S O R CSORCSORC

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 RankNPC / MAC Rank
PauperCommon
PeasantUncommon
CommonerRare
AdventurerUnique
HeroHeroic
UberElite
EliteLegendary
LegendDivine

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. LvlCard Rank Included
1-5Common
5-8Uncommon
9-14Rare
14-18Unique
18-23Heroic
23-26Elite
26-29Legendary
29-30Divine

Maximum Lore Card Rank by Character Level

Ch. LvlMax Lore Card Rank
1-5Common
5-8Uncommon
9-14Rare
14-18Unique
18-23Heroic
23-26Elite
26-29Legendary
29-30Divine
Simulated Characters: A GM may simulate a character's Ch. Lvl and Growth (age) to start a campaign partway in, but characters MUST earn Rank, it can never be simulated, no exception. A simulated character's equippable gear stays capped at their actual, earned Rank regardless of how high their simulated Ch. Lvl or Growth (age) go. If a party has skipped earlier modules, direct them to the downloadable PDF version's back-catalog to acquire Rank-appropriate starting gear for the modules they missed. See Character Simulation, GM Codex Ch. II, for the full procedure.

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.

RaceLifespanStarting AgeRetirement Age
Bast~150 yrs3878
Bugbear~80 yrs2060
Centyr~300 yrs75115
Firbolg~500 yrs125165
Hawkbear~120 yrs3070
Ogre~100 yrs2565
Troll (Bridge)~180 yrs4585
Troll (Common)~200 yrs5090
Troll (Mountain)~250 yrs62102
Troll (Sand)~180 yrs4585
Troll (Village)~200 yrs5090
Drāco Blood~200 yrs5090
DrowImmortal100140
Dwarf (Arctic)~400 yrs100140
Dwarf (Ash)~300 yrs75115
Dwarf, Common~350 yrs88128
Dwarf (Glimmerstone)~400 yrs100140
Dwarf (Red)~400 yrs100140
Elf (Common)Immortal100140
Elf (High)Immortal100140
Elf (Sylvan)Immortal100140
Gnoll~60 yrs1555
Helf (Half-Elf)~300 yrs75115
Human~80 yrs2060
Orcus~180 yrs4585
Brownling~150 yrs3878
Dwarf (Snow)~400 yrs100140
Gnome~400 yrs100140
Goblorc~80 yrs2060
Halfling~130 yrs3272
Hobbling~80 yrs2060
Miceling~60 yrs1555
Neanderthal~60 yrs1555
Pinkling~120 yrs3070
Ratkin~50 yrs1252
Wood ElfImmortal100140
Yawnie300+ yrs75115
Drevane~900 yrs225265
Emberscale~120 yrs3070
ImperialsImmortal100140
Leshy~800 yrs200240
OmnèVariesVariesVaries
Primal~70 yrs1858
Skrath~40 yrs1050

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

TypeCapCost per PointPrerequisite
Attribute Score503 REM Points-
Talents (TST)452 REM PointsScore of 1 in aligned Attribute
Skills (TST)452 REM PointsScore of 1 in aligned Attribute
Traits (TST)402 REM PointsScore of 1 in aligned Attribute
Ability Cap59-Class and level requirements
TST scores cannot exceed the score of their aligned Attribute. A TST score cannot be raised beyond its aligned Attribute's current value.

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.

TierOpen CostPer Talent/SkillAdvance Threshold
Novice2 REM2 REM10 (to reach Apprentice)
Apprentice3 REM2 REM25 (to reach Journeyman)
Journeyman4 REM2 REM45 (to reach Master)
Master5 REM3 REM80 (to reach Grandmaster)
Grandmaster6 REM4 REM-
Grandmaster is near end-game for proficiency tiers. Refer to GM Codex for expanded proficiency rules and Character Level (Ch. Lvl) thresholds beyond Grandmaster.

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

#TraitATTPrimary Use
1AgilityPHYResist Shoot attacks, balance; bonus to Shoot attack rolls; score added to Martial Shoot crits
2StrengthPHYMelee hit and damage bonus, grapple checks, intimidation; score added to melee crits
3CourageFRTResist fear, intimidation, and mental control
4ConstitutionPHYConstitution score added to Life gained each level; extends negative Life threshold to -(10 + Constitution score)
5VigorFRTResist poison, disease, venom, bleeding, ongoing effects; rolls d100 + Vigor vs DIFS
6VigilancePERPerception, hazard detection, ambush awareness
7IntuitionPERSense danger, detect lies, avoid ambush
8DexterityARTCraftsmanship, 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
9DeceitARTFeints, mimicking death, manipulate creatures
10ResistanceRESResist spell damage, magical and elemental effects
11ToughnessPHYUsed by unarmored or lightly armored characters. AS bonus equal to score; absorb initial damage, resist penetrating attacks
12GritPHYResist stun, knockback, and knockdown; rolls d100 + Grit vs DIFS
13WillpowerINTResist mind control, temptation, confusion; score added to spell crits
14WitINTTrap detection, mental defense, spot deception
15PietyWISResist divine corruption, dark curses, holy magic
16KnowledgeWISLore, history, magical theory, experience rewards
17LuckPERRolls 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.
18CharismaARTPersuasion, intimidation, leadership, social rolls
19DefensePHYParry (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.
20FocusINTMaintain 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

RankModifier
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 TypeBase ASBase Hit Chance
Delicate (e.g. Cloth)1080%
Light (e.g. Leather)2565%
Medium (e.g. Chain)3555%
Heavy (e.g. Plate)4550%
Dense (e.g. Osmium Plate)6035%
Composite (e.g. Dragon Scale)5540%
TABA (any Grade, Melee and TAW Shoot only)Varies by grade+5% above base grade

Hit Results

ResultConditionDamage
MissRoll below graze thresholdNo damage; possible counter opportunity
GrazeWithin ~5 points below PROTSHalf damage (rounded down). May impose minor effects.
Direct HitRoll ≥ PROTSFull damage (xd6 +/- all modifiers)
Critical HitRoll result 96-1002x 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 / FizzleRoll result 1-5The 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.

RankHit Main HandHit 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.

Rank1H Weapon2H WeaponOff 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.

BandPenaltyShort Ranged WeaponsLong Ranged Weapons
ShortNone0-60 ft.0-100 ft.
Medium-10 to hit61-120 ft.101-200 ft.
Long-20 to hit121-180 ft.201-300 ft.
Beyond LongAuto 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.

BandPenaltyTAW Sidearm (native / foreign)TAW Rifle (native / foreign)
ShortNone0-100 ft. / 0-60 ft.0-900 ft. / 0-350 ft.
Medium-10 to hitFocus Score absorbs
Long-20 to hitFocus Score absorbs
Beyond LongAuto miss-

Range Bands, Spells

Willpower Score (WIL) absorbs range penalties. Touch = melee range only. Area spells use fixed area from card, not range bands.

BandPenaltyNotes
TouchNoneMelee range only
ShortNoneNo penalty
Medium-10 to hitWIL Score absorbs
Long-20 to hitWIL Score absorbs
Beyond LongAuto missNo 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 RankHeadGroinLimbTorso
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 TypeShapeOriginNotes
Single TargetOne creature or objectAttackerStandard attack
ConeExpands outward; width = distance from originCaster's spaceCannot overlap caster's space
LineStraight path, 5 ft. wideCaster's spaceLength specified by tactic/spell
Burst / RadiusCircle from a chosen pointAny point in rangeCaster included or excluded, see ability
AuraCircle centered on selfCaster's spaceMoves with caster
Sphere3D radius, extends up and downAny point in rangeRelevant in aerial and multi-level combat
CylinderCircular base + vertical heightAny point in rangeRadius and height specified by tactic/spell
ChainJumps between targets within range of each otherFirst targetJumps and range specified by tactic/spell
WallFlat stationary barrier along grid edgesDesignated pointLength and height specified by tactic/spell
TorusRing around a center; inner radius unaffectedAny point in rangeInner and outer radius specified by tactic/spell
VringExpanding ring traveling outward each roundDesignated pointCreatures hit as ring passes through their square
VortexSpiral pull toward center each roundAny point in rangeCreatures pulled X squares toward center per round
DipoleTwo simultaneous opposing bursts; nothing between is hitCaster's spaceDirection and radius specified
InterferenceAlternating bands of effect and non-effect radiating outwardAny point in rangeBand width specified
WaveMoving wall of force; travels forward and crashesDesignated pointWidth, height, and distance specified. Knocks prone on crash.
Expanding RandomStarts at a point; expands via d8 for direction and distanceDesignated pointUnpredictable; creatures in newly covered squares affected each round
Black HoleGravitational pull toward center; inner event horizon; two perpendicular jetsAny point in rangePull 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.

ActionCost
BASE combat strike1 action
Combat AbilitiesVaries, see card
Talents and crafting skillsVaries, see card
MovementHalf action
Subtle actions (sheathing weapon, etc.)Half action
Base defense, communicative actions, drops, TraitsFree
Agility bonus movement (per 2 points Agility)Free, +5 ft.
Agility penalty movement (per 1 negative point)-5 ft.
Reading1 action, reduced by half action per INT point

Combat Movement

TypeCostRules
Charge / Slam1.5 actions2x 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.
RetreatHalf action1 square directly away from threat. No AoO triggered.
Dodge and Retreat1 actionCombines Defense, as Dodge -, Agility Score and Dexterity Score to PROTS with a 5 ft. sq. Retreat backwards. No AoO triggered.
Attack of OpportunityFreeTriggered 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

ConditionStateEffects
ProneOn the groundHalf action to stand. Melee attacks against: +10. Shoot attacks against: -10. Crawl at 1/4 speed.
UnconsciousProne, cannot actAll attacks auto hit. Cannot defend. Stabilized by tactic or spell.
IncapacitatedProne or immobileCannot take actions or reactions. Attacks against: +10. May still be conscious.
DyingProne, losing Life each roundLose 1 Life Chip per turn (tracked in purple). FRT check vs GM DIFS to stabilize. At -(10 + Constitution score) Life: rejuvenation required.
DeadAt -(10 + Constitution score) LifeNo further actions. Turn skipped. Allies may attempt revival or resurrection.

Panic Engine

Panic LevelPenalty to D100 RollRegression on SuccessBehavior
Level 1-1Panic NeutralizedPanicked, cannot attack, can run
Level 2-2Regress to Level 1Panicked, cannot run, can walk
Level 3-3Regress to Level 2Panicked, wanders randomly
Level 4-4Regress to Level 3Panicked, cannot move or wander
Level 5 (max)N/ARegress to Level 4Panicked, 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 TypeBase ASVulnerable To (AS Penalty)Resistant To (AS Bonus)Movement PenaltyWeight
Delicate (e.g. Cloth)10Slashing, Shoot (-4)Magic (+2)0 sq.5 lbs
Light (e.g. Leather)25Piercing (-3)Shoot (+2)-1 sq.15 lbs
Medium (e.g. Chain)35Blunt (-3)Piercing (+2)-3 sq.30 lbs
Heavy (e.g. Plate)45Blunt, Magic (-5)Slashing (+3)-5 sq.50 lbs
Dense (e.g. Osmium Plate)60Magic (-6), Corrosive (-4)Slashing (+4), Piercing (+2)-6 sq.65 lbs
Composite (e.g. Dragon Scale)55Corrosive (-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/StyleClothLeatherChainPlateCompositeBeastUndeadConstructSpirit
Slashing+4+2-2-3-4+3-2-4-4
ChopTBATBATBATBATBATBATBATBATBA
Blunt-20+3+5+3+1+4+4-4
Piercing+2+3-20-2+2-2-3-4
Shoot+4-20-4-5+20-2-4
Magic+20+2+5+40+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 GradeBase ASVulnerable ToResistant ToMovementWeight
Delicate10Melee, TAW Shoot (+5% hit)Standard Shoot (+2 AS)+2 sq.2 lbs
Light25Melee, TAW Shoot (+5% hit)Standard Shoot (+2 AS)+2 sq.7 lbs
Medium35Melee, TAW Shoot (+5% hit)Standard Shoot (+2 AS)0 sq.12 lbs
Heavy45Melee, TAW Shoot (+5% hit)Standard Shoot (+3 AS)-2 sq.20 lbs
Dense50Melee, TAW Shoot (+5% hit)Standard Shoot (+3 AS)-3 sq.28 lbs
Composite55Melee, TAW Shoot (+5% hit)Standard Shoot (+4 AS)-1 sq.18 lbs

Armor Common Base AS and Rank Bonuses

RankBonus to Base ASQuality Available
CommonBase (as listed above)Shoddy, Good, Extravagant
Uncommon+6Shoddy, Good, Extravagant
Rare+12Shoddy, Good, Extravagant
Unique+15Good, Extravagant
Heroic+18Good, Extravagant, Exquisite
Elite+24Good, Exquisite, Masterful
Legendary+30Exquisite, Masterful
Divine+42Lore Quest / Drop only

Armor Quality

QualityRoll d100Value ChangeStat Bonus
Shoddy1-7-5%-
Good8-300% (no adjustment)-
Extravagant31-60+3%+1 CHA
Exquisite61-80+4%+2 CHA
Masterful81-100+5%+3 CHA

Armor Condition

ConditionRoll d100AS EffectMovement
Excellent81-100+1 ASNo penalty
Fair (Damaged)11-80-2 AS-3 sq.
Broken1-10AS halvedMovement 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.

QualityValue Change
Shoddy-5%
Good0% (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

ConditionRoll d100Damage Effect
Excellent81-100Full damage, no penalties
Fair (Damaged)11-80Rank-based penalty (see below)
Broken1-10Cannot 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 TierFair Damage Penalty
Common / Uncommon-1d4
Rare / Unique-2d4
Heroic / Elite-3d4
Legendary / Divine-4d4

Armament Base Prices (Common Rank)

Armor TypeBase PriceTABA (+10%)
Delicate (Cloth, Silk)5 Gold6 Gold
Light (Leather, Hide)10 Gold11 Gold
Medium (Chain)60 Gold66 Gold
Heavy (Plate)1,200 Gold1,320 Gold
Dense2,000 Gold2,200 Gold
Composite3,000+ Gold (varies by material)3,300+ Gold
Weapon TypeBase PriceTAW (+10%)
1H Melee15 Gold17 Gold
2H Melee25 Gold28 Gold
1H Shoot10 Gold11 Gold
2H Shoot30 Gold33 Gold
Caster (Staff, Scepter, Orb, Tome, Dagger)20 Gold22 Gold

Rank Price Multiplier

Apply multiplier to base price, then apply quality adjustment.

RankPrice Multiplier
Commonx1 (base)
Uncommonx3
Rarex8
Uniquex15
Heroicx25
Elitex200
Legendaryx1,000
DivineNot for sale
Value = Base Price (by structure) × Rank Multiplier. Apply quality % adjustment only when non-zero, Good quality (0%) leaves the value unchanged. Maintenance = Item Value × 0.05 per long rest, owed only when condition has dropped. Requires a blacksmith. Divine armaments have no market value, maintenance fee is on the card, always at least 50% above the equivalent Legendary fee. Condition does not drop for skipping, degraded condition simply persists until restored. Value is always determined by structure, not grade or material.

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

StatusHow AcquiredNotes
UnboundDrop, AuctionCan be traded online. Becomes Bound if equipped, enhanced, inscribed, or socketed (Common through Unique).
AttunedHeroic and aboveNot 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.
BoundCrafted, Quest, Cash Purchase, Vendor, Player TradeCannot be traded once bound. Bound to the character it was acquired or enhanced by.

Underarmor Requirements

Armor TypeMinimum Underarmor
Cloth, Leather, FurNone required
Medium (chain, ring mail)Cloth underarmor
Heavy (plate)Faulding (padded garment)
Dense / CompositeGambeson (thick quilted jacket)

Donning, Doffing, and Setting Armaments

TermRule
Armament SetThe 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.
DonningReadying an Armament (weapon or armor) so it counts as equipped, its bonuses apply, and the Abilities that require it become usable.
DoffingRemoving an Armament from the readied Armament Set. Any Ability that required it becomes unusable until it, or an equivalent, is donned again.
SettingCharacters 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 RequirementAn 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

SlotSizeNotes
TinyInsects, bugs, very small creaturesCannot be mounted
SmallRodents, small birdsCan only be mounted by Small-sized characters
StandardHumanoid-sized up to large horseMountable by Small and Standard-sized characters
Large / Goliath / BehemothShared slot, one only, not multipleLarge: 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

TypeDescription
PetsRodents, mammals, marsupials, critters, and bugs. Small or Tiny. From most Rare to most Common.
GuardiansLarger companions that fight alongside their owner. Can be mounted. Require feeding and care to respond.
AngelicsPowerful 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.
TempsSummoned creatures, magic constructs, hirelings, temporary allies for a limited time.
DraftsWorking animals for hauling, plowing, carrying supplies. Commonly kept on farms or in stables.
RuminantsResource animals (cows, sheep, geese) providing milk, wool, eggs. Drop meat, wool/fur, skin, and possibly items they've eaten when slain.
MechanicalConstructed companions with no biological needs. Subtypes: Vehicular, Droids, Automatons, Androids, Drones. Upkeep = maintenance, charging, oil, repair.

Companion Lifespans by Rank

RankLifespanResurrection?
CommonShortest natural lifespanNo, permanent loss
UncommonShort natural lifespanNo, permanent loss
RareDecades to centuries (type-dependent)Yes, same rules as characters
UniqueExtraordinarily longYes
Heroic / EpicExtended, centuriesYes
LegendaryMany centuriesYes
DivineImmortal, no natural deathYes
Companions of Rare rank and above remain in the boneyard until resurrected. Upon resurrection, a Companion's mood resets to Annoyed, the lowest mood tier.

Companion Performance Tiers

Tier affects availability, engagement duration, story depth, and stat bonuses. Determined by sustained Mood and upkeep over time.

TierStat BonusesDescription
Basic-Standard availability. Surface-level story interaction. Limited engagement duration before rest needed.
Intermediate (Int.)+1 Life, +1 Primary Ability valueIncreased 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 improveMaximum 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
AnnoyedDistressedUneasyWaryNeutralContentComfortableTranquilExalted

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

TypeRepresentsToken Rule
NPCQuest givers, faction leaders, vendors, story figuresDefined per card
BossPowerful unique adversaries; major story milestonesDefined per card
MobGroups of similar enemies (squads, packs)Each token = one individual enemy present
CompanionAllies, pets, mounts, hirelingsDefined per card
MechanicalTraps, locked doors, pressure plates, puzzles, hazardsEach token = one attempt characters have at the mechanism. When all spent, mechanism is permanently resolved.
BiologicalLiving flora and fauna, critters to giant plantsDefined per card
EnvironmentalTerrain, weather, earthquakes, tornadoesDefined 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

RankDefault Drop Chance
CommonMost entities, rank-dependent
Uncommon~10%
Rare~7%
Unique~6%
Heroic~5%
Elite~4%
Legendary~3%
Divine~0.01%

Rank Differential, Loot Scaling

Rank GapEffect
Within 1 rankFull drop rates apply
2 ranks above targetCommon item drops reduced by 50%; materials drop at Shoddy quality
3 ranks above targetCommon items no longer drop; quest items retain their chance; materials drop at Shoddy quality
4+ ranks above targetNo 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

StandingEffect
Cherished / AdoredMay 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.
RespectedCooperative, fair trade, aid when asked. Access to faction resources and quests open.
NeutralStandard interaction. No bonuses or penalties.
TolerableNo favors. Some resources restricted. Vendor prices may increase.
DislikedActive sabotage: false information, blocked access, tipped-off enemies, refused quests, reputation damage spread to neutral factions.
HatedKilled 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

TypeDescription
Boasted TitlesPrestigious honors earned through heroic deeds, achievements, or distinguished actions. Player may display one in their Hero slot at a time.
Shamed TitlesGiven 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

SizeBase LifeBase SpeedBase CarrySize BonusSize Penalty
Goliath6040 ft.200 lbs+1 Strength, +1 Toughness-1 Agility, -1 Defense
Standard5030 ft.100 lbsNoneNone
Small4025 ft.50 lbs+1 Agility, +1 Defense-1 Strength, -1 Toughness

Creature Size and Space

Size CategorySpace Occupied
Tiny1x1 sq. (5 ft.)
Small1x1 sq. (5 ft.)
Standard1x1 sq. (5 ft.)
Large2x2 sq. (10 ft.)
Huge3x3 sq. (15 ft.)
Goliath4x4 sq. (20 ft.)
Colossal5x5 sq. (25 ft.) or larger

Terrain Types

TerrainMovement
FlatFull 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
ClimbingHalf speed, requires check
Swimming (with current)Full speed
Swimming (against current)Half speed, requires check
StealthHalf speed, requires talent check

Movement Types

Movement TypeSpeedGridNotes
Walk1x5 ft.Standard movement
Run / Dash3x5 ft.May trigger checks
Crawl1/4x5 ft.Prone position
Creep1/4x5 ft.Low, slow stealth
Step1 sq.5 ft.Combat only, safe short move
Wading1/2x5 ft.May require check
Sneak1/2x5 ft.Requires talent check
Long Jump / High Jumpvaries5 ft.Strength / Agility check
Climb1/2x5 ft.Requires check
Scale (cliff face)1/4x5 ft.Requires check
Swing (rope, vine)2x +10 ft.5 ft.Requires check
Rappel1/2x5 ft.Requires talent check
Burrow / Tunnel1/4x5 ft.Requires talent or ability
Slither / Squeeze1/4x5 ft.Limbless movement or squeezing through a space smaller than size category
Swim (with current)2x5 ft.-
Swim (against current)1/2x5 ft.Requires check
Fly3x5 ft. / 100 ft.Requires ability or mount
Glide2x5 ft. / 100 ft.Controlled descent only
Hover05 ft. / 100 ft.Stationary air position
Charge / Slam3x5 ft.Combat only, see Combat section
Retreat1 sq.5 ft.Combat only
Dodge and Retreat1 sq.5 ft.Combat only, defensive
Stumble1d10 ft.5 ft.Involuntary. Open to counter and AoO on every square entered.
Zero gravity2xspace sq.Requires training or equipment
Magnetic (metal surface)1/2xspace sq.Requires equipment
Phase (through solid objects)1/2x5 ft.Requires innate ability
TeleportInstantAnyRequires line of sight or beacon
BlinkInstant5 ft. / 100 ft.Short range, requires innate magic
WarpInstantAnyRequires innate ability
Organic mount, ground (Rare and below)3x5 ft. / 100 ft.Based on mount's base speed
Organic mount, ground (Unique through Elite)4x5 ft. / 100 ft.-
Organic mount, ground (Legendary)5x5 ft. / 100 ft.-
Organic mount, ground (Divine)6x5 ft. / 100 ft.-
Organic mount, aerial (Rare and below)4x100 ft.Requires bonding
Organic mount, aerial (Unique through Elite)5x100 ft.Requires bonding
Organic mount, aerial (Legendary)6x100 ft.Requires bonding
Organic mount, aerial (Divine)7x100 ft.Requires bonding
Non-organic vehicle (ground)4x100 ft.Steam, coal, gas, electric, photon, quantum, or magic-powered; Droids and Robots
Non-organic vehicle (hover)5x100 ft.Hover capable
Non-organic vehicle (spacecraft, sub-light)10xspace sq.-
FTL / Light speedInstantspace sq.Divine with Blink or similar innate magic
Pulse Jet Propulsion25 ft.5 ft.Innate ability; must change direction every 5 ft. sq.; aquatic
Thruster Burst3x5 ft. / space sq.TABA thruster mod; direction committed at start; conditions vary
Quicker Feet1x5 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.

SizeMin. Width to Pass Freely
Small3 ft.
Standard4 ft.
Large (NPC/MAC)8 ft.
Goliath15 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.

SizeBase CarryPer Strength Point
Small50 lbs+15 lbs
Standard100 lbs+15 lbs
Goliath200 lbs+15 lbs
LoadThresholdMovementAction Penalty
Normal0-50%Full speedNone
Burdened51-100%Half speedHit and damage halved
Encumbered101%+Cannot moveCannot act

Visibility and Light

ConditionRangePenalty
Bright lightFullNone
Dim light4 squares-10 to Shoot attacks and perception checks
Darkness0-25 to Melee; Shoot attacks not permitted
Darkvision6 squaresNo penalty within range

Disorientation

CauseCheck 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

HazardMovementDamage per TurnCondition
Fire1/2 speed1d6 LifeBurning
Poison cloud1/2 speed1d4 LifePoisoned
Extreme cold / heatFull speed1d4 LifeFatigued
ElectricalFull speed1d6 LifeStunned
Flooding1/2 speedNoneSwim check required
Slime / goo1/4 speedNoneRestrained, check to escape

Rest

Rest TypeDurationRecovery
Breather1 hour4 chips of Life, Mana, and Stamina each.
Breather2 hours8 chips of Life, Mana, and Stamina each.
Short Rest6 hours24 chips of Life, Mana, and Stamina each. Watch rotation required. No donning, readying, or light activities. No maintenance unless blacksmith present.
Long Rest8 hoursFull 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

CoinConversionUse
Copper Coin10 Copper = 1 SilverTrivial purchases; food, drink, tolls
Silver CoinBase coin (~180/lb)Everyday purchases, taxes, wages
Gold Coin1 Gold = 50 SilverSubstantial purchases, major transactions
Electrum Coin1 Electrum = 10 Gold (500 Silver)Mid-tier transactions, regional trade
Platinum Coin1 Platinum = 500 Gold (25,000 Silver)Estates, vehicles, spacecraft, one-of-a-kind relics

Trials of Combat Currency

CurrencyEarned InSpent On
Trial CoinsCombat trialsTrial vendor items only
Honor PointsProving GroundsExclusive gear sets and enhancements
Valor PointsArenaWeaponry, protective gear, combat consumables
Auctorati PointsColiseumDangerous armament sets, ancient potions, forgotten knowledge scrolls

Gems

GemValue RangePower
Diamond1,000-5,000 GoldClarity, focus, protective enchantments; boosts item durability
Sapphire300-1,000 GoldAmplifies water and ice magic; increases wisdom and perception
Ruby400-1,200 GoldStrengthens fire and passion spells; boosts vitality
Emerald300-1,000 GoldEnhances nature magic, healing, and regeneration
Topaz200-600 GoldResistance to lightning; boosts agility enchantments
Amethyst250-700 GoldImproves mind-affecting spells; wards against corruption
Obsidian20-200 Gold/blockSharp weapons, dark wards, shadow enchantments
Garnet100-500 GoldBoosts stamina and protective spells
Citrine50-300 GoldAmplifies energy, luck, and prosperity enchantments
Nyxium1,500-6,000 GoldMastery over shadow magic; relics and dark enchantments
Infernium1,500-6,000 GoldIntense elemental fire magic; boosts fire enchantments
Aetherstone2,000-10,000 GoldImmense energy source; futuristic enchantments
Moonstone1,500-4,000 GoldEnhances illusion, dream, and light magic (spotted during lunar events)

Metals

MetalHarvestingValuePowerDrop on Failed Modification
PyroniumExtracted from magma flows150-300 Gold/ingotFire-resistant; heat-resistant weapons and armorPyronium scrap
QuantiteHarvested from interstellar dust fields300-600 Gold/ingotExtremely valuable; advanced crafting and technologyQuantite scrap
Lead AlloyStandard smelting1-5 Gold/ingotBlocks magical detection; anti-magic containers-
IridiumFound in meteorite fragments150-250 Gold/ingotResists magical and elemental damage; legendary items-
OrichalcumSmelted from rare enchanted ore250-400 Gold/ingotGreatly boosts enchantments and elemental affinity-
AetheriumSynthesized in magical laboratories400-800 Gold/ingotImmense energy source; powers world-altering devices-

Fuel Elements

MaterialValuePowerDrop on Failed Modification
Coal1-3 Gold/lb.Burns to power steam engines and basic mechanical vehiclesCoal dust
Natural Gas5-10 Gold/canisterPowers gas lanterns, engines, and pressure-driven toolsGas residue
Galvanic Cell10-20 Gold/cellStores and discharges electric current; powers Droids, Robots, and electric vehiclesGalvanic 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

MaterialDescription
Bone DustNecromancer and dark rituals, raising the dead or cursing enemies.
Bat WingsGrant flight, invisibility, or transformation. Used in talismans and remedies.
Elderwood AshSacred residue; used by shamans in place of mana for ancestral and primal energies.
Fairy WingsUsed in dark rituals and enchantments to grant flight or illusions.
Reptilian TailProvides regeneration properties for certain classes. Stronger effects if still moving.
Beast BloodPowerful potions and rituals that enhance strength, resilience, or grant beast-like abilities.
Star CrystalsCaptured fragments of fallen stars; enhance celestial weapons or invoke Divine favor.
Moonflower PetalsPotions 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 Alloy100% crafting success. Must match item rank. Legendary alloys work on any rank. Disregards failure unless interrupted.

Sci-Tech Elements

MaterialValuePowerDrop on Failed Modification
Plasma Crystal50 Gold/coreHigh-energy plasma source for starship engines and plasma weaponryPlasma shard
Laser Crystal30 Gold/crystalFocuses and amplifies laser beams for weapons or cutting toolsLaser shard
Quantum Alloy75 Gold/batchAdvanced circuit boards, processors, energy conduitsQuantum alloy scrap
Photon Core40 Gold/coreEnergy source for photon-based weapons and propulsionPhoton shard
Dark Matter Infused Ore100 Gold/infusionReinforces armor and weapons; dark energy amplificationDark matter fragment
Cryo-Exotic Alloy35 Gold/ingotHeat- and cold-resistant plasma weapons and armorCryo alloy scrap
Starsteel45 Gold/ingotLightweight, ultra-strong material for starship hulls, weapons, armorStarsteel fragment
Synthetic Fiber10 Gold/rollFlexible stealth suits, armor, and high-tech gearSynthetic fiber shard
Energy Conduit25 Gold/unitHigh-capacity energy transfer in ships and weaponsConduit fragment
Nano-Infused Crystal60 Gold/crystalSelf-repairing technology or enhanced energy storageNano crystal shard
Voidstone80 Gold/stoneManipulates space, teleportation, or shadow energyVoid shard
Stingers-Shimmering metallic purple; lattice structure, incredibly strong yet lightweight. Essential for advanced tech and spacecraft.-

Prism Elements

PrismValuePower
Light Prism60 Gold/prismFocuses and refracts pure light or magical energies. Illuminates dark areas; may project illusions.
Ethereal Prism200 Gold/shardCaptures or interacts with spiritual entities; communication with spirits or teleportation.
Void Prism300 Gold/prismManipulates void or null energies; banishment or containment of evil entities.
Elemental Prism100 Gold/prismCapable 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 RangeSuggested 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

These rules are under heavy development. This is currently the full extent of the rule; more will be added over time.

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.