Basics
Basic Actions ►
Rule Details- Aid

DC 20 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary). - Crawl

(move) Move 5 feet while prone. - Delay

Select this when your turn begins; take your turn later. - Drop Prone

(move) Fall prone. - Escape

(attack) Attempt to get free when grappled, restrained, or immobilized. Use unarmed attack modifier, Acrobatics, or Athletics. - Interact

(manipulate) Grab an object, open a door, draw an item, or do a similar action. - Leap

(move) Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet. - Ready

(concentrate) Prepare to take a single action or free action as a reaction with a trigger you designate. - Release

(manipulate) Release something you're holding without triggering reactions. - Seek

(concentrate, secret) Scan an area for signs of creatures or objects using Perception. - Sense Motive

(concentrate, secret) See if a creature is lying. - Stand

(move) You stand up from prone. - Step

(move) Move 5 feet without triggering reactions. - Stride

(move) Move up to your Speed. - Strike

(attack) Attack with a weapon or unarmed attack. - Take Cover

Gain cover, or get greater cover if you have cover.
Conditions ►
Rule Details- Blinded You can't see. All normal terrain is difficult terrain. You can't detect anything using vision. Automatically critically fail Perception checks that require you to see; if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.
- Broken A broken object can't be used, nor does it grant bonuses. Broken armor grants its item bonus to AC, but gives a status penalty to AC (–1 light, –2 medium,–3 heavy). An effect that makes an item broken reduces the item's HP to its Broken Threshold.
- Clumsy Take a status penalty equal to your clumsy value on Dexterity-based checks and DCs, including AC, Reflex saves, ranged attacks, and skill checks using Acrobatics, Stealth, and Thievery.
- Confused You are flat-footed, don't treat anyone as your ally, and can't Delay, Ready, or use reactions. Use all your actions to Strike or cast offensive cantrips. The GM determines targets randomly. If you have no other option, target yourself, automatically hitting. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions. Each time you take damage from an attack or spell, attempt a DC 11 flat check to end the condition.
- Controlled Your controller dictates how you act.
- Dazzled All creatures and objects are concealed from you.
- Deafened Automatically critically fail Perception checks that require hearing. Take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action that has the auditory trait, you must succeed at a DC 5 flat check or the action is lost. You are immune to auditory effects.
- Drained Take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. Lose Hit Points equal to your level times the drained value, and your maximum Hit Points are reduced by the same amount. When you regain Hit Points by resting for 8 hours, your drained value is reduced by 1, but you don't immediately recover the lost Hit Points.
- Encumbered You're clumsy 1 and take a –10-foot penalty to all your Speeds.
- Enfeebled Take a status penalty equal to your enfeebled value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
- Fascinated Take a –2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they are related to the subject of your fascination. This condition ends if a creature takes hostile actions toward you or any of your allies.
- Fatigued Take a –1 status penalty to AC and saving throws. During exploration, you can't choose an exploration activity. Recover from fatigue after a full night's rest.
- Flat-Footed Take a –2 circumstance penalty to AC.
- Fleeing On your turn, spend each action trying to escape the source of the condition as expediently as possible. You can't Delay or Ready.
- Frightened Take a status penalty equal to the value to all checks and DCs. At the end of each of your turns, the value decreases by 1.
- Grabbed You're immobilized and flat-footed. If you attempt a manipulate action, you must succeed at a DC 5 flat check or it is lost.
- Immobilized You can't take any action with the move trait. If you're immobilized by something holding you in place and an external force would move you, the force must succeed at a check against the DC of the effect holding you in place you or the relevant defense (usually Fortitude DC) of the creature holding you in place.
- Paralyzed You're flat-footed and can't take actions except Recall Knowledge and others that require only your mind. You can't Seek.
- Persistent Damage Instead of taking persistent damage immediately, take it at the end of each of your turns, rolling any damage dice each time. After you take persistent damage, roll a DC 15 flat check to see if you recover. If you succeed, the condition ends. You or an ally can help you recover, allowing an additional flat check. This usually takes 2 actions, and must be something that would reasonably help against the source of the damage. The GM can reduce the DC to 10, have the damage end automatically, or change the number of actions.
- Petrified You can't act, nor can you sense anything. You're an object with double your normal Bulk (typically 12 if Medium or 6 if Small), AC 9, Hardness 8, and the same current HP you had when alive.
- Prone You're flat-footed with a –2 circumstance penalty to attack rolls. The only move actions you can take are Crawl and Stand. Standing ends the prone condition. You can Take Cover while prone, gaining greater cover against ranged attacks (but remain flat-footed).
- Quickened You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of additional actions you can use. Because quickened has its effect at the start of your turn, you don't gain actions immediately if you become quickened during your turn.
- Restrained You're tied up and can barely move, or a creature has you pinned. You are immobilized and flat-footed, and you can't use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.
- Sickened Take a status penalty equal to the value on all checks and DCs. You can't willingly ingest anything. You can spend an action retching to attempt a Fortitude save against the DC of the sickening effect. On a success, reduce the value by 1 (2 on a critical success).
- Slowed When you regain your actions at the start of your turn, reduce the number of actions by your slowed value. You don't lose actions immediately if slowed during your turn.
- Stunned You can't act. A stunned value indicates how many total actions you lose. Each time you regain actions, reduce the number by your stunned value, then reduce your stunned value by the number of actions lost. If stunned has a duration, lose all your actions for the listed duration. Stunned overrides slowed. Actions lost to stunned count toward those lost to slowed.
- Stupefied Take a status penalty equal to the value to checks and DCs based on Intelligence, Wisdom, or Charisma, including Will saves, spell attack rolls and DCs, and appropriate skill checks. If you Cast a Spell, it's disrupted unless you succeed at a flat check (DC = 5 + value).
Death and Dying ►
Rule Details- Knocked Out When reduced to 0 HP, move your initiative to directly before the creature or effect that reduced you to 0 HP. Gain dying 1, or dying 2 if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you unconscious at 0 HP and doesn't give you the dying condition.
- Dying You are unconscious. If you ever reach dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the dying condition. Any time you lose the dying condition, increase your wounded value by 1. If you take damage while dying, increase the dying value by 1 (or 2 on an enemy's critical success or your critical failure).
- Recovery Checks At the start of your turn when you're dying, attempt a flat check (DC 10 + your dying value).
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1.
Critical Failure Your dying value increases by 2. - Wounded Any time you gain the dying condition or increase it for any reason, add your wounded value to the amount you gain or increase your dying value. The wounded condition ends if you receive HP from Treat Wounds, or if you're restored to full HP and rest for 10 minutes.
- Doomed The maximum dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. Your doomed value decreases by 1 each time you get a full night's rest.
Exploration Activities ►
Rule DetailsYou must move at half speed to use any of these activities.
Hero Points ►
Rule DetailsGive out 1 Hero Point to each PC at the start of the session. Give out roughly 1 more per hour of play, for a heroic act or a moderate or major accomplishment. Hero Points can be spent in two ways.
- Spend 1 Hero Point to reroll a check and use the second result. This is a fortune effect.
- Spend all your Hero Points to avoid death. You can do this when your dying condition would increase. Lose the dying condition and stabilize with 0 Hit Points. Don't gain or increase your wounded value from losing the dying condition in this way, but if you already had that condition you don't lose it or decrease it.
Icon Key ►
Specialty Basic Actions ►
Turns ►
Rule Details- Start your Turn Your durations measured in rounds decrease by 1; use one triggered action with a trigger of “your turn begins”; attempt a recovery check if you're dying; regain your 3 actions and 1 reaction.
- Act Use your actions.
- End your Turn End anything that lasts until the end of your turn; take persistent damage and attempt to recover from it; use one triggered action with a trigger of “your turn ends”.
Unconscious ►
Rule DetailsYou can't wake up from unconsciousness while you have 0 Hit Points. If you're
unconscious and have 1 or more Hit Points, you wake up in one of five ways.
- You take damage, provided the damage doesn't drop you to 0 HP.
- You receive healing, other than natural healing from resting.
- Someone nudges or shakes you awake with an Interact action.
- If there's loud noise, at the start of your turn attempt a Perception check against the noise's DC, waking up if you succeed. If creatures are attempting to stay quiet, this uses their Stealth DC.
- The GM decides you wake up either because you have had a restful night's sleep or something disrupted that restful sleep.
Skills
Creature Identification ►
Rule DetailsUse the creature's level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.
Creature Identification Skills
Creature Trait | Skills |
Aberration | Occultism |
Animal | Nature |
Astral | Occultism |
Beast | Arcana, Nature |
Celestial | Religion |
Construct | Arcana, Crafting |
Dragon | Arcana |
Elemental | Arcana, Nature |
Ethereal | Occultism |
Fey | Nature |
Fiend | Religion |
Fungus | Nature |
Humanoid | Society |
Monitor | Religion |
Ooze | Occultism |
Plant | Nature |
Spirit | Occultism |
Undead | Religion |
Detecting Creatures ►
Rule Details- Observed A creature you're observed by knows where you are and can target you normally.
- Concealed A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with a non-area effect.
- Hidden A creature you're hidden from knows the space you're in. It is flat-footed to you, and must succeed at a DC 11 flat check to affect you. You can Hide to become hidden, and Seek to find hidden creatures.
- Undetected When you are undetected by a creature, it's flat-footed to you, can't see you, has no idea what space you occupy, and can't target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a hidden creature, but the flat check and attack roll are rolled in secret by the GM.
- Unnoticed A creature you're unnoticed by is totally unaware of your presence.
- Invisible You're undetected by everyone. You can't become observed while invisible except via special abilities or magic.
Earn Income ►
Click here for the Earned Income calculator Income Earned
Task Level | DC | Failed | Trained | Expert | Master | Legendary |
0 | 14 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
1 | 15 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
2 | 16 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
3 | 18 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
4 | 19 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
5 | 20 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
6 | 22 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
7 | 23 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
8 | 24 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
9 | 26 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
10 | 27 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
11 | 28 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
12 | 30 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
13 | 31 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
14 | 32 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
15 | 34 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
16 | 35 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
17 | 36 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
18 | 38 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
19 | 39 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
20 | 40 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
20 (critical success) | — | — | 50 gp | 90 gp | 175 gp | 300 gp |
Skill Actions ►
Rule DetailsD Downtime action,
E Exploration action
Balance 

,
Tumble Through 
Trained Maneuver in Flight 

,
Squeeze ERecall Knowledge 
Trained Borrow an Arcane Spell E,
Decipher Writing E,
Identify Magic E,
Learn a Spell EClimb 

,
Force Open 

,
Grapple 

,
High Jump 

,
Long Jump 

,
Shove 

,
Swim 

,
Trip 
Trained Disarm 
Recall Knowledge 

,
Repair ETrained Craft D,
Earn Income D,
Identify Alchemy ECreate a Diversion 

,
Impersonate E,
Lie Trained Feint 
Gather Information E,
Make an Impression E,
Request 
Coerce E,
Demoralize 
Recall Knowledge 
Trained Earn Income DAdminister First Aid 

,
Recall Knowledge 
Trained Treat Disease D,
Treat Poison 

,
Treat Wounds ECommand an Animal 

,
Recall Knowledge 
Trained Identify Magic E,
Learn a Spell ERecall Knowledge 
Trained Decipher Writing E,
Identify Magic E,
Learn a Spell EPerform 
Trained Earn Income DRecall Knowledge 
Trained Decipher Writing E,
Identify Magic E,
Learn a Spell ERecall Knowledge 

,
Subsist DTrained Create Forgery D,
Decipher Writing EConceal an Object 

,
Hide 

,
Sneak 
Sense Direction E,
Subsist DTrained Cover Tracks E,
Track EPalm an Object 

,
Steal 
Trained Disable a Device 

,
Pick a Lock 
Treat Wounds ►
Action DetailsTreat Wounds
Proficiency | DC | Success Healing | Critical Healing |
Trained | 15 | 2d8 | 4d8 |
Expert* | 20 | 2d8+10 | 4d8+10 |
Master* | 30 | 2d8+30 | 4d8+30 |
Legendary* | 40 | 2d8+50 | 4d8+50 |
* Rolling against a higher DC is optional.
Environment
Cover ►
Rule DetailsDraw a line from the center of the attacker's space or burst to the center of the target's space.
- Lesser Cover +1 circumstance bonus to AC if line passes through creatures but no objects.
- Cover +2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide or Sneak. You can use Take Cover to increase this to greater cover.
- Greater Cover As cover, but a +4 bonus.
Environmental Damage ►
Rule Details Environmental Damage
Category | Damage |
Minor | 1d6-2d6 |
Moderate | 4d6-6d6 |
Major | 8d6-12d6 |
Massive | 16d6-24d6 |
Falling Damage ►
Rule DetailsWhen you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land
prone. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).
Force Open ►
Action DetailsForcing Open
Structure | Force Open DC |
Stuck door or window | 15 |
Exceptionally stuck | 20 |
Lift wooden portcullis | 20 |
Lift iron portcullis | 30 |
Bend metal bars | 30 |
Structures ►
Rule DetailsDoors, Gates, and Walls
Door | Climb DC | Hardness, HP (BT) |
Wood | 20 | 10, 40 (20) |
Stone | 30 | 14, 56 (28) |
Reinforced wood | 15 | 15, 60 (30) |
Iron | 30 | 18, 72 (36) |
Wall | Climb DC | Hardness, HP (BT) |
Crumbling masonry | 15 | 10, 40 (20) |
Wooden slats | 15 | 10, 40 (20) |
Masonry | 20 | 14, 56 (28) |
Hewn stone | 30 | 14, 56 (28) |
Iron | 40 | 18, 72 (36) |
Portcullis | Climb DC | Hardness, HP (BT) |
Wood | 10 | 10, 40 (20) |
Iron | 10 | 18, 72 (36) |
Terrain ►
Travel Speed ►
Rule Details Travel Speed
Speed | Feet per Minute | Miles per Hour | Miles per Day |
10 | 100 | 1 | 8 |
15 | 150 | 1-1/2 | 12 |
20 | 200 | 2 | 16 |
25 | 250 | 2-1/2 | 20 |
30 | 300 | 3 | 24 |
35 | 350 | 3-1/2 | 28 |
40 | 400 | 4 | 32 |
50 | 500 | 5 | 40 |
60 | 600 | 6 | 48 |
Gamemastering
Creature Numbers ►
Rule DetailsYou can use the following table to improvise a monster without creating a stat block. Most of these use the high numbers from the
Gamemastery Guide.
Creature Numbers
| Saves/Perception | |
Level | Skill | AC | High | Medium | Low | HP | Strike | Spell DC and Attack |
–1 | +5 | 15 | +8 | +5 | +2 | 9 | +8 for 1d4+1 | 16/+8 |
0 | +6 | 16 | +9 | +6 | +3 | 18 | +8 for 1d6+2 | 16/+8 |
1 | +7 | 16 | +10 | +7 | +4 | 25 | +9 for 1d6+3 | 17/+9 |
2 | +8 | 18 | +11 | +8 | +5 | 38 | +11 for 1d10+4 | 18/+10 |
3 | +10 | 19 | +12 | +9 | +6 | 55 | +12 for 1d10+6 | 20/+12 |
4 | +12 | 21 | +14 | +11 | +8 | 75 | +14 for 2d8+5 | 21/+13 |
5 | +13 | 22 | +15 | +12 | +9 | 95 | +15 for 2d8+7 | 22/+14 |
6 | +15 | 24 | +17 | +14 | +11 | 120 | +17 for 2d8+9 | 24/+16 |
7 | +17 | 25 | +18 | +15 | +12 | 145 | +18 for 2d10+9 | 25/+17 |
8 | +18 | 27 | +19 | +16 | +13 | 170 | +20 for 2d10+11 | 26/+18 |
9 | +20 | 28 | +21 | +18 | +15 | 195 | +21 for 2d10+13 | 28/+20 |
10 | +22 | 30 | +22 | +19 | +16 | 220 | +23 for 2d12+13 | 29/+21 |
11 | +23 | 31 | +24 | +21 | +18 | 245 | +24 for 2d12+15 | 30/+22 |
12 | +25 | 33 | +25 | +22 | +19 | 270 | +26 for 3d10+14 | 32/+24 |
13 | +27 | 34 | +26 | +23 | +20 | 295 | +27 for 3d10+16 | 33/+25 |
14 | +28 | 36 | +28 | +25 | +22 | 320 | +29 for 3d10+18 | 34/+26 |
15 | +30 | 37 | +29 | +26 | +23 | 345 | +30 for 3d12+17 | 36/+28 |
16 | +32 | 39 | +30 | +28 | +25 | 370 | +32 for 3d12+18 | 37/+29 |
17 | +33 | 40 | +32 | +29 | +26 | 395 | +33 for 3d12+19 | 38/+30 |
18 | +35 | 42 | +33 | +30 | +27 | 420 | +35 for 3d12+20 | 40/+32 |
19 | +37 | 43 | +35 | +32 | +29 | 445 | +36 for 4d10+20 | 41/+33 |
20 | +38 | 45 | +36 | +33 | +30 | 470 | +38 for 4d10+22 | 42/+34 |
Encounter Budget ►
Rule Details Encounter Budget
Threat | XP Budget | Character Adjustment |
Trivial | 40 or less | 10 or less |
Low | 60 | 15 |
Moderate | 80 | 20 |
Severe | 120 | 30 |
Extreme | 160 | 40 |
Hazard Numbers ►
Rule DetailsYou can use the following table to improvise a hazard without creating a stat block. Most of these use the high numbers from the
Gamemastery Guide.
Hazard Numbers
| Saves | |
Level | Stealth or Disable DC | AC | High | Low | Hardness, HP (BT) | Attack | Damage | DC |
–1 | 15/18 | 15 | +8 | +2 | 3, 12 (6) | +10 | 2d4+1 | 16/19 |
0 | 16/19 | 16 | +9 | +3 | 4, 16 (8) | +11 | 2d6+3 | 16/19 |
1 | 17/20 | 16 | +10 | +4 | 6, 24 (12) | +13 | 2d6+5 | 17/20 |
2 | 18/21 | 18 | +11 | +5 | 8, 32 (16) | +14 | 2d10+7 | 18/22 |
3 | 20/23 | 19 | +12 | +6 | 11, 44 (22) | +16 | 2d10+13 | 20/23 |
4 | 22/25 | 21 | +14 | +8 | 12, 48 (24) | +17 | 4d8+10 | 21/25 |
5 | 23/26 | 22 | +15 | +9 | 13, 52 (26) | +19 | 4d8+14 | 22/26 |
6 | 25/28 | 24 | +17 | +11 | 14, 56 (28) | +20 | 4d8+18 | 24/27 |
7 | 27/30 | 25 | +18 | +12 | 15, 60 (30) | +22 | 4d10+18 | 25/29 |
8 | 28/31 | 27 | +19 | +13 | 16, 64 (32) | +23 | 4d10+22 | 26/30 |
9 | 30/33 | 28 | +21 | +15 | 17, 68 (34) | +25 | 4d10+26 | 28/32 |
10 | 32/35 | 30 | +22 | +16 | 18, 72 (36) | +26 | 4d12+26 | 29/33 |
11 | 33/36 | 31 | +24 | +18 | 20, 80 (40) | +28 | 4d12+30 | 30/34 |
12 | 35/38 | 33 | +25 | +19 | 21, 84 (42) | +29 | 6d10+27 | 32/36 |
13 | 37/40 | 34 | +26 | +20 | 22, 88 (44) | +31 | 6d10+31 | 33/37 |
14 | 38/41 | 36 | +28 | +22 | 23, 92 (46) | +32 | 6d10+35 | 34/39 |
15 | 40/43 | 37 | +29 | +23 | 24, 96 (48) | +34 | 6d12+33 | 36/40 |
16 | 42/45 | 39 | +30 | +25 | 26, 104 (52) | +35 | 6d12+35 | 37/41 |
17 | 43/46 | 40 | +32 | +26 | 28, 112 (56) | +37 | 6d12+37 | 38/43 |
18 | 45/48 | 42 | +33 | +27 | 30, 120 (60) | +38 | 6d12+41 | 40/44 |
19 | 47/50 | 43 | +35 | +29 | 32, 128 (64) | +40 | 8d10+40 | 41/46 |
20 | 48/51 | 45 | +36 | +30 | 34, 136 (68) | +41 | 8d10+44 | 42/47 |
Reputation ►
Rule DetailsReputation
Type | Minor | Moderate | Major |
Favor | +1 RP | +2 RP | +5 RP |
Disservice | -1 RP | -2 RP | -5 RP or more |
Reputation | Reputation Points | Raised By | Lowered By |
Revered | 30 to 50 | Major favor | Moderate or major disservice |
Admired | 15 to 29 | Major favor | Any disservice |
Liked | 5 to 14 | Moderate or major favor | Any disservice |
Ignored | –4 to 4 | Any favor | Any disservice |
Disliked | –5 to –14 | Any favor | Moderate or major disservice |
Hated | –15 to –29 | Any favor | Major disservice |
Hunted | –30 to –50 | Moderate or major favor | Major disservice |
Victory Points ►
Rule DetailsAccumulating Rolls
Critical Success: The PCs gain 2 Victory Points.
Success: The PCs gain 1 Victory Point.
Critical Failure: The PCs lose 1 Victory Point.
Diminishing Rolls
Critical Success: If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
Success The PCs avoid losing any Victory Points.
Failure: The PCs lose 1 Victory Point.
Critical Failure: The PCs lose 2 Victory Points.
Victory Point Scales
Duration of Challenge | VP End Point | VP Thresholds |
Quick encounter | 3–5 | — |
Long encounter | 7–10 | 4 |
Most of a session | 15–25 | 5, 10, 15 |
Adventure-wide, sideline | 15–20 | 5, 10, 15 |
Adventure-wide, forefront | 25–50 | 10, 20, 30, 40 |
XP Awards ►
Rule Details XP Awards
Accomplishment | XP Award |
Minor | 10 XP |
Moderate* | 30 XP |
Major* | 80 XP |
*Typically earns a Hero Point as well.
Adversary Level | XP Award |
Party level -4 | 10 XP |
Party level -3 | 15 XP |
Party level -2 | 20 XP |
Party level -1 | 30 XP |
Party level | 40 XP |
Party level +1 | 60 XP |
Party level +2 | 80 XP |
Party level +3 | 120 XP |
Party level +4 | 160 XP |
| XP Award |
Level | Simple Hazard | Complex Hazard |
Party level -4 | 2 XP | 10 XP |
Party level -3 | 3 XP | 15 XP |
Party level -2 | 4 XP | 20 XP |
Party level -1 | 6 XP | 30 XP |
Party level | 8 XP | 40 XP |
Party level +1 | 12 XP | 60 XP |
Party level +2 | 16 XP | 80 XP |
Party level +3 | 24 XP | 120 XP |
Party level +4 | 32 XP | 160 XP |
Elite Adjustment ►
Rule Details- Add 2 to AC, attack bonus, DCs, saves, Perception, and skills.
- Add 2 to damage for Strikes and offensive abilities, or 4 for abilities that can be used only a limited number of times.
- Increase HP using this table:
Elite Adjustment
Starting Level | HP Increase |
1 or lower | 10 |
2-4 | 15 |
5-19 | 20 |
20+ | 30 |
Weak Adjustment ►
Rule Details- Subtract 2 from AC, attack bonus, DCs, saves, Perception, and skills.
- Subtract 2 from damage for Strikes and offensive abilities, or 4 for abilities that can be used only a limited number of times.
- Decrease HP using this table:
Weak Adjustment
Starting Level | HP Decrease |
1-2 | -10 |
3-5 | -15 |
6-20 | -20 |
21+ | -30 |
Reference Tables
DC Adjustments ►
Rule Details DC Adjustments
Difficulty | Adjustment | Rarity |
Incredibly easy | -10 | - |
Very easy | -5 | - |
Easy | -2 | - |
Hard | +2 | Uncommon |
Very hard | +5 | Rare |
Incredibly hard | +10 | Unique |
DCs by Level ►
Rule Details DCs by Level
Level | DC |
0 | 14 |
1 | 15 |
2 | 16 |
3 | 18 |
4 | 19 |
5 | 20 |
6 | 22 |
7 | 23 |
8 | 24 |
9 | 26 |
10 | 27 |
11 | 28 |
12 | 30 |
13 | 31 |
14 | 32 |
15 | 34 |
16 | 35 |
17 | 36 |
18 | 38 |
19 | 39 |
20 | 40 |
21 | 42 |
22 | 44 |
23 | 46 |
24 | 48 |
25 | 50 |
Spell Level* | DC |
1st | 15 |
2nd | 18 |
3rd | 20 |
4th | 23 |
5th | 26 |
6th | 28 |
7th | 31 |
8th | 34 |
9th | 36 |
10th | 39 |
*If the spell is uncommon or rare, its difficulty should be adjusted accordingly
Simple DCs ►
Rule DetailsSimple Skill DCs
Task Difficulty | Simple DC |
Untrained | 10 |
Trained | 15 |
Expert | 20 |
Master | 30 |
Legendary | 40 |
Specific Skill DCs ►
Rule Details- Craft Use a DC of the item's level, adjusted for rarity.
- Earn Income Tasks The task level is typically the settlement's level, and its DC uses the task level. Typical levels: village 0–1, town 2–4, city 5–7.
- Gather Information Set a simple DC based on the notoriety of the subject; adjust upward if the character seeks in-depth information.
- Identify Magic or Learn a Spell Use the DC for the spell or item's level, adjusted by rarity; use the incredibly hard adjustment for cursed items.
- Recall Knowledge Set a simple DC; if the character tries again for more knowledge, adjust the DC one step higher each time until they fail or attempt an incredibly hard check.
- Sense Direction Pick a simple DC: trained in normal wilderness, expert in deep forest/underground, master or legendary in weird/surreal environments.
- Social Skills Use Will DC if known; if not, improvise a level.
- Track Select a simple DC, or a Survival DC if the quarry Covers Tracks.