Adventuring Guild

The Guild / GM Screen

Quick reference for running the table

GM Screen — Encounters & Rules

Everything you'd want within arm's reach mid-session: a live initiative tracker, the action economy, the hazard and terrain math, every Bane and Boon by name, and a damage-by-tier picker for building an NPC attack on the fly. Rules text quoted directly from the source — nothing paraphrased, nothing guessed at.

Initiative Tracker

Five blank rows are ready to go — click any cell to fill it in, or add more as the fight grows. Morale starts at 7 (− / + or type it; blank for creatures with no Morale) and shows its modifier; Nervous and Terrified take 1 and 2 Morale off when first added. Nothing here is saved between visits — it's meant to be filled in fresh at the start of each session or encounter.

Round 1
InitNameTypeMoraleBanes / BoonsActed

Check a row off as that combatant takes their turn. New Round is the end-of-Round cleanup: it clears every checkmark, counts every Bane and Boon down by one Round (removing any that run out, listed just below the table), advances the round counter, and keeps the roster and initiative order in place. Clear All empties the whole list and resets to Round 1 for a fresh encounter. Type covers PCs, NPCs, and Companions (Beast Tamer pets, Wild Souls' Warders, and the rest — note whose in the Name field, e.g. "Aria's Warder"). Banes/Boons: pick one, enter its Rounds and press Add; each one gets its own counter (red for Banes, green for Boons). Rounds are counted the rulebook's way (p.88): the Round it was applied doesn't count, so 1 means "until the end of the next Round" and 2 means "this Round and the next 2". Leave Rounds blank for no set duration (∞), e.g. Bleeding. Adding the same one again stacks the durations (p.88). −/+ adjust a counter, ✕ removes it, and a ⚠ appears when a Bane and Boon on the same Defense are both active, since the rulebook subtracts their durations. Hover a counter for what it does, or press ℹ. The Notes line is free text.

How a Turn Works

The rules Action Types and everything else below assumes you already know.

A Round is 15 seconds of game time. Combat starts with the GM setting the scene, then Turn order is set by rolling Initiative and going from highest to lowest.

Initiative — Your Initiative modifier is DEX + WIS. Ties go to the higher Initiative modifier; if still tied, Heroes go before Villains.

On your turn — You get one Primary Action and one Secondary Action, usable in either order. You can convert your Primary Action into an extra Secondary Action instead (two Secondaries, no Primary). Nonactions don't cost either -- they're free, and don't take a measurable amount of time (shouting, speaking, dropping a held item, choosing to Fall Prone). A Full Round Action uses both your Primary and Secondary at once (Complete Defense, Readying, Sprint).

Reaction Powers — Using a Reaction Power costs you the action type shown in its [Brackets]. A [Nonaction] Reaction Power can be used only your Primary Attribute modifier times each Round.

Advantage Caused Attacks (ACA)

What triggers one — Moving through an aware enemy's Attack Area (their Melee range) without using Acrobatic Maneuver or Withdraw, or using a Power/Attack with Range other than Adjacent, Melee, or Personal while inside it. Also: Drinking a Potion, First Aid, Folding a Net, picking an item off the ground, standing up from Prone, throwing an item, opening/closing a door. Not an exhaustive list -- the GM can rule other actions qualify, and some classes or monsters have their own immunities or extra triggers.

What happens — Each aware enemy within range gets a free Melee Basic Attack against you. Taking an ACA is a Reaction [Secondary]: the creature that takes it loses its Secondary Action during its next turn, and regains its expended ACA(s) at the start of that turn. If it can make more than one ACA per Round, they all count as the same Secondary Action. One triggering action grants at most one ACA per enemy, no matter how many squares of their Attack Area you cross -- a second, different triggering action (like moving through, then also drinking a potion while still inside it) grants a second ACA.

Forced movement — When you suffer Knockback or a Pull effect, every enemy in range except the one that caused it gets an Advantage Caused Attack against you.

Core Rules at a Glance

The rules the rest of this screen leans on, from the Core Rulebook (page numbers given).

Attack Rolls (p.64)

Basic Attacks use Accuracy; Expendable Powers use Power. The attack hits if it exceeds the Defense Roll; a Defense Roll that meets or exceeds it defends. Against Basic Weapon Attacks the defender chooses Dodge or Toughness; Powers name their Defense.
Natural 1 — automatic Miss, no Defense Roll.
Natural 20 (Critical Hit) — automatic Hit, no Defense Roll, Maximum Damage. Attacks that deal flat Damage add CL again.
Defending — a natural 1 or 20 on a Defense Roll has no automatic result.
Merciful Attack — deal minimum Damage with a Focus check, TN 10 + the Accuracy or Power used for the attack.
Area of Effect (p.62) — every target gets its own Attack Roll and Defense Roll; Damage is rolled once and applied to each target hit. The GM may roll once per type of target to speed things up.

Defensive Keywords (p.65)

KeywordEffect
Block AttackOpposed POWER with the attacker (Accuracy if Basic). Success turns it into a Miss against the target.
Negate AttackNo opposed roll: the attack is a Miss.
Mitigate MitigationThe Damage ignores all forms of Damage Mitigation.
Defeat DefenseIgnores Damage Mitigation and defeats the Protected Boon.
Reflect AttackOpposed POWER with the attacker (Accuracy if Basic). Success turns it into a Hit against the attacker.
UnblockableCannot be Blocked, Countered or Reflected; defeats the Protected Boon; ignores all Damage Mitigation.
Ultra-NegationThe strongest defense: supersedes Unblockable and cannot be countered.

Multiple d20s (p.31)

Each extra source of "roll 2d20, keep the best" adds one more die (two sources = 3d20, keep the best). Each different source of "keep the worst" also adds a die. If a roll is both best-of and worst-of, roll a single d20.

Power Rating (p.34–35)

Total Power Rating = Base Power Rating + POWER of the source + each effect's Base Modifier. One Bane or Boon (e.g. for Bolster) = Base Power Rating + POWER + that effect's Base Modifier only. Zones add ½ POWER again.
Base Power Rating by power level — 1st: 1 · 7th: 4 · 15th: 9 · 21st: 15.

Base ModifierBanes
2Bleeding, Enraged, Grabbed
4Dazzled, Downtrodden, Fatigued, Frail, Nervous, Poisoned, Slowed, Unbalanced
6Disoriented, Controlled, Held, Infuriated, Marked
9Blinded, Exhausted, Immobilized, Reeling, Sealed, Staggered, Terrified, Vulnerable
12Dominated, Murderous, Stunned, Pinned
17Paralyzed
Base ModifierBoons
1Rejuvenated
3Confident, Determined, Emboldened, Invigorated, Sturdy, Swift
5Clarity, Evasive, Invisible
7Accelerated, Brave, Charged, Energized, Galvanized, Resilient
10Empowered, Precise, Protected
13Unstoppable

The same Bane modifiers raise the TN of a Focus check against disruption (p.78). Unnamed Boons and Banes (a plain "+2 to Attack Rolls") have no Base Modifier (p.97).

Stacking Banes and Boons (p.88, p.97)

Same effect again — the durations add together.
Opposites — a Bane and its opposite Boon cancel: subtract the shorter duration from the longer, and whichever is left works as normal (Slowed 3 Rounds + Swift 4 Rounds = Swift for 1 Round).
Duration — "until the end of the next Round", or that many Rounds after the one it was applied in (Dazzled for 2 Rounds lasts this Round and the next 2).
Unnamed bonuses — stack with Named Boons and with differently named Powers; two instances of the same Power: the stronger replaces the weaker.

Similar Skill Substitution (p.22–23)

A related skill can stand in for the one asked for, at a higher Base TN: SSS 1 +50% · SSS 2 +100% · SSS 3 +200% (Base TN 10 becomes 15 / 20 / 30). SSS 4 or more is not allowed.
Opposed checks — the opponent's d20 result is scaled the same way (a 10 counts as 15 at SSS 1).
Several instances — they add together, and the opponent's own SSS steps cancel yours one for one (e.g. Acrobatics vs Wrestle is SSS 1, +1 if you didn't take the Grapple action, −1 if they didn't).

Injury, Rally and Recovery (p.77–78)

HealthEffect
1–25% of MaxFatigued
0 or lessUnconscious, no actions. End of turn: Rally (Focus: d20 + CL + Primary mod) vs TN 10 +1 per 7 below 0, rounded down
Rally succeedsStaggered, regain CL Health, act next Round. Any further Damage at 0 or less: Unconscious again
Rally failsBleeding d4; each later failure steps it up: d6, d8, d10, d12, d20. Bleeding ignores Damage Mitigation
−½ MaxDeath (Final Chance first: see Damage, Healing & Mitigation)

Recovery — Fatigued: a 1-hour Short Rest. Exhausted: a Full Rest. Fatigued again from an Environmental Hazard while already Fatigued: Exhausted (p.77).

Wrestling (p.85–87)

Start (Wrestle, Primary) — attack vs Dodge or Toughness-Protection (defender's choice). On a hit, opposed Wrestle; the defender may use Wrestle, or Acrobatics or Legerdemain at SSS 1. Every opposed Wrestle check adds (your Size Rating − theirs) ÷ 3, rounded down. Win: the target is Grabbed.
Advance (Grapple, Primary, at the start of your turn) — win the opposed check to step up a stage; lose and they slip back one stage (or free, from Grabbed). Taking any other action instead (attacking, a Power) gives you SSS 1 on your next opposed check.

StageWinning the check from hereDragging them (opposed STR, or Lift SSS 2)Their escape
GrabbedHoldYour full MovementPrimary: success frees them and they move ½ speed
HoldPinned, and deal CL, Natural Weapon or Unarmed Damage; or Bind them½ your MovementSuccess frees them; their turn ends
PinnedDeal that Damage again; Endurance vs 7 + your Wrestle Rank (+Rank per Round in a row) or Fatigued (Exhausted if already) for Rank Rounds1 sq. +1 per 4 you win by, up to ½ MovementFull Round: success drops them to Grabbed

Dragging checks: +1 per square you are larger, −1 per square smaller. A wrestled creature can attack its captor with a Focus check (penalty = captor's Wrestle Rank, +2 in a Hold, +5 when Pinned); failure wastes the action and any Power. Neither wrestler can take ACAs, Complete Defense or Defense Stance. You may release a Grab as a Secondary Action. Wrestle Rank 7: use Power for the opening attack.

Improvised Power (p.82)

Primary Action. A player describes an attack outside their powers; the GM builds it as a Tier 2 ability, weaker than a 1st-level Power and nothing outlandish. The user is Fatigued for 1 Hour (Exhausted for 1 Hour if already Fatigued).

Ending the Round (p.97–98)

When everyone has acted, clean up in this order: 1. Banes and Boons are checked for duration. 2. Other durations count down (Rituals, Timed Traps). 3. Gravity moves falling creatures by their falling form. The tracker's New Round button does step 1.

Action Types

What costs what, on whose turn.

Full Round or Greater

Costs your whole turn.

Complete Defense

Forgo all other actions. +5 to all Defenses and -7 to Attack Rolls until the beginning of your next Turn.

Escape Entanglement/Pinned

Pinned (Wrestling): Full Round — Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. Net: Full Round if Held (Primary if only Grabbed) — Wrestle, Acrobatics or Legerdemain (SSS 1) vs. TN 14 +1 per Size Rating the net is larger than you, or Lift to throw it off (2 hands if Grabbed, 1 if Held). Barbed net: TN +5, and each failed Round causes a stage of Bleeding. An ally can try Lift or Legerdemain to free you.

Fold Net

Full Round Action for 2 Minutes (8 Rounds) if not Proficient, 1 Minute (4 Rounds) if Proficient.

Slow Escape

Full Round Action for 1 Minute (4 Rounds) to reduce the Target Number by 10, to a minimum of 5. An Ally can use a Primary Action to reduce it by 2, or a Full Round Action to reduce it by 7 (minimum 5). These stack.

Sprint

Move 3× speed. Can Sprint Constitution Score Rounds before an Endurance check, ETN 5+2/Round.

Readying

Prepare a Power, or a Primary or Secondary Action, to interrupt a specific stimulus you announce aloud; it resolves before the trigger. If your next Turn comes before the trigger, spend a Primary Action to sustain it.

Throw NetACA

Attack vs. Dodge. On a hit, the target makes a Lift check vs. ½ the Net's weight: failure — Knocked Prone and Held; success — only Grabbed. Holding the draw line lets you drag them on later Rounds (opposed Strength, as in Wrestling). Provokes ACAs like other Ranged Attacks.

Primary

Your one active maneuver each turn.

ChargeACA

Move up to your Speed in a straight line toward the target (minimum 2 sq.); Allies don't block the path, Enemies do. Then a Basic Melee Attack at +2 to the Attack Roll. -1 to your Defenses until the beginning of your next Turn.

Demoralize

Target: Each enemy that can perceive you. Intimidate vs. their CL + Resolve (they may use Intuition or Tactics at SSS 1, or Intimidate at SSS 2). Success — Morale -1, and -1 more for every 5 you exceed their Resolve. +3 for each Enemy you have defeated this Combat. Special: after you hit an Enemy, you may Demoralize that one Enemy as a Secondary Action.

DisarmACA

Target: 1 Armed Enemy. Accuracy vs. Accuracy. Win — the weapon lands 1d4 sq. away; roll another d4 for direction from the enemy's facing (1 front, 2 right, 3 behind, 4 left). With a Natural Weapon or Unarmed Strike you may grab the weapon instead. Lose — they get an ACA.

Feint

Target: 1 Enemy. Bluff vs. Intuition or Tactics, or Bluff with SSS 2. Win — add your Bluff Ranks to Accuracy on your next attack against the target. Lose — they gain +1 to defend against your next attack. With a weapon that was Concealed during the Feint, roll 2d20 and keep the best.

First Aid

Target: 1 Ally in Melee. Three options — Bolster: Heal vs. TN = the Bane's Power Rating + the source's Character Level; success shortens the Bane by Rounds equal to ½ your Heal Ranks, rounded up. Mend: Heal vs. ETN 10 +4 per time they've been Mended since their last Full Rest; restores your total Heal modifier (max 30% of Max Health +10% per Rank in Heal). Stabilize: Heal vs. ETN 7 +3 per level of Bleeding they've suffered; success ends the Bleeding and they no longer Bleed on failed Rallies. They also Rally at the end of your Turn if your result meets 7 + ½ their current (negative) Health, rounded down.

Goad

Target: Each enemy that can perceive you. Persuasion vs. their CL + Resolve (they may use Intuition or Tactics at SSS 1). Success — Enraged for your Attribute Modifier Rounds; beat them by 14+ and they are Infuriated instead. Special: after you hit an Enemy, you may Goad that one Enemy as a Secondary Action.

RushACA

Target: 1 Enemy in Melee. Attack vs. Toughness; may replace the Basic Melee Attack at the end of a Charge. The Enemy gets an ACA when you begin the Rush. On a hit, opposed STR (they may use CON); add your Size Rating minus theirs to your result. Win — knock them left or right and move to the square on the opposite side of their original position; beat them by 10+ and they are also Knocked Prone. Lose — they hold position and block your movement. Sidestepping: the target may defend with Dodge instead, but if that fails you roll 2d20 and keep the best for the STR check. Can forgo the ACA to skip the check.

ShoveACA

Target: 1 Enemy in Melee. Attack vs. Dodge or Toughness (defender's choice). On a hit, opposed STR (they may use CON); add your Size Rating minus theirs to your result. Win — push 1 sq., +1 per 3 you exceed by; you may move with them, without an ACA from the target. Fail — they get an ACA.

SunderACA

Target: 1 Armed Enemy. Accuracy vs. Accuracy. Win — roll percentile, aiming for the TN or less: 51% for weapons of the same Material; for different Materials, subtract their Material's Damage Mitigation against your Material's and add the result to 51. If the roll fails, the weapon isn't sure to break; deal normal Basic Weapon Damage to it instead. Lose the opposed check — they get an ACA.

TripACA

Target: 1 Enemy in Melee. Attack vs. Dodge or Toughness-Protection (defender's choice). On a hit, opposed STR or DEX (each picks). Whoever is larger, attacker or defender, adds +1 per square of size difference. Win — Knocked Prone. Fail — they get an ACA.

Withdraw

Choose one — move your Movement Speed, Stand from Prone, Pick up an Item or Ally, or Drink a Potion — without allowing Advantage Caused Attacks.

Secondary / Demi-Move

Some can be taken as part of a Move, spending squares of movement shown as [X].

Acrobatic Maneuver

Acrobatics vs. each affected enemy's Tactics, Intuition or Acrobatics (their choice). Cautious Movement — move ½ your speed through an Enemy's Attack Area without ACAs. Tumble Through — move through an Enemy's space, TN 14 +7 per square after the first; they check against you for each square of their space until they succeed or you leave it. Kip Up — stand from Prone: TN 15 as a Secondary Action, TN 30 as a Nonaction.

Analyze Tactics

Target: 1 Enemy. Tactics vs. their Tactics, Bluff or Intimidate if they are aware of you; vs. their POWER + CL if not. Success — their Class, and whether their Level is above or below yours. Beat by 6 — best and worst Defenses. By 10 — what Defense their Powers mainly target, and current Morale. By 15 — active Banes/Boons and Readied or Reaction abilities. By 20 — weapons they Specialize in or better, and their most-used Expendable Power. By 25 — their Weapon proficiencies. Failure gives false information.

Defensive Riding

Ready it with both your and your Mount's Secondary Actions; it is a Reaction [Nonaction]. Ride vs. the Attack Roll targeting your Mount: meet or beat it by less than 7 — add your Ride Rank to the Mount's Defense Roll; beat it by 7+ — add the excess ÷ 7 (rounded down) to that bonus. Once per Round.

Defense Stance

Must be taken before your Primary Action. -4 to Attack Rolls and +2 to all Defenses until the beginning of your next Turn.

Drink or Administer Potion[—]

Includes drawing the potion if within easy reach; otherwise you must Retrieve it first.

Hand Off[2]

Prepare an item for an ally to grab.

Opening/Closing Door[2 (4 for both)]

Open OR close a door; both costs double. May move remaining movement before, between, or after.

Pick Up Item[3]

Take an item from the ground or a surface and ready or stow it. As part of a Move [3 sq.] you may only take the item — you cannot also stow or ready it. Allows an ACA.

Retrieving or Stowing an Item/Weapon[3]

Retrieve and/or Stow an item or weapon, in any order (e.g., put away your Crossbow and draw your Kusarigama). As part of a Move [3 sq.]: Retrieve OR Stow one item.

Spur Mount

Ride check to Exert your Mount. Escalating Difficulty 7+3 per Minute after the first.

Stand from Prone

Secondary Action. Allows an ACA if you are in an Enemy's Attack Area; Withdraw (Primary) stands you up without one.

Toss Item

Range 5+STR sq. Attack vs. TN 10. Win — ally receives it. Fail — lands in a random adjacent square (d4).

Nonaction

Doesn't cost a measurable amount of time.

Flanking

When you are on the opposite side of an Enemy in your Attack Area, your Allies gain +2 to Attack Rolls against it; an Ally with the Enemy in their Attack Area gaining this bonus grants Flanking to you. Ranged attackers get it only within their First Range Increment, and do not grant it.

Reaction

Triggered by someone else's action.

Body BlockACA

Reaction [Primary]. 1 Ally within ½ your Movement Speed: if they would be hit by an attack, move adjacent and suffer it instead; this movement allows ACAs. Against an Area of Effect, you suffer the attack twice but defend against the roll targeting you as normal.

Hazards & Difficulties

Falling, terrain, weather, survival, targeting — the math behind the world pushing back.

Falling & Gravity

Distance traveled determines dice of falling damage, by how the fall is resisted.

Dice of DamageFastResistingControlled
14 sq.8 sq.20 sq.
26 sq.12 sq.30 sq.
38 sq.16 sq.40 sq.
410 sq.20 sq.50 sq.
512 sq.24 sq.60 sq.
614 sq.28 sq.70 sq.
716 sq.32 sq.80 sq.
818 sq.36 sq.90 sq.
920 sq.40 sq.100 sq.
1022 sq.44 sq.110 sq.
1124 sq.48 sq.120 sq.
1226 sq.52 sq.130 sq.
1328 sq.56 sq.140 sq.
1430 sq.60 sq.150 sq.
1534 sq.68 sq.170 sq.
1638 sq.76 sq.190 sq.
1742 sq.84 sq.210 sq.
1846 sq.92 sq.230 sq.
1950 sq.100 sq.250 sq.
2054 sq.108 sq.270 sq.
2158 sq.116 sq.290 sq.
2262 sq.124 sq.310 sq.
2366 sq.132 sq.330 sq.
2470 sq.140 sq.350 sq.
2575 sq.156 sq.390 sq.
2680 sq.172 sq.440 sq.
2790 sq.204 sq.490 sq.
28100 sq.236 sq.560 sq.
29120 sq.300 sq.700 sq.
30140 sq. or more350 sq. or more777 sq. or more

Gravity — Fast: +10/Round, max 300. Resisting: +7/Round, max 210. Controlled: +5/Round, max 100. Slow: +2/Round, max 40 Add ½ speed to damage dice. +1 Die for every 4 sq. of Space, rounding down.

Landing on someone (p.98) — the creature fallen on takes ½ the faller's speed (sq. per Round) as Damage, +10 per square the faller is larger than 1. High Jump — ignore twice your High Jump Speed + Jump Rank in squares of fall; or Ready a Jump check to cut the fall distance by the result, then High Jump ½ your final speed (p.98–99).
Catching a falling creature (p.98) — Lift check: cut their speed by the result in squares; every 4 over the TN removes 1 die; catcher and target each take ½ the remaining fall Damage.
Flying Stop (p.99) — a Fly check at the end of the Round cuts Fall Speed by ½ the result in squares.
Water Landing (p.99) — a fall long enough for 1 die of Damage hits water like a solid surface, unless a Swim check beats ½ the current speed (sq. per Round); the water must be deep enough to submerge you and your gear.

Destroying & Sundering Objects

Increase or reduce sunder chance based on the difference between materials — see the Sunder action.

MaterialDamage ResistanceHealth per CM
Wood0-31-2
Stone1-51-3
Iron/Steel7/105/6
Divinium128
Glast-El149
Kistu Kane1510
Spillan2014
Volcanic Alloy2518
Arcanium3030
Menta-Metal3225 (Regen 2/Round)
Fightium4027

Environmental Hazards

2 Hour1 Hour10 Minutes
Hot40-4546-5152+
Cold5 to -10-11 to -21-22 or colder

Escalating difficulty — Difficulty 7 + 2 per unit of time in the shortest bracket.
Humidity — Increases effective temperature for Environmental Hazard purposes: 0-25% +1, 26-50% +3, 51-75% +6, 76%+ +10.

FailuresPenalty
1Fatigued
2Exhausted
3Staggered
4Unconscious
5Death

Holding Breath — 1 + CON Minutes.
Drowning — 1 + CON Rounds. Toughness-Protection ETN 12+3/Round.
Hunger — Endure 10+CON Days; regain CON Days for every Day eating normally. Requirement: 200g/SR. T-P ETN 10+3/Day (Endurance usable at double TN).
Thirst — Endure 2+CON Days; regain all in 2 Days drinking normally. Requirement: 500mL/SR. T-P ETN 10+5/Day (Endurance usable at double TN).
Sleep — Endure 2+CON Days. ETN 10+2/Day. Regain all with 16 Hours sleep.
Uses the Environmental Hazard progression, skipping its Stage 4.

Finding Food & Water / Disarming Traps

Abundance — Plentiful / Normal / Meager / Barren
TN — 4 / 9 / 15 / 30 + Zone Season Modifier, by abundance above.
Skills — Gather or Survival / Investigation / Perception.
Yield — Base Yield = check result × Rank, in SR of food, +1 SR for every point above the TN.

Disarming Traps — TN 7 + POWER + Power Level.. Magic: Arcane, Divine, or Psionic Lore / Legerdemain / Engineering.. Mechanical: Engineering / Legerdemain / Arcane, Divine, or Psionic Lore.

Weather & Vision

Rain — Light: Perception (sight, sound) -2; Muddy Terrain after 10 Hours. Moderate: Light Cover, -4; Muddy after 2 Hours, Muddy-Deep after 12. Heavy: Moderate Cover, -7; Muddy after 30 Minutes, Muddy-Deep after 2 Hours.
Fog (p.73–74) — Low: Perception (sight) −2, Light Cover at 10+ sq. Moderate: −4, Light Cover; Moderate Cover at 10+ sq. Heavy: −10, Moderate Cover; Total Cover at 10+ sq.
Hail / Snow / Sleet (p.74) — Light: Perception (sight, sound) −3; Snowy Terrain after 5 Hours. Moderate: −6, Light Cover; Snowy after 1 Hour. Heavy: −10, Moderate Cover; Snowy after 15 Minutes. Climb / Land / High Jump TN (STR, or the skill at SSS 1, or Lift at SSS 2): Moderate 7, Heavy 14.
Wind (p.75) — adds to other weather (add the TNs). Perception (sound) Low −2, Moderate −5, Heavy −10. Climb / Land / High Jump TN: Moderate 10, Heavy 15. Flying as in the Flying line below.
Sandstorm — Light: TN 7, Light Cover at 7 sq. Moderate: TN 14, Light Cover; Moderate Cover at 7 sq. Heavy: TN 21, Moderate Cover; Total Cover at 7 sq.
Flying — Low: Fly TN 10, against penalty -1 sq.. Moderate: Fly TN 15, against penalty -2 sq., Tail Wind +1 sq.. Heavy: Fly TN 25, against penalty Slowed, Tail Wind +3 sq.
Swimming — Protection Penalty ×2, plus the Encumbrance penalty. Water Currents TN: Light 7, Moderate 15, Heavy 25. Waves: Light +5, Moderate +9, Heavy +15.

Illumination — Light extends X squares, then Low-Light for another .5X squares. Perception penalty — Low-Light: -7. Darkness: -14. Attack penalty — Low-Light: -1. Darkness: -3.
Bright light (p.66) — creates Regular Light of double its range, then Low Light of the same range. Without Bright vision: Dazzled until the end of the next Round, and inside it −7 visual Perception and −1 to Attack Rolls on top of Dazzled. Low-Light vision instead: Dazzled while inside it, −14 visual Perception, −2 to Attack Rolls.
Vision types — Bright vision: 50% of listed range. Low-Light vision: 150% of listed range. Heat vision: 21+CL sq. Sonic vision: 7+CL sq. Aura Sight: reads Auras within line of sight and ignores Darkness, not Total Cover; a Full Round to see into the Spirit Realm (unaware of the Material Realm meanwhile). Normal: every species has it unless it says it has only its listed types (p.66–67).

Tracking & Encumbrance

Tracking TN — 12 +1 per 3 Hours since the trail was made, −⅓ of the total Size Rating of the creatures being tracked.
Trail quality — Following: 3. Heavy use: 5. Moderate use: 8-10. Light use: 12-15. Blaze own: 20-25. Find reclaimed path: 30+
Getting lost — On failure: lost for (15 Minutes − Rank) + 1 Minute per point below the Target Number.

Encumbrance (Swim)Penalty
Under ½ capacity0
½ capacity or more-3
Full capacity-7

Errata (Oct 2026) — this replaces the Core Rulebook p.26 table (<25% 0, 25-50% 2, 51-75% 5, 75-100% 9). Over capacity, p.26's -3 more for every additional 10% above 100% still applies. Applies to Swim checks on top of Swim's own Protection Penalty ×2.

Movement Checks

Exert Speed — ETN 5+2/Round (7+3/Round when combined with Sprint).
Sprint — Base: CON Rounds before an Endurance check at 5+2/Round.
Burrowing — 3:1 sq. ratio for a stable tunnel. Base modifier is the material's Damage Resistance. Using a channel/tool: 6+3/Minute.
Climbing — Skill: ½ Land Speed, ETN 5+2/Round. Surface TN — Prepared: 3. Rough: 7. Standard: 15. Smooth: 25.
Jumping — Natural (Sprint): High ×2, Long ×3 (or 3 separate jumps). Skill: High = 1+Rank. Long = ½ Land Speed at TN 15, Full Land Speed at TN 30.

Difficult Terrain

Values below are the Core Rulebook's own published figures — the authoritative source. An earlier working draft (Difficult Terrain.docx) gives Icy's Turn-and-Stop check as SSS 2; the Core Rulebook and Player's Handbook draft both agree on SSS 1, so SSS 1 is used here.

Ground (2-D):

Icy (—) — Acrobatics check when first stepping onto or to avoid Falling Prone. Turn-and-Stop is SSS 1 Acrobatics. Creatures with Frost Walk ignore this type.

Rocky (2:1) — Acrobatics when Sprinting, or when Tripped. Creatures with Nimble Footing ignore this type.

Sandy (2:1) — Creatures with Sand Swimming move through without penalty. Creatures with Nimble Footing ignore this type.

Snowy (2:1) — Creatures with Frost Walk or Nimble Footing ignore this type.

Muddy, Light (2:1) — STR or Stuck, ETN 7+2/Round. SR 14+ ignores. A Swim Speed can be used without penalty.

Muddy, Deep (3:1) — STR or Stuck, ETN 13+3/Round. Treated as Muddy, Light at SR 14-20; ignored at SR 21+.

Brush & weather (3-D):

Brush, Light (2:1) — Light Cover; Moderate Cover at 10+ sq. Flora Familiarity reduces the movement ratio by 1 sq.

Brush, Moderate (3:1) — Moderate Cover (Light Cover between adjacent targets); Total Cover at 10+ sq.

Brush, Heavy (4:1) — Total Cover (Moderate Cover between adjacent targets).

Special movement —

Frost Walk: Ignores Icy and Snowy terrain; can walk on walls/ceilings with Gravity oriented to the current surface. At 11th Level, can climb Hail, Heavy Snow, or Sleet like a ladder.

Flora Familiarity: Reduces the Brush movement penalty by 1 sq. (2 sq. at 11th Level) and its Cover penalty by 1.

Nimble Footing: Ignores Rocky, Sandy, and Snowy terrain. At 11th Level, +1 to Attack Rolls against creatures without this ability while in those terrains.

Terrain Encounter-Design Cost

From the Difficult Terrain rules — an encounter-design guideline for how much a given terrain type 'costs' when building an encounter, not a combat-time rule. The source advises keeping to 2-3 terrain types per encounter; more muddles player comprehension. Difficult Terrain TN when created by a Power = POWER + the Power's Level Modifier (typically +5/tier, +20 at 21st) + the terrain's own Base Modifier, if any; +5 more per extra rank for Rocky/Icy/Muddy. Weather Base Modifier: Light = PR bonus only, Moderate = +5 TN, Heavy = +10 TN.

1 Cost — Rocky, Sandy, Snowy

2 Cost — Icy; Muddy; Brush, Light

3 Cost — Muddy, Deep; Brush, Moderate

4 Cost — Brush, Heavy

Overland Travel

Decrease speed 25% for Mild terrain, 50% for Dense. Increase 10% for a Worn Path, 25% for Roads.

Pace1 Hour8 HoursEscalating TN
Walk.5km × speed4km × speed3+1/Hour
March1km × speed8km × speed7+2/Hour
Hustle1.5km × speed12km × speed13+3/Hour

Zones

Some AoE Powers create Zone effects with a set Duration. A Zone that deals Damage, provides Healing, or applies a Bane/Boon can only affect a given creature once per Round — at the start of their turn, or when they enter the Zone — even if they leave and re-enter, or the Zone itself moves and re-engulfs them, within that same Round.

Targeting, Ranges & Area of Effect

Cover — Light: -1 to Attack Rolls against the target. Moderate: -3. Total: cannot be targeted at all.
Melee — Only within your Attack Area; Melee Reach follows your Movement type.
Ranged vs. cover (by % of range) — Target within 100% of listed range: no extra cover. 101-150%: Light Cover. 151-200%: Moderate Cover. 201%+: Total Cover.
Adjacent Squares — Follows Movement rules.

Beam: 3 sq. wide/high, extending its value in squares — Centered Adjacent (straight) or Diagonal Origin (cycles 2-3 sq. wide).
Cube: A cube X sq. on every side. Centered on self excludes the user unless the power says otherwise.
Line: X sq. straight or Y sq. diagonal (given as X/Y).
Trap: Range = Melee Reach. Triggers when an enemy moves or attacks within range, before their action resolves.
Slab: X sq. long, Y sq. tall, 1 sq. wide — a straight wall/walkway shape.

Damage, Healing & Mitigation

Natural Healing — A Full Rest is 8 total Hours within a 12-Hour span, once every 24 Hours; regain all Health and Powers.
Granted Healing Scaling — Each additional use of a granted Healing Power in the same period increases its total by 50% of the base amount, up to 7 uses for 400% of base.
Death — At -50% of Max Health.
Final Chance — Difficulty = 7 + 1 per point past -50% Max Health.
Rally — Difficulty = 10 + 1 per 7 points below 0 Health.
Distractions — Focus = Power Level + ¼ Damage taken, rounding down. Under an active Bane, add its Power Rating modifier(s) to the TN.

Absorption: Subtracted from each source of Damage; you regain that much Health.
Damage Resistance: Subtracted from each source of Damage. Everyone has DR equal to CON, stacking with other sources.
Reflection: Subtracted from each source of Damage; the source takes that much Damage in return.
Retaliation: Builds from actual Damage suffered since your last Turn, up to a class-defined maximum (its Retaliation Score). Adds ½ that value, rounded down, to all Damage you deal (Power or Basic Attacks). Counted after your own Damage Mitigation. Resets to zero at the end of your Turn.

Bane & Boon Reference

37 Banes, 24 Boons — searchable.

Disoriented All Defenses & Focus

-1 to all Defenses and Focus checks. Can only use Powers with Range: Personal.

Stunned All Defenses & Focus

-3 to all Defenses and Focus checks. Only a Primary or Secondary Action on your Turn, only Powers with Range: Personal, cannot make an ACA.

Paralyzed All Defenses & Focus

No Defense Roll — use 1 as the d20 result. You lose Focus on any active Abilities or Powers. Cannot take Actions or Reactions.

Dazzled Dodge

-2 Dodge, -1 to Attack Rolls.

Blinded Dodge

-4 Dodge, -2 to Attack Rolls. When you move, roll Acrobatics vs. the Bane's Power Rating or Fall Prone. Targets outside your Attack Area have Moderate Cover against you. Cannot use Extended Distance on Ranged Attacks.

Nervous Resolve

-2 Resolve, -1 to Attack Rolls. Lose 1 Morale when first affected.

Terrified Resolve

-4 Resolve, -2 to Attack Rolls. Lose 2 Morale when first affected. If Morale is 4 or less, Resolve vs. the Bane's Power Rating; failure means you flee Combat until the Bane ends (if you cannot escape, take Total Defense each Round).

Unbalanced Toughness

-2 Toughness, -1 to Attack Rolls.

Reeling Toughness

-4 Toughness, -2 to Attack Rolls. Start of Turn: Focus vs. the Bane's Power Rating or drop whatever you are holding and any active Powers end.

Fatigued All d20 Rolls

-1 to all d20 Rolls. Cannot Exert or Sprint.

Exhausted All d20 Rolls

-2 to all d20 Rolls. Also Slowed. Cannot Exert or Sprint.

Slowed Movement & Actions

Movement Speeds and Movement from Powers and Items -50% (rounding up). -2 Initiative.

Immobilized Movement & Actions

Speeds become 0; cannot move via Powers or Items (still subject to Forced Movement/Gravity). -4 Initiative. Lose your Secondary Action.

Staggered Movement & Actions

Only 1 Action on your Turn. Also Slowed.

Frail Mitigation & Protection

-2 Protection (minimum 0). All Damage Mitigation (Resistance, Reflection, Absorption) reduced by ½, rounding down.

Vulnerable Mitigation & Protection

-4 Protection (minimum 0). You lose all forms of Damage Mitigation and cannot gain them for the duration.

Bleeding Special

Damage starts as a d4 and advances one die size for each instance after the first, to a maximum of d20, each Round until you receive First Aid or Rally if Unconscious. If caused by an Attack or Power: ETN 7 + Power Rating + 3/Round. Ignores Damage Mitigation.

Controlled Special

You no longer count as an ally to your party for Powers, and must use your Basic Attacks against your former friends. At the end of each Round you take Damage, Resolve vs. the Bane's Power Rating; success means you spend the next Round recovering from it.

Dominated Special

As Controlled, but your best Attacks and Powers are commanded, not just Basic Attacks.

Downtrodden Special

-Source's Primary Mod to Opposed Power Checks; roll 2d20 and use the worst for Focus. Immune to Morale bonuses. Start of Turn: Focus vs. Power Rating or lose your Active Power. Focus vs. Power Rating to use any Power without Range: Personal.

Drained Special

-Source's POWER to Damage and to Healing provided by Powers or received from any source (healing yourself with a Power applies it twice).

Drowning Special

You are Disoriented and Staggered. 1+CON Rounds before it becomes Fatal; then at the start of each Round, Toughness-Protection ETN 12+3/Round or Endurance at SSS 2, or become Unconscious. Drowning + Unconscious + a failure means you perish.

Enraged Special

If you attack anyone besides the Source, roll 2d20 and use the worst result. You must use your Primary Action to make an Attack unless you succeed on a Focus check. Ends if the Source has Total Cover from you for more than 1 Round.

Knockback Special

Forced movement away from the Source a certain number of squares. This movement allows an ACA from all enemies within Melee range except the Source. Multiple attackers can combine Knockback by delaying to move simultaneously: add the squares together before applying Knockback Resistance.

Pull Special

Forced movement as Adjacent Squares. Movement allows an ACA from everyone but the Source.

Grabbed Special

Primary Action to escape: Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. -Source's Wrestle Rank to your Focus Checks. -1 Attack Rolls and Dodge. No Advantage Caused Attacks.

Held Special

As Grabbed, but -(Source's Rank +2) to Focus Checks and -3 Attack Rolls/Dodge.

Inaccurate Special

Roll 2d20 and use the worst result for Attack Rolls.

Infuriated Special

You must make an Attack whenever you are able, including Advantage Caused Attacks. You must attack the Source unless you succeed on a Focus check; attacking anyone else, roll 3d20 and use the worst result. Special: if the Source has Total Cover from you for more than 1 Round, the Bane ends.

Marked Special

Attackers targeting you roll 2d20 and use the best result.

Murderous Special

You cannot tell friend from foe and attack the closest creature until it dies or you do. You will not endanger yourself unless it is the only way to attack the nearest creature.

Pinned Special

Full Round Action to escape: Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. -(Source's Rank +5) to Focus Checks. -6 Attack Rolls/Dodge. No Advantage Caused Attacks.

Poisoned Special

Take the Source's POWER in Damage at Start of Turn, ignoring Damage Mitigation.

Ultra-Poisoned Special

As Poisoned, but Damage is POWER + the Source's CL.

Prone Special

No Advantage Caused Attacks. Adjacent enemies get +2 to Attack Rolls against you. Light Cover from Ranged enemies.

Sealed Special

You cannot use Powers, and suffer an additional ill effect (such as being unable to speak). You may attempt a Focus check vs. the Bane's Power Rating to use a Power with Range: Personal; failure still expends it.

Unconscious Special

Cannot take actions. Can be woken by outside stimuli unless the source was an Environmental Hazard or you're also Bleeding. -14 Perception.

Clarity All Defenses

+1 to all Defenses. You may reroll one Defense Roll each Round.

Empowered All Defenses

+2 to all Defenses. Roll 2d20 and use the best result to Defend.

Unstoppable All Defenses

+3 to all Defenses. No Defense Roll needed — use 20 as the result.

Alert Dodge

+2 Dodge, +1 to Attack Rolls.

Vigilant Dodge

+4 Dodge, +2 to Attack Rolls. +1 Advantage Caused Attack each Round; using 1 or more expends your Secondary Action as normal.

Confident Resolve

+2 Resolve, +1 to Attack Rolls. +1 Morale at the start of your Turn if Morale is 9 or less.

Brave Resolve

+4 Resolve, +2 to Attack Rolls. Gain 2 Morale at the start of your Turn if Morale is 12 or less. Also Determined.

Emboldened Toughness

+2 Toughness, +1 to Attack Rolls.

Galvanized Toughness

+4 Toughness, +2 to Attack Rolls. Also Rejuvenated.

Invigorated All d20 Rolls

+1 to all d20 Rolls. +1 sq. to all Movement Speeds.

Energized All d20 Rolls

+2 to all d20 Rolls. Also Swift.

Swift Movement

+2 Initiative. Double all Speeds.

Accelerated Movement

+4 Initiative. Double all Speeds. +1 additional Secondary Action each Round.

Sturdy Mitigation & Protection

+2 Power bonus to Protection; gain the Source's Primary Attribute Modifier as Damage Resistance (stacks with other sources).

Resilient Mitigation & Protection

+4 Power Protection, + Source's POWER as Damage Resistance. Also Emboldened.

Charged Special

+your POWER to Damage rolls and to Healing you provide with Powers and receive from any source (healing yourself with a Power applies it twice).

Defensive Special

Enemies attacking you roll 2d20 and use the worst result.

Evasive Special

Your movement does not allow Advantage Caused Attacks.

Determined Special

+Source's Primary Mod to Opposed Power Checks; roll 2d20 and use the best for Focus. No Focus Checks required on your own Turn. Immune to Morale penalties.

Invisible Special

Undetectable visually in the material realm or spirit world by aura, heat or sight. Detectable by other senses (hearing, smell, touch or Sonic Vision): they can roll Perception versus your Stealth, with the source of Invisibility's Power Rating as a Bonus. Attackers roll 2d20 and use the worst result. Add your Stealth Rank to Attack Rolls against those unaware of you. Making an Attack Roll or dealing Damage ends the effect.

Phase Out Special

Between the Material and Spirit realms — Total Cover, cannot interact with either realm, gain a Hover Speed equal to your fastest Movement type, and can pass through creatures/objects. Undetectable by any sense, including Aura and Sonic vision. Ending the effect somewhere not open shunts you to the nearest clear square and deals 7 Damage per square traveled.

Precise Special

Roll 2d20 and use the best result for Attack Rolls.

Protected Special

Shielded from Attacks, though non-Attack effects such as Zones or Environmental Hazards can still harm you. You may use Powers or actions that don't involve Attack Rolls. Making an Attack Roll ends this effect.

Rejuvenated Special

Regain the Source's CL + POWER in Health at the start of your Turn.

Morale

Modifiers from a creature's current Health and Morale.

Starting Morale: 7, normally.

Status — Morale is in alpha testing (Errata, Oct 2026). For player characters it is not implemented: the character sheet tracks Morale but adds the modifier to no roll. For enemies its effect is tentative: use the modifier below on their rolls only if you want to try it.

Lowered by — Demoralize (1, +1 per 5 the Intimidate check exceeds Resolve by); Nervous (1); Terrified (2)

Health % (of Max, at start of turn)Damage ModHeal Mod
25%-0+0
50%-1+0
75%-2+1
90%-3+2
125%+-4+3
MoraleModifier
-7-4
-6 to -3-3
-2 to 0-2
1 to 3-1
4 to 90
10 to 13+1
14+2

Check — When Morale is lowered, roll a d4: result at or below current Morale, you're fine; above it, you begin to flee combat.

The Morale rules also outline an escalating Focus check for resisting a rout, but its values are not yet final, so it is not included here. The two tables and the d4 check above are complete.

Ephemeral Summons

Running Druid and Shaman's temporary creature summons.

Druid and Shaman summons are not Bestiary companions. Each arrives through a summoning power and lasts only as long as that power does. The Bestiary files all ten together in their own section (no tier die), with size, movement, vision, how many arrive and how long they last.

Beast Tamer companionDruid summonShaman summon
Arrives“Beast Tamers command one of the fierce beasts of Adventura as their loyal companion.”“You sprout a bipedal plant creature to aid you.” (Plant Defender) · “From seemingly nowhere 3 Insect Swarms Appear.”“You Call forth a Random Kami, roll 1d6 to determine which Archetype you Summon.”
LastsA standing companion“It remains for your POWER Minutes or until reduced to 0 Health” (Plant Defender, Insect Swarm); CL + POWER Minutes (Plant Fighters, Deadly Swarm); 1 Hour (Living Weather)“They remain for your CL + POWER Minutes or until reduced to 0 Health.”
StatsBeast packet; “Beasts all use the same Attribute spread: 14, 13, 12, 11, 10, 9 … It uses your Power.”“Consult the Summoning Stat Block Section” (Druid.pdf pp.15–27)“Consult the Summoning Stat Block Section” (Shaman.pdf pp.10–26)
How manyOne Beast“You can only have 1 Summon Power active at a time. Using another Summon Power ends the first.”
If lost—Gone when its time runs out or it reaches 0 Health“If they are Banished or Slain you cannot Summon them for 1 Month.”

Beast Tamer powers are written for “your Beast”, so they don't reach a Druid or Shaman summon (a reading of the class text, not a separate rule).

Full stat blocks, by Character Level, are in the class documents: Druid.pdf pp.15–27 (Plant Defender, Swarm Cloud — the Insect Swarm — Deadly Swarm, Plant Fighter, Living Weather) and Shaman.pdf pp.10–26 (the five Archetypes). On the character sheet, set Class to Shaman and the Summon panel (bottom-left) shows the Shaman.pdf numbers for the player's level (checked against the PDF in the sheet's Round 297 audit). The Druid panel (bottom-right) shows Druid.pdf's stat blocks for the player's level, including Living Weather at 21st (rebuilt in the sheet's Round 324).

Full creature entries, including a link back to this section, are in the Bestiary.

Damage by Tier

Pick a die type and a power tier to get its full CL 1-21 damage progression — for building an NPC attack or reskinning one on the fly.

Shops, prices, coins, special materials and magic items are on the Market & Crafting page.