1d4 + Strength | Damage (off): 1d2 + Strength
TAW Melee
Agility replaces Strength for both hit and damage. Hit: d100 + weapon rank + Agility vs PROTS | Damage: weapon rank dice + Agility + modifiers
Range Bands, Standard Shoot
Dexterity Score absorbs range penalties. Beyond Long = auto miss, no roll.
| Band | Penalty | Short Ranged Weapons | Long Ranged Weapons |
|---|---|---|---|
| Short | None | 0-60 ft. | 0-100 ft. |
| Medium | -10 to hit | 61-120 ft. | 101-200 ft. |
| Long | -20 to hit | 121-180 ft. | 201-300 ft. |
| Beyond Long | Auto miss | - | - |
Thrown weapons: 15 ft. base range, STR and AGI stack to hit. Beyond 15 ft. = auto miss. Reach weapons: 2 squares (10 ft.) melee, no range bands.
Range Bands, TAW Shoot
Focus Score absorbs range penalties. On foreign planets, range drops significantly.
| Band | Penalty | TAW Sidearm (native / foreign) | TAW Rifle (native / foreign) |
|---|---|---|---|
| Short | None | 0-100 ft. / 0-60 ft. | 0-900 ft. / 0-350 ft. |
| Medium | -10 to hit | Focus Score absorbs | |
| Long | -20 to hit | Focus Score absorbs | |
| Beyond Long | Auto miss | - | |
Range Bands, Spells
Willpower Score (WIL) absorbs range penalties. Touch = melee range only. Area spells use fixed area from card, not range bands.
| Band | Penalty | Notes |
|---|---|---|
| Touch | None | Melee range only |
| Short | None | No penalty |
| Medium | -10 to hit | WIL Score absorbs |
| Long | -20 to hit | WIL Score absorbs |
| Beyond Long | Auto miss | No roll permitted |
LST Chart, Limb-Specific Targeting
Hit Penalty = modifier to attack roll. Damage Bonus = bonus damage on hit. Miss = lose all defenses through next turn + 1d10 ft. stumble + counter attack + AoO from every adjacent enemy. No Graze or Critical Hit on LST.
| Weapon Rank | Head | Groin | Limb | Torso |
|---|---|---|---|---|
| Common | -3 / +6 | -2 / +4 | -2 / +4 | -1 / +2 |
| Uncommon | -6 / +12 | -4 / +8 | -4 / +8 | -2 / +4 |
| Rare | -9 / +18 | -7 / +14 | -6 / +12 | -4 / +8 |
| Unique | -13 / +26 | -10 / +20 | -8 / +16 | -6 / +12 |
| Heroic | -17 / +34 | -13 / +26 | -11 / +22 | -8 / +16 |
| Elite | -21 / +42 | -17 / +34 | -14 / +28 | -11 / +22 |
| Legendary | -25 / +50 | -21 / +42 | -18 / +36 | -14 / +28 |
| Divine | -30 / +60 | -24 / +48 | -21 / +42 | -17 / +34 |
Attack Area Types
| Area Type | Shape | Origin | Notes |
|---|---|---|---|
| Single Target | One creature or object | Attacker | Standard attack |
| Cone | Expands outward; width = distance from origin | Caster's space | Cannot overlap caster's space |
| Line | Straight path, 5 ft. wide | Caster's space | Length specified by tactic/spell |
| Burst / Radius | Circle from a chosen point | Any point in range | Caster included or excluded, see ability |
| Aura | Circle centered on self | Caster's space | Moves with caster |
| Sphere | 3D radius, extends up and down | Any point in range | Relevant in aerial and multi-level combat |
| Cylinder | Circular base + vertical height | Any point in range | Radius and height specified by tactic/spell |
| Chain | Jumps between targets within range of each other | First target | Jumps and range specified by tactic/spell |
| Wall | Flat stationary barrier along grid edges | Designated point | Length and height specified by tactic/spell |
| Torus | Ring around a center; inner radius unaffected | Any point in range | Inner and outer radius specified by tactic/spell |
| Vring | Expanding ring traveling outward each round | Designated point | Creatures hit as ring passes through their square |
| Vortex | Spiral pull toward center each round | Any point in range | Creatures pulled X squares toward center per round |
| Dipole | Two simultaneous opposing bursts; nothing between is hit | Caster's space | Direction and radius specified |
| Interference | Alternating bands of effect and non-effect radiating outward | Any point in range | Band width specified |
| Wave | Moving wall of force; travels forward and crashes | Designated point | Width, height, and distance specified. Knocks prone on crash. |
| Expanding Random | Starts at a point; expands via d8 for direction and distance | Designated point | Unpredictable; creatures in newly covered squares affected each round |
| Black Hole | Gravitational pull toward center; inner event horizon; two perpendicular jets | Any point in range | Pull range, event horizon, and jet length specified |
Weapon Mod Scaling
| Weapon Rank | x Value (per round & for scaling) |
Example Damage (+x d6, +x d4, etc.) |
Notes |
|---|---|---|---|
| Rare | 1 | +1d6 |
Mod may trigger 1×/round; use 1 for scaling in effect. |
| Unique | 2 | +2d6 |
Mod may trigger 2×/round; use 2 for scaling. |
| Heroic | 3 | +3d6 |
Mod may trigger 3×/round; use 3 for scaling. |
| Elite | 4 | +4d6 |
Mod may trigger 4×/round; use 4 for scaling. |
| Legendary | 5 | +5d6 |
Mod may trigger 5×/round; use 5 for scaling. |
| Divine | 6 | +6d6 |
Mod may trigger 6×/round; use 6 for scaling. |
Whenever a weapon mod refers to x (for example, "+x d6 damage," "+x d4 damage," or "x times per round"), substitute the value for the weapon's rank from the table above. This governs both the maximum number of mod triggers per round and the amount used in damage/effect scaling. For mods that scale with a different die (d4, d8, etc.), substitute as appropriate.
Action Costs
Each character has 5 actions per turn. See pg. 5.
| Action | Cost |
|---|---|
| BASE combat strike | 1 action |
| Combat Abilities | Varies, see card |
| Talents and crafting skills | Varies, see card |
| Movement | Half action |
| Subtle actions (sheathing weapon, etc.) | Half action |
| Base defense, communicative actions, drops, Traits | Free |
| Agility bonus movement (per 2 points Agility) | Free, +5 ft. |
| Agility penalty movement (per 1 negative point) | -5 ft. |
| Reading | 1 action, reduced by half action per INT point |
Combat Movement
| Type | Cost | Rules |
|---|---|---|
| Charge / Slam | 1.5 actions | 2x speed in straight line. Roll: d100 + Hit + 10 vs PROTS. On hit: +STR to damage. On Slam: target rolls STR vs attacker DIFS or falls prone. Attacker PROTS -10 until next turn. |
| Retreat | Half action | 1 square directly away from threat. No AoO triggered. |
| Dodge and Retreat | 1 action | Combines Defense, as Dodge -, Agility Score and Dexterity Score to PROTS with a 5 ft. sq. Retreat backwards. No AoO triggered. |
| Attack of Opportunity | Free | Triggered when hostile moves out of melee reach without Retreat/Dodge and Retreat, or moves into reach. Also triggered by casting, using a Shoot weapon, using item, or standing from prone in reach. One AoO per trigger, per turn. |
Character Conditions
| Condition | State | Effects |
|---|---|---|
| Prone | On the ground | Half action to stand. Melee attacks against: +10. Shoot attacks against: -10. Crawl at 1/4 speed. |
| Unconscious | Prone, cannot act | All attacks auto hit. Cannot defend. Stabilized by tactic or spell. |
| Incapacitated | Prone or immobile | Cannot take actions or reactions. Attacks against: +10. May still be conscious. |
| Dying | Prone, losing Life each round | Lose 1 Life Chip per turn (tracked in purple). FRT check vs GM DIFS to stabilize. At -(10 + Constitution score) Life: rejuvenation required. |
| Dead | At -(10 + Constitution score) Life | No further actions. Turn skipped. Allies may attempt revival or resurrection. |
Panic Engine
| Panic Level | Penalty to D100 Roll | Regression on Success | Behavior |
|---|---|---|---|
| Level 1 | -1 | Panic Neutralized | Panicked, cannot attack, can run |
| Level 2 | -2 | Regress to Level 1 | Panicked, cannot run, can walk |
| Level 3 | -3 | Regress to Level 2 | Panicked, wanders randomly |
| Level 4 | -4 | Regress to Level 3 | Panicked, cannot move or wander |
| Level 5 (max) | N/A | Regress to Level 4 | Panicked, prone, only crawl |
On success at any level: regress one level (or end panic if at Level 1). May take free movement action before ending turn. Roll: D100 + Courage vs Panic DIFS.
Armor & Weapons
Armor Types, Vulnerabilities & Resistances
Vulnerability: subtract AS penalty. Resistance: add AS bonus. These adjust a character's effective PROTS for that attack type only. See pg. 4 and pg. 5.
| Armor Type | Base AS | Vulnerable To (AS Penalty) | Resistant To (AS Bonus) | Movement Penalty | Weight |
|---|---|---|---|---|---|
| Delicate (e.g. Cloth) | 10 | Slashing, Shoot (-4) | Magic (+2) | 0 sq. | 5 lbs |
| Light (e.g. Leather) | 25 | Piercing (-3) | Shoot (+2) | -1 sq. | 15 lbs |
| Medium (e.g. Chain) | 35 | Blunt (-3) | Piercing (+2) | -3 sq. | 30 lbs |
| Heavy (e.g. Plate) | 45 | Blunt, Magic (-5) | Slashing (+3) | -5 sq. | 50 lbs |
| Dense (e.g. Osmium Plate) | 60 | Magic (-6), Corrosive (-4) | Slashing (+4), Piercing (+2) | -6 sq. | 65 lbs |
| Composite (e.g. Dragon Scale) | 55 | Corrosive (-4) | Shoot (+4) | -4 sq. | 40 lbs |
Weapon Type DMG Mods
Flat damage modifiers applied on hit. Refer to the GM Codex or specific Module for all instances.
| Weapon Type/Style | Cloth | Leather | Chain | Plate | Composite | Beast | Undead | Construct | Spirit |
|---|---|---|---|---|---|---|---|---|---|
| Slashing | +4 | +2 | -2 | -3 | -4 | +3 | -2 | -4 | -4 |
| Chop | TBA | TBA | TBA | TBA | TBA | TBA | TBA | TBA | TBA |
| Blunt | -2 | 0 | +3 | +5 | +3 | +1 | +4 | +4 | -4 |
| Piercing | +2 | +3 | -2 | 0 | -2 | +2 | -2 | -3 | -4 |
| Shoot | +4 | -2 | 0 | -4 | -5 | +2 | 0 | -2 | -4 |
| Magic | +2 | 0 | +2 | +5 | +4 | 0 | +4 | +3 | +6 |
| TAW | +3 | +2 | +2 | +2 | -3 | +1 | +2 | +6 | +1 |
| Energy | +3 | +2 | +2 | +1 | -2 | +1 | +4 | +3 | +5 |
TABA, Technologically Advanced Body Armor
Vulnerable to Melee and TAW Shoot attacks (+5% hit bonus for attacker). Lighter than standard armor. See pg. 4.
| TABA Grade | Base AS | Vulnerable To | Resistant To | Movement | Weight |
|---|---|---|---|---|---|
| Delicate | 10 | Melee, TAW Shoot (+5% hit) | Standard Shoot (+2 AS) | +2 sq. | 2 lbs |
| Light | 25 | Melee, TAW Shoot (+5% hit) | Standard Shoot (+2 AS) | +2 sq. | 7 lbs |
| Medium | 35 | Melee, TAW Shoot (+5% hit) | Standard Shoot (+2 AS) | 0 sq. | 12 lbs |
| Heavy | 45 | Melee, TAW Shoot (+5% hit) | Standard Shoot (+3 AS) | -2 sq. | 20 lbs |
| Dense | 50 | Melee, TAW Shoot (+5% hit) | Standard Shoot (+3 AS) | -3 sq. | 28 lbs |
| Composite | 55 | Melee, TAW Shoot (+5% hit) | Standard Shoot (+4 AS) | -1 sq. | 18 lbs |
Armor Common Base AS and Rank Bonuses
| Rank | Bonus to Base AS | Quality Available |
|---|---|---|
| Common | Base (as listed above) | Shoddy, Good, Extravagant |
| Uncommon | +6 | Shoddy, Good, Extravagant |
| Rare | +12 | Shoddy, Good, Extravagant |
| Unique | +15 | Good, Extravagant |
| Heroic | +18 | Good, Extravagant, Exquisite |
| Elite | +24 | Good, Exquisite, Masterful |
| Legendary | +30 | Exquisite, Masterful |
| Divine | +42 | Lore Quest / Drop only |
Armor Quality
| Quality | Roll d100 | Value Change | Stat Bonus |
|---|---|---|---|
| Shoddy | 1-7 | -5% | - |
| Good | 8-30 | 0% (no adjustment) | - |
| Extravagant | 31-60 | +3% | +1 CHA |
| Exquisite | 61-80 | +4% | +2 CHA |
| Masterful | 81-100 | +5% | +3 CHA |
Armor Condition
| Condition | Roll d100 | AS Effect | Movement |
|---|---|---|---|
| Excellent | 81-100 | +1 AS | No penalty |
| Fair (Damaged) | 11-80 | -2 AS | -3 sq. |
| Broken | 1-10 | AS halved | Movement halved. No enhancement bonuses. |
Condition degrades at end of encounter: incapacitated (0 Life), all armaments drop one tier. Character killed, all armaments drop one additional tier. Condition does not restore when Life does. Maintenance required to restore condition (blacksmith, Item Value × 0.05).
Weapon Quality
Quality affects value only, does not change damage or combat stats. Apply the percentage to (Base Price × Rank Multiplier) only when the adjustment is non-zero. Good quality (0%) means no change is made.
| Quality | Value Change |
|---|---|
| Shoddy | -5% |
| Good | 0% (no adjustment) |
| Extravagant | +3% |
| Exquisite | +4% |
| Masterful | +5% |
Sentimental Value
Applies to armaments (weapons and armor) and accessories, charms, rings, amulets, cloaks, and any item readied or worn. Weapons and armor must be kept readied, accessories kept worn, continuously and without ever being switched out, to accrue a cumulative +1 bonus to the item's primary stat per Character Level (Ch. Lvl). The moment a weapon is unreadied or a worn item is removed, even once, it can no longer establish or accrue any further Sentimental Value, that's it, the bonus already earned simply locks permanently at its current level. Items gifted by an Adored character begin with +1 by default. Every 5 Ch. Lvls, the item also grants +1 to a Trait tied to its type: weapons +1 Courage, armor +1 Toughness, accessories +1 Charisma. Sentimental weapons gain one rank every 5 Ch. Lvls; once Rare, they become enhancement-eligible. Noted on the character sheet and armament card. See pg. 4 for full rules.
Weapon Condition
| Condition | Roll d100 | Damage Effect |
|---|---|---|
| Excellent | 81-100 | Full damage, no penalties |
| Fair (Damaged) | 11-80 | Rank-based penalty (see below) |
| Broken | 1-10 | Cannot be used in combat. No enhancement bonuses. |
Condition degrades by the same rule as armor, see Armor Condition above. All armaments use the same system.
| Rank Tier | Fair Damage Penalty |
|---|---|
| Common / Uncommon | -1d4 |
| Rare / Unique | -2d4 |
| Heroic / Elite | -3d4 |
| Legendary / Divine | -4d4 |
Armament Base Prices (Common Rank)
| Armor Type | Base Price | TABA (+10%) |
|---|---|---|
| Delicate (Cloth, Silk) | 5 Gold | 6 Gold |
| Light (Leather, Hide) | 10 Gold | 11 Gold |
| Medium (Chain) | 60 Gold | 66 Gold |
| Heavy (Plate) | 1,200 Gold | 1,320 Gold |
| Dense | 2,000 Gold | 2,200 Gold |
| Composite | 3,000+ Gold (varies by material) | 3,300+ Gold |
| Weapon Type | Base Price | TAW (+10%) |
|---|---|---|
| 1H Melee | 15 Gold | 17 Gold |
| 2H Melee | 25 Gold | 28 Gold |
| 1H Shoot | 10 Gold | 11 Gold |
| 2H Shoot | 30 Gold | 33 Gold |
| Caster (Staff, Scepter, Orb, Tome, Dagger) | 20 Gold | 22 Gold |
Rank Price Multiplier
Apply multiplier to base price, then apply quality adjustment.
| Rank | Price Multiplier |
|---|---|
| Common | x1 (base) |
| Uncommon | x3 |
| Rare | x8 |
| Unique | x15 |
| Heroic | x25 |
| Elite | x200 |
| Legendary | x1,000 |
| Divine | Not for sale |
Set Bonus
Only Heroic rank and above have set bonuses. Replacing gloves or boots removes that piece's bonus and reduces the Main Bonus by 25% of its numerical stats per replacement (50% if both replaced). Once broken by replacing pieces, the set cannot be restructured permanently. Only the Cuirass may receive a set-level enhancement. See the GM Codex for Cuirass enhancement rules.
Bound and Unbound Armaments
| Status | How Acquired | Notes |
|---|---|---|
| Unbound | Drop, Auction | Can be traded online. Becomes Bound if equipped, enhanced, inscribed, or socketed (Common through Unique). |
| Attuned | Heroic and above | Not Bound until Attuned. Cannot be enhanced until Attuned. Becomes Bound upon Attunement, cannot be traded once Bound. Attunement automatically unattunes from original bearer. Attunement becomes more difficult the higher the rank. |
| Bound | Crafted, Quest, Cash Purchase, Vendor, Player Trade | Cannot be traded once bound. Bound to the character it was acquired or enhanced by. |
Underarmor Requirements
| Armor Type | Minimum Underarmor |
|---|---|
| Cloth, Leather, Fur | None required |
| Medium (chain, ring mail) | Cloth underarmor |
| Heavy (plate) | Faulding (padded garment) |
| Dense / Composite | Gambeson (thick quilted jacket) |
Donning, Doffing, and Setting Armaments
| Term | Rule |
|---|---|
| Armament Set | The full combination of Armaments a character has readied together: one donned armor piece, up to three carried weapon types (drawn or sheathed), and any carried ammunition. An Armament Set has no expiration once readied, but must stay intact for at least 24 game hours (the next game day) before it can be changed for a new one. See Weapons Carried, pg. 4. |
| Donning | Readying an Armament (weapon or armor) so it counts as equipped, its bonuses apply, and the Abilities that require it become usable. |
| Doffing | Removing an Armament from the readied Armament Set. Any Ability that required it becomes unusable until it, or an equivalent, is donned again. |
| Setting | Characters set their full Armament Set at the start of each game day (long rest, 8 hours). That Armament Set is fixed until the next game day, Armaments cannot be donned or doffed mid-session to switch which Abilities are usable. See Weapons Carried, pg. 4. |
| Class/Path/Branch Armament Requirement | An Ability can be chosen from any Path of an active class the moment its prerequisites are met, alignment permitting, regardless of what's currently donned. It cannot be used until its required Armament is part of that day's Armament Set. See Playable Classes, pg. 3. |
Armament Penalty (Armor) and Weapon Prerequisite (Weapons)
A character may use ANY class's Abilities, from any class tree they've spent Ability points into, with no penalty at all, so long as three things are true that day: the class's own default Armaments (its normal armor and weapon types) are part of that day's Armament Set, their alignment permits that class's Abilities, and they are physically able to carry what's equipped.
Armor and weapons are not treated the same way when mismatched, armor is a matter of weight and mobility, something raw physical capability can overcome, while a weapon requires meeting a class's own weapon prerequisite, something a class's Abilities simply don't teach outside their own tree.
Armor Grade Threshold: Every class, Path, and Branch has a maximum Armor Grade its Abilities assume, stated in that tree's Armaments reminder (see Playable Classes, pg. 3, and Armor Grades & Materials, pg. 4, for the eleven Grades in ascending order: Delicate, Half Light, Light, Half Medium, Medium, Half Heavy, Heavy, Half Dense, Dense, Half Composite, Composite). Each Half Grade sits between a full Grade and the full Grade below it, a blend of the two, Half Light blends Light and Delicate, Half Medium blends Medium and Light, Half Heavy blends Heavy and Medium, Half Dense blends Dense and Heavy, Half Composite blends Composite and Dense. A character may wear their tree's maximum Grade, or any lighter Grade, with no Armament Penalty at all, weight and mobility below that ceiling are never a prerequisite problem.
Armor Mismatch, Armament Penalty: When a character uses an Ability from a tree while wearing an Armor Grade heavier than that tree's maximum allows, a -5 Armament Penalty applies per Grade of difference, two Grades over the threshold applies -10, three Grades over applies -15, and so on. This penalty hits every roll made using that specific Ability, whether it's an attack roll, a Skill check, a crafting check, or any other action the Ability calls for, but only while that mismatched Ability is actually being used, never to unrelated actions. The penalty reduces by 1 per Grade of difference for every +5 a character has in whichever Trait most directly relates to overcoming that mismatch, typically Strength for encumbering armor. The GM determines the relevant Trait when it isn't obvious.
Example: A Monk's tree assumes Delicate Grade or lighter. A character with Heavy Grade (Plate) donned as their daily Armament is six Grades over that threshold (Delicate → Half Light → Light → Half Medium → Medium → Half Heavy → Heavy), taking a -30 Armament Penalty using any Monk Tactic. With +5 Strength, that penalty reduces to -24.
Protector Trees: A handful of Paths and Branches built around frontline defense raise their tree's maximum Grade all the way to Dense or Composite, the two heaviest Grades that exist (see Armor Grades & Materials, pg. 4), meaning a character following one of these can don ANY armor in the game with zero Armament Penalty. This is never free: Dense and Composite both carry the steepest movement penalties of any Grade, and every Ability written for a Protector Path or Branch is built to trade damage output for raw survivability, expect a Protector to hit softer and move slower than a peer who stayed in lighter armor. See each class's Tiers, Paths and Branches, pg. 3, for which ones carry this trait.
Weapon Prerequisite Profile: Every class, Path, and Branch has a required weapon profile stated in that tree's Armaments reminder (see Playable Classes, pg. 3), covering five parts: a Weapon Type (Martial, Magic, TAW, or Energy, see Weapon Type DMG Mods, pg. 4), a Weapon Style (Slashing, Blunt, Piercing, or Chop, for melee weapons; Shoot and Throw weapons carry no Style, see below), a Hand (1h (Main), 1h (Off), or 2h), a Range (Touch, Melee, Throw, or Shoot, each with its own distance band, see below), and a Grade & Material (the weapon's Grade, see Weapon Grade & Materials, pg. 4, and, for some Paths or Branches, a Material Restriction that narrows the Weapon Style further, such as wood-only). A weapon must satisfy every part of a tree's profile to activate its Abilities, matching the Weapon Type alone is not enough if the Style, Hand, Range, or Grade & Material don't also match.
Range: Every weapon and Spell resolves at one of five Ranges: Touch (self or an adjacent target, no distance), Melee (adjacent, weapon's reach), Throw (a thrown weapon's short distance, e.g. javelin, hand-axe, sling stone), Area (Spell-only, a distance shorter than Shoot that resolves against a zone), or Shoot (a mechanically launched weapon's long distance, e.g. bow, crossbow, black powder weapon, or a Spell's longest single-target cast distance). Throw and Shoot are not interchangeable, a thrown weapon and a drawn/mechanically loosed weapon are different Ranges even when their real-world distances overlap. Area still carries any Style (Cone, Line, Burst, Cloud, Single Target, or Chain), the Style just plays out at Area's shorter distance, a Line Style at Area Range becomes several short rays fanning out rather than one long beam, a Cone Style at Area Range becomes a tighter, closer wedge rather than a long one.
Weapon Type vs. Weapon Style: A weapon's Type is Martial, Magic, TAW, or Energy, the same Martial-or-Magic split used to flavor-tag Slots on pg. 3, plus the two culture-gated Types. A weapon's Style, where it has one, is Slashing, Blunt, Piercing, or Chop, describing a melee weapon's shape, not its Type. The two combine: Martial Blunt covers hammers, maces, and clubs; Magic Blunt covers staves, staffs, and wands. The same split carries across the other Styles: a plain blade is Martial Slashing, an enchanted blade is Magic Slashing; a plain dagger or spear is Martial Piercing, an enchanted one is Magic Piercing; a plain axe or hatchet is Martial Chop, an enchanted axe is Magic Chop. Throw and Shoot weapons carry no Style at all, a javelin or hand-axe is Martial (Range: Throw); a bow or black powder weapon is Martial (Range: Shoot); a wand or orb channeled at range is Magic (Range: Shoot). Not every specific weapon crosses both Types, some are locked to one side by their nature, a two-handed hammer can only ever be Martial, an orb can only ever be Magic, while others, like blades, can go either way depending on how they're made. For damage-modifier purposes (see Weapon Type DMG Mods, pg. 4), a Magic-Type weapon uses the Magic row regardless of Style, a Martial-Type weapon uses its Style's own row instead. TAW and Energy stand apart from both Type values and from each other, both gated by culture and availability rather than training or magic (see Cultural Armaments & Rarity, below), but they are not the same thing: TAW is manufactured technology, a TAW blade or rifle built on an assembly line; Energy is elemental substance given a weapon's shape, a blade of living flame, a lightning whip, a coiled wind-blade, plasma, or raw force, never manufactured, mirroring the same TABA-versus-Energy split defined for armor above.
Spell Prerequisite Profile: Spells carry the same kind of profile weapons do, but built from five Spell-specific parts instead: a Cast (Verbal, a spoken incantation or chant; Somatic, a gesture or hand motion; Ritual, no Verbal or Somatic component required, but takes extended time to perform; Mental, no spoken, gestured, or ritual component at all, cast through will alone, covering ESP, psionics, and telekinesis; or Reagents, cast by consuming a Reagent or Organic Element (Bone Dust, Bat Wings, Elderwood Ash, and the like, see Organic Elements, pg. 4) in place of Mana), a Mechanic (Instant, resolves immediately; DoT, damage ticking each round; HoT, healing ticking each round; Channel, held up turn after turn and interruptible if the caster is struck; or Drain, cast by spending Life, Stamina, or Endurance instead of Mana), a Style (Cone, a wedge extending from the caster; all other Styles, such as Line, Burst, Cloud, Single Target, and Chain, TBA), a School (the Spell's elemental or magical flavor, e.g. Fire, Ice, Arcane, Acid, Lightning, Necrotic, Holy, Psychic, Nature; a School can carry its own lingering sub-effect, such as Acid's Corrosion degrading equipment over time), and a Range (Touch, Shoot, or Area, see above; a Spell channeled through a melee or thrown weapon instead uses that weapon's Melee or Throw Range). A Spell's full profile is noted on its Spell Card.
Armor Type: Armor splits four ways, Martial (ordinary craft, steel, leather, hide, bone), Magic (its protective quality comes from an inherent magical nature rather than craft alone), TABA (Technologically Advanced Body Armor, gated by culture and availability the same as TAW, see pg. 4), and Energy (elemental in nature, plasma, living flame, raw force rather than manufactured plating, gated the same way as TABA but never built by Omnè's engineering). TABA and Energy are not the same thing, TABA is manufactured technology, Energy is elemental substance given form, a plasma cuirass is Energy even if no factory anywhere produced it. Any Armor Grade can in principle be reached by any of the four Types, a Heavy Grade breastplate might be plain Martial steel, TABA plating, elemental Energy given shape, or a rare Magic-forged piece, though some Structures lean toward one Type by nature, Force Fields are inherently TABA, Energy Shields are inherently Energy, and Mithril is inherently Magic, Type, Structure, and Grade (Half Light) are one and the same for it, it is never built as Martial, TABA, or Energy.
Cultural Armaments & Rarity: TAW and Energy are not special cases, they're an example of a wider rule: every playable race has its own culture-tied Armaments, a Weapon Type, armor style, or Martial or Magic technique unique to its people. Troll-make weaponry and armor and Ignis's Primal Armaments and Accessories (see pg. 4) are only two named examples among many, every race carries its own, whether written up yet or not. Each is rare outside that culture's reach. It becomes common only when at least one of two things is true: the campaign setting is within or near that culture's territory (an Omnè refugee camp counts, even off-world, same for a settlement on or near Ignis), or the character themselves belongs to that culture, whether by race or by a Background raised among its people (see Backgrounds, pg. 2), a human raised by Omnè qualifies the same as an Omnè character would, same for one raised on Ignis. Outside both conditions, that culture's Armaments are rare to find, buy, or craft, though a GM may still roll to let a character have managed to acquire a piece anyway, at their discretion. Many interactive MAC creatures carry their own MAC-exclusive Armaments the same way, entire classes built around them, Grave Wardens (Undead) wield Deathrattle bone weaponry and wrap themselves in Shroud Plate cured from grave-cloth and bone; Core-Wrought Sentinels (Construct) integrate a Forged-Core weapon limb and Plated Chassis armor directly into their bodies rather than wearing or wielding either; Alpha Predators (Beast) fight with natural Feral Claw and Hidebound weapon and armor types no character can equip or remove. These, and many more, are detailed per Module and/or in Behemoths, Beasts & Bugs rather than here.
Weapon Mismatch, Weapon Prerequisite: A class's Abilities can only be used with a weapon that satisfies its full Weapon Prerequisite Profile. There is no penalty scale for this, no Trait reduces it, a weapon outside a class's required profile simply cannot be used to activate that class's Abilities at all. This is separate from the Armament Penalty above, and unlike armor, no amount of Strength, Agility, or any other Trait makes an unfamiliar weapon usable for a class's Abilities.
Example: An Avenger's Abilities assume a Blunt, 1h or 2h, Melee weapon. An Avenger wielding a dagger instead cannot use any Avenger Ability at all, regardless of Agility or any other Trait, until a blunt weapon is back in the day's Armament Set. A Sorcerer channels through a Magic, 1h or 2h, Melee-range staff; wielding a different melee weapon instead, they cannot cast any Sorcerer Spell at all until the staff is readied again.
Example, Material Restriction: A Monk's tree requires a Blunt weapon made of wood, 1h, 2h, or bare hands, Melee range. A hammer or mace is Blunt and Melee, but its metal head fails the wood-only Material Restriction, so it cannot activate any Monk Tactic. A quarterstaff or nunchaku, being both Blunt and wood, satisfies the full profile and works normally.
Using a class's Abilities while equipped with that SAME class's own default Armaments for the day carries no Armament Penalty and no Weapon Prerequisite block at all, no matter how another class's Armaments compare.
Companions
Characters have four companion slots, one of each size. Only Life vitality applies to companions. Companions have no Mana, Stamina, Endurance, Traits, or Attributes. Their abilities are innate and built into their card. See pg. 4.
Companion Slots
| Slot | Size | Notes |
|---|---|---|
| Tiny | Insects, bugs, very small creatures | Cannot be mounted |
| Small | Rodents, small birds | Can only be mounted by Small-sized characters |
| Standard | Humanoid-sized up to large horse | Mountable by Small and Standard-sized characters |
| Large / Goliath / Behemoth | Shared slot, one only, not multiple | Large: creatures occupying 2x2 squares. Goliath: large humanoid-scale up to Centyr scale. Behemoth: colossal, extremely rare. Goliath-sized races can mount Large companions or anything larger (Large, Goliath, Behemoth). |
Companion Types
| Type | Description |
|---|---|
| Pets | Rodents, mammals, marsupials, critters, and bugs. Small or Tiny. From most Rare to most Common. |
| Guardians | Larger companions that fight alongside their owner. Can be mounted. Require feeding and care to respond. |
| Angelics | Powerful winged beings that shift between radiant, shadowy, and physical forms. Cannot be mounted. |
| Fellowship (NPCs) | Humanoid companions with their own names and identity. Follow nickname rules. |
| Temps | Summoned creatures, magic constructs, hirelings, temporary allies for a limited time. |
| Drafts | Working animals for hauling, plowing, carrying supplies. Commonly kept on farms or in stables. |
| Ruminants | Resource animals (cows, sheep, geese) providing milk, wool, eggs. Drop meat, wool/fur, skin, and possibly items they've eaten when slain. |
| Mechanical | Constructed companions with no biological needs. Subtypes: Vehicular, Droids, Automatons, Androids, Drones. Upkeep = maintenance, charging, oil, repair. |
Companion Lifespans by Rank
| Rank | Lifespan | Resurrection? |
|---|---|---|
| Common | Shortest natural lifespan | No, permanent loss |
| Uncommon | Short natural lifespan | No, permanent loss |
| Rare | Decades to centuries (type-dependent) | Yes, same rules as characters |
| Unique | Extraordinarily long | Yes |
| Heroic / Epic | Extended, centuries | Yes |
| Legendary | Many centuries | Yes |
| Divine | Immortal, no natural death | Yes |
Companion Performance Tiers
Tier affects availability, engagement duration, story depth, and stat bonuses. Determined by sustained Mood and upkeep over time.
| Tier | Stat Bonuses | Description |
|---|---|---|
| Basic | - | Standard availability. Surface-level story interaction. Limited engagement duration before rest needed. |
| Intermediate (Int.) | +1 Life, +1 Primary Ability value | Increased availability and longer engagement. Additional story moments surface, personality and history begin to emerge. |
| Advanced (Adv.) | +2 Life, +2 Primary Ability value, Secondary Ability values improve | Maximum availability and extended engagement. Full story content accessible. Companion's personality, history, and bond fully expressed. |
Companion Mood Scale
Mood is the only relationship metric Companions track. It reflects their current emotional and behavioral state, shaped by upkeep, gifting, care, and experience. Higher tiers grant escalating buffs to both Companion and owner. Common and Uncommon Companions cap at Tranquil, they have no Bond Quest and cannot reach Exalted. Bond Quests unlock at Tranquil for eligible Companions (Rare rank and above, noted on card). Completing a Bond Quest is the only path to Exalted.
| Low ← Mood Scale → High | ||||||||
|---|---|---|---|---|---|---|---|---|
| Annoyed | Distressed | Uneasy | Wary | Neutral | Content | Comfortable | Tranquil | Exalted |
At Comfortable and above, Companions gift back daily (cap: 1d4/day). Ruminants gift resources only. At Exalted, Companion remains loyal even through mistreatment, GM may issue an Exposed title for abuse of this loyalty. See Titles under Prestige. See pg. 4 for full Mood Effects and Decline Resistance tables.
Accompanying
At every long rest, the character decides which Companions accompany them. All Mood, upkeep, environment, and presence bonus rules apply only to Companions that are accompanying. Companions not chosen are left at a safe keep, with a caretaker, or released.
Companion Presence Bonus
Each Companion grants +1 to a specific Trait per year accompanied. Trait listed on Companion Card, varies by Companion type, not just category. Lost immediately if unaccompanied for more than 2 consecutive months. Rebuilds at the same rate on return. See pg. 4 for examples.
Companion Environments
Disliked: Costs 1 Endurance Chip from the character every 3 hours in-game. Mood drops 1 tier every 3 hours. Favored: No upkeep required. Mood rises 1 tier every 3 hours passively. No extra actions granted.
Companion Tickets
Module-exclusive, rank-matched items used to acquire Companions. Redeemed at the appropriate trainer, type noted on ticket. Companion revealed only upon rolling at trainer. Guaranteed drop from module milestones. Low chance from boss encounters, lower the higher the module rank. No drop from standard encounters. Can be stockpiled while slots are full.
Encounters & Loot
Encounter Card Types
| Type | Represents | Token Rule |
|---|---|---|
| NPC | Quest givers, faction leaders, vendors, story figures | Defined per card |
| Boss | Powerful unique adversaries; major story milestones | Defined per card |
| Mob | Groups of similar enemies (squads, packs) | Each token = one individual enemy present |
| Companion | Allies, pets, mounts, hirelings | Defined per card |
| Mechanical | Traps, locked doors, pressure plates, puzzles, hazards | Each token = one attempt characters have at the mechanism. When all spent, mechanism is permanently resolved. |
| Biological | Living flora and fauna, critters to giant plants | Defined per card |
| Environmental | Terrain, weather, earthquakes, tornadoes | Defined per card |
Wandering Encounters
The GM rolls D100 once per hour of travel and once per rest watch. If the result meets or exceeds the Wandering Threshold for that zone (as printed in the module), a wandering encounter triggers. The GM draws from the appropriate regional pool. Once resolved, the card returns to the pool. Thresholds may be adjusted at GM discretion.
Item Drop Rates by Rank
| Rank | Default Drop Chance |
|---|---|
| Common | Most entities, rank-dependent |
| Uncommon | ~10% |
| Rare | ~7% |
| Unique | ~6% |
| Heroic | ~5% |
| Elite | ~4% |
| Legendary | ~3% |
| Divine | ~0.01% |
Rank Differential, Loot Scaling
| Rank Gap | Effect |
|---|---|
| Within 1 rank | Full drop rates apply |
| 2 ranks above target | Common item drops reduced by 50%; materials drop at Shoddy quality |
| 3 ranks above target | Common items no longer drop; quest items retain their chance; materials drop at Shoddy quality |
| 4+ ranks above target | No item drops; materials only at Shoddy quality; quest items retain minimum chance |
Level acts as a secondary modifier within the same rank, 5 or more levels above a same-rank target applies the next tier down.
Prestige
Prestige measures how the world perceives a character, shaped by actions, achievements, and failures. It affects NPC interactions, faction standing, titles, and legacy. See pg. 2.
Standing Tiers
| Standing | Effect |
|---|---|
| Cherished / Adored | May receive unsolicited gifts daily (1d4/day cap). Cherished: highest frequency and quality. Adored: reduced frequency and quality. Boasted titles recognized by faction increase gift quality. |
| Respected | Cooperative, fair trade, aid when asked. Access to faction resources and quests open. |
| Neutral | Standard interaction. No bonuses or penalties. |
| Tolerable | No favors. Some resources restricted. Vendor prices may increase. |
| Disliked | Active sabotage: false information, blocked access, tipped-off enemies, refused quests, reputation damage spread to neutral factions. |
| Hated | Killed on sight. No negotiation. Exposed titles announced publicly on character death. |
NPC Disposition
NPCs interact based on Stance, their standing relative to the character, their race, and their faction. Some Stances are set by default (racial defaults), and shift through player actions and story events. Stance runs: Exalted, Cherished, Adored, Respected, Neutral, Tolerable, Disliked, Hated. Exalted is reached only through a Bond Quest, which becomes available at Cherished. NPC Disposition is tracked on NPC Encounter Cards. See Standing Tiers under Prestige for full tier descriptions.
Titles
| Type | Description |
|---|---|
| Boasted Titles | Prestigious honors earned through heroic deeds, achievements, or distinguished actions. Player may display one in their Hero slot at a time. |
| Shamed Titles | Given by the GM. Always exposed in the Shamed slot. Dissipate over time through good deeds but become harder to remove if bad deeds continue. Not all NPCs will forget. Only one active Shamed title displayed, replaced by others of lower negative value. |
Movement & Environment
Size Categories, Base Stats
| Size | Base Life | Base Speed | Base Carry | Size Bonus | Size Penalty |
|---|---|---|---|---|---|
| Goliath | 60 | 40 ft. | 200 lbs | +1 Strength, +1 Toughness | -1 Agility, -1 Defense |
| Standard | 50 | 30 ft. | 100 lbs | None | None |
| Small | 40 | 25 ft. | 50 lbs | +1 Agility, +1 Defense | -1 Strength, -1 Toughness |
Creature Size and Space
| Size Category | Space Occupied |
|---|---|
| Tiny | 1x1 sq. (5 ft.) |
| Small | 1x1 sq. (5 ft.) |
| Standard | 1x1 sq. (5 ft.) |
| Large | 2x2 sq. (10 ft.) |
| Huge | 3x3 sq. (15 ft.) |
| Goliath | 4x4 sq. (20 ft.) |
| Colossal | 5x5 sq. (25 ft.) or larger |
Terrain Types
| Terrain | Movement |
|---|---|
| Flat | Full speed |
| Rough (uneven ground, rubble, dense foliage) | Half speed |
| Slope (uphill) | Half speed |
| Slope (downhill) | 2x speed, may require check |
| Wind (against) | Half speed |
| Wind (at the back) | 2x +1 square |
| Slippery (ice, wet stone) | Half speed, requires check |
| Climbing | Half speed, requires check |
| Swimming (with current) | Full speed |
| Swimming (against current) | Half speed, requires check |
| Stealth | Half speed, requires talent check |
Movement Types
| Movement Type | Speed | Grid | Notes |
|---|---|---|---|
| Walk | 1x | 5 ft. | Standard movement |
| Run / Dash | 3x | 5 ft. | May trigger checks |
| Crawl | 1/4x | 5 ft. | Prone position |
| Creep | 1/4x | 5 ft. | Low, slow stealth |
| Step | 1 sq. | 5 ft. | Combat only, safe short move |
| Wading | 1/2x | 5 ft. | May require check |
| Sneak | 1/2x | 5 ft. | Requires talent check |
| Long Jump / High Jump | varies | 5 ft. | Strength / Agility check |
| Climb | 1/2x | 5 ft. | Requires check |
| Scale (cliff face) | 1/4x | 5 ft. | Requires check |
| Swing (rope, vine) | 2x +10 ft. | 5 ft. | Requires check |
| Rappel | 1/2x | 5 ft. | Requires talent check |
| Burrow / Tunnel | 1/4x | 5 ft. | Requires talent or ability |
| Slither / Squeeze | 1/4x | 5 ft. | Limbless movement or squeezing through a space smaller than size category |
| Swim (with current) | 2x | 5 ft. | - |
| Swim (against current) | 1/2x | 5 ft. | Requires check |
| Fly | 3x | 5 ft. / 100 ft. | Requires ability or mount |
| Glide | 2x | 5 ft. / 100 ft. | Controlled descent only |
| Hover | 0 | 5 ft. / 100 ft. | Stationary air position |
| Charge / Slam | 3x | 5 ft. | Combat only, see Combat section |
| Retreat | 1 sq. | 5 ft. | Combat only |
| Dodge and Retreat | 1 sq. | 5 ft. | Combat only, defensive |
| Stumble | 1d10 ft. | 5 ft. | Involuntary. Open to counter and AoO on every square entered. |
| Zero gravity | 2x | space sq. | Requires training or equipment |
| Magnetic (metal surface) | 1/2x | space sq. | Requires equipment |
| Phase (through solid objects) | 1/2x | 5 ft. | Requires innate ability |
| Teleport | Instant | Any | Requires line of sight or beacon |
| Blink | Instant | 5 ft. / 100 ft. | Short range, requires innate magic |
| Warp | Instant | Any | Requires innate ability |
| Organic mount, ground (Rare and below) | 3x | 5 ft. / 100 ft. | Based on mount's base speed |
| Organic mount, ground (Unique through Elite) | 4x | 5 ft. / 100 ft. | - |
| Organic mount, ground (Legendary) | 5x | 5 ft. / 100 ft. | - |
| Organic mount, ground (Divine) | 6x | 5 ft. / 100 ft. | - |
| Organic mount, aerial (Rare and below) | 4x | 100 ft. | Requires bonding |
| Organic mount, aerial (Unique through Elite) | 5x | 100 ft. | Requires bonding |
| Organic mount, aerial (Legendary) | 6x | 100 ft. | Requires bonding |
| Organic mount, aerial (Divine) | 7x | 100 ft. | Requires bonding |
| Non-organic vehicle (ground) | 4x | 100 ft. | Steam, coal, gas, electric, photon, quantum, or magic-powered; Droids and Robots |
| Non-organic vehicle (hover) | 5x | 100 ft. | Hover capable |
| Non-organic vehicle (spacecraft, sub-light) | 10x | space sq. | - |
| FTL / Light speed | Instant | space sq. | Divine with Blink or similar innate magic |
| Pulse Jet Propulsion | 25 ft. | 5 ft. | Innate ability; must change direction every 5 ft. sq.; aquatic |
| Thruster Burst | 3x | 5 ft. / space sq. | TABA thruster mod; direction committed at start; conditions vary |
| Quicker Feet | 1x | 5 ft. | Change direction every 5 ft. sq. without penalty; innate ability |
Obstacle Navigation by Size
Each size category requires a minimum width to move alongside or through a gap without a check. Anything below these thresholds requires a Squeeze check (see Slither / Squeeze) or is impassable.
| Size | Min. Width to Pass Freely |
|---|---|
| Small | 3 ft. |
| Standard | 4 ft. |
| Large (NPC/MAC) | 8 ft. |
| Goliath | 15 ft. |
Example, 5 ft. wide, 8 ft. tall boulder, 10 ft. ceiling dungeon: Small, passes alongside freely; climbing over requires a Squeeze check for the 2 ft. ceiling gap. Standard, passes alongside at minimum; climbing over is blocked by the 2 ft. gap, must go around. Large (NPC/MAC), cannot pass alongside or over; fully blocked. Goliath, impassable in all directions.
Encumbrance
Each positive point of Strength adds 15 lbs to base carry capacity. Negative Strength does not reduce the base.
| Size | Base Carry | Per Strength Point |
|---|---|---|
| Small | 50 lbs | +15 lbs |
| Standard | 100 lbs | +15 lbs |
| Goliath | 200 lbs | +15 lbs |
| Load | Threshold | Movement | Action Penalty |
|---|---|---|---|
| Normal | 0-50% | Full speed | None |
| Burdened | 51-100% | Half speed | Hit and damage halved |
| Encumbered | 101%+ | Cannot move | Cannot act |
Visibility and Light
| Condition | Range | Penalty |
|---|---|---|
| Bright light | Full | None |
| Dim light | 4 squares | -10 to Shoot attacks and perception checks |
| Darkness | 0 | -25 to Melee; Shoot attacks not permitted |
| Darkvision | 6 squares | No penalty within range |
Disorientation
| Cause | Check Penalty |
|---|---|
| Dim light / minor effect | -10 to all checks |
| Darkness / moderate effect | -25 to all checks |
| Magical / severe effect | -50 to all checks |
Environmental Hazards
| Hazard | Movement | Damage per Turn | Condition |
|---|---|---|---|
| Fire | 1/2 speed | 1d6 Life | Burning |
| Poison cloud | 1/2 speed | 1d4 Life | Poisoned |
| Extreme cold / heat | Full speed | 1d4 Life | Fatigued |
| Electrical | Full speed | 1d6 Life | Stunned |
| Flooding | 1/2 speed | None | Swim check required |
| Slime / goo | 1/4 speed | None | Restrained, check to escape |
Rest
| Rest Type | Duration | Recovery |
|---|---|---|
| Breather | 1 hour | 4 chips of Life, Mana, and Stamina each. |
| Breather | 2 hours | 8 chips of Life, Mana, and Stamina each. |
| Short Rest | 6 hours | 24 chips of Life, Mana, and Stamina each. Watch rotation required. No donning, readying, or light activities. No maintenance unless blacksmith present. |
| Long Rest | 8 hours | Full recovery of all Vitality, Life, Mana, Stamina, and Endurance. |
Endurance resets at the start of each day. Maximum one long rest per day. Rest is interrupted by damage or strenuous activity.
Economy
Currency
| Coin | Conversion | Use |
|---|---|---|
| Copper Coin | 10 Copper = 1 Silver | Trivial purchases; food, drink, tolls |
| Silver Coin | Base coin (~180/lb) | Everyday purchases, taxes, wages |
| Gold Coin | 1 Gold = 50 Silver | Substantial purchases, major transactions |
| Electrum Coin | 1 Electrum = 10 Gold (500 Silver) | Mid-tier transactions, regional trade |
| Platinum Coin | 1 Platinum = 500 Gold (25,000 Silver) | Estates, vehicles, spacecraft, one-of-a-kind relics |
Trials of Combat Currency
| Currency | Earned In | Spent On |
|---|---|---|
| Trial Coins | Combat trials | Trial vendor items only |
| Honor Points | Proving Grounds | Exclusive gear sets and enhancements |
| Valor Points | Arena | Weaponry, protective gear, combat consumables |
| Auctorati Points | Coliseum | Dangerous armament sets, ancient potions, forgotten knowledge scrolls |
Gems
| Gem | Value Range | Power |
|---|---|---|
| Diamond | 1,000-5,000 Gold | Clarity, focus, protective enchantments; boosts item durability |
| Sapphire | 300-1,000 Gold | Amplifies water and ice magic; increases wisdom and perception |
| Ruby | 400-1,200 Gold | Strengthens fire and passion spells; boosts vitality |
| Emerald | 300-1,000 Gold | Enhances nature magic, healing, and regeneration |
| Topaz | 200-600 Gold | Resistance to lightning; boosts agility enchantments |
| Amethyst | 250-700 Gold | Improves mind-affecting spells; wards against corruption |
| Obsidian | 20-200 Gold/block | Sharp weapons, dark wards, shadow enchantments |
| Garnet | 100-500 Gold | Boosts stamina and protective spells |
| Citrine | 50-300 Gold | Amplifies energy, luck, and prosperity enchantments |
| Nyxium | 1,500-6,000 Gold | Mastery over shadow magic; relics and dark enchantments |
| Infernium | 1,500-6,000 Gold | Intense elemental fire magic; boosts fire enchantments |
| Aetherstone | 2,000-10,000 Gold | Immense energy source; futuristic enchantments |
| Moonstone | 1,500-4,000 Gold | Enhances illusion, dream, and light magic (spotted during lunar events) |
Metals
| Metal | Harvesting | Value | Power | Drop on Failed Modification |
|---|---|---|---|---|
| Pyronium | Extracted from magma flows | 150-300 Gold/ingot | Fire-resistant; heat-resistant weapons and armor | Pyronium scrap |
| Quantite | Harvested from interstellar dust fields | 300-600 Gold/ingot | Extremely valuable; advanced crafting and technology | Quantite scrap |
| Lead Alloy | Standard smelting | 1-5 Gold/ingot | Blocks magical detection; anti-magic containers | - |
| Iridium | Found in meteorite fragments | 150-250 Gold/ingot | Resists magical and elemental damage; legendary items | - |
| Orichalcum | Smelted from rare enchanted ore | 250-400 Gold/ingot | Greatly boosts enchantments and elemental affinity | - |
| Aetherium | Synthesized in magical laboratories | 400-800 Gold/ingot | Immense energy source; powers world-altering devices | - |
Fuel Elements
| Material | Value | Power | Drop on Failed Modification |
|---|---|---|---|
| Coal | 1-3 Gold/lb. | Burns to power steam engines and basic mechanical vehicles | Coal dust |
| Natural Gas | 5-10 Gold/canister | Powers gas lanterns, engines, and pressure-driven tools | Gas residue |
| Galvanic Cell | 10-20 Gold/cell | Stores and discharges electric current; powers Droids, Robots, and electric vehicles | Galvanic scrap |
Photon Core, Quantum Alloy, and Aetherium (Sci-Tech Elements and Metals) also serve as power sources for Photon, Quantum, and Magic-powered Non-Organics, respectively.
Organic Elements
| Material | Description |
|---|---|
| Bone Dust | Necromancer and dark rituals, raising the dead or cursing enemies. |
| Bat Wings | Grant flight, invisibility, or transformation. Used in talismans and remedies. |
| Elderwood Ash | Sacred residue; used by shamans in place of mana for ancestral and primal energies. |
| Fairy Wings | Used in dark rituals and enchantments to grant flight or illusions. |
| Reptilian Tail | Provides regeneration properties for certain classes. Stronger effects if still moving. |
| Beast Blood | Powerful potions and rituals that enhance strength, resilience, or grant beast-like abilities. |
| Star Crystals | Captured fragments of fallen stars; enhance celestial weapons or invoke Divine favor. |
| Moonflower Petals | Potions for invisibility or night vision. Harvested under moonlight. |
| Luckstone | +1 through +3 chance while enhancing armaments. Once used, value drops to a common stone. |
| Blessed Alloy | 100% crafting success. Must match item rank. Legendary alloys work on any rank. Disregards failure unless interrupted. |
Sci-Tech Elements
| Material | Value | Power | Drop on Failed Modification |
|---|---|---|---|
| Plasma Crystal | 50 Gold/core | High-energy plasma source for starship engines and plasma weaponry | Plasma shard |
| Laser Crystal | 30 Gold/crystal | Focuses and amplifies laser beams for weapons or cutting tools | Laser shard |
| Quantum Alloy | 75 Gold/batch | Advanced circuit boards, processors, energy conduits | Quantum alloy scrap |
| Photon Core | 40 Gold/core | Energy source for photon-based weapons and propulsion | Photon shard |
| Dark Matter Infused Ore | 100 Gold/infusion | Reinforces armor and weapons; dark energy amplification | Dark matter fragment |
| Cryo-Exotic Alloy | 35 Gold/ingot | Heat- and cold-resistant plasma weapons and armor | Cryo alloy scrap |
| Starsteel | 45 Gold/ingot | Lightweight, ultra-strong material for starship hulls, weapons, armor | Starsteel fragment |
| Synthetic Fiber | 10 Gold/roll | Flexible stealth suits, armor, and high-tech gear | Synthetic fiber shard |
| Energy Conduit | 25 Gold/unit | High-capacity energy transfer in ships and weapons | Conduit fragment |
| Nano-Infused Crystal | 60 Gold/crystal | Self-repairing technology or enhanced energy storage | Nano crystal shard |
| Voidstone | 80 Gold/stone | Manipulates space, teleportation, or shadow energy | Void shard |
| Stingers | - | Shimmering metallic purple; lattice structure, incredibly strong yet lightweight. Essential for advanced tech and spacecraft. | - |
Prism Elements
| Prism | Value | Power |
|---|---|---|
| Light Prism | 60 Gold/prism | Focuses and refracts pure light or magical energies. Illuminates dark areas; may project illusions. |
| Ethereal Prism | 200 Gold/shard | Captures or interacts with spiritual entities; communication with spirits or teleportation. |
| Void Prism | 300 Gold/prism | Manipulates void or null energies; banishment or containment of evil entities. |
| Elemental Prism | 100 Gold/prism | Capable of creating gentle elemental activity. |
Class Trainer Requirements & Fees
A Class Trainer needs to teach the character's Main Class, not the exact Tier, Path, or Branch, any Trainer who teaches that Main Class can teach any Tier, Path, or Branch within it (see Playable Classes, pg. 3). Paths and Branches are Sub-Classes of their Main Class, not separate trees of their own, freely chosen at Slot 4 and Slot 21 respectively. Separately, certain Slots carry a Prerequisite: every 4th Level starting at Level 3, one Slot, cycling A, B, C, is a Prerequisite for that same Slot and Split at the very next Level (see Slots and Prerequisites, pg. 3). A Trainer must be at least the character's own current Ch. Lvl, this holds whether the pick being learned came from reaching that Ch. Lvl outright or from the halfway point toward the next one, the requirement tracks the character's Level, not the Slot number of the pick itself. Reaching a Ch. Lvl, or the halfway point toward the next one, that grants a pick only makes it available, the pick still isn't learned until the character finds a qualifying Trainer, in sufficient faction standing, and pays the fee.
| Slot Range | Suggested Fee (Gold) |
|---|---|
| Tier (1-3) | 5 × Slot Number |
| Path (4-20) | 10 × Slot Number |
| Branch (21-30) | 20 × Slot Number |
Example: A character's 13th pick, a Path Slot, costs a suggested 130 Gold (10 × 13), learned from any Trainer of that Main Class who is at least the character's own current Ch. Lvl. A character's 27th pick, a Branch Slot, costs a suggested 540 Gold (20 × 27), under the same Trainer requirement.
These are suggested baseline fees, not fixed prices. Each Module sets its own actual Class Trainer fees and Trainer availability, the same way Planetary Markets pricing varies by world and region (see pg. 4). A GM may adjust a given Trainer's fee upward for a rare specialist, or downward for a common local one.
Fallen & Risen
Only classes bound to a Higher Power can fall or rise, Lawful classes may Fall, Evil classes may Rise. Falling or Rising characters whose alignment drifts all the way to Neutral can no longer perform or earn new Abilities from the class tree that is either lawful or evil, and they'll begin to take penalties and tests from their respective higher powers. See pg. 3 for full rules.
