The Guild / GM Screen
Quick reference for running the table
GM Screen
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. Nothing here is saved between visits — it's meant to be filled in fresh at the start of each session or encounter.
| Init | Name | Type | Banes / Boons | Acted |
|---|
Check a row off as that combatant takes their turn. New Round clears every checkmark, advances the round counter, and keeps the roster and initiative order in place — the usual case, since initiative doesn't normally change once it's rolled. 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"). The Banes/Boons field suggests names from the Bane & Boon Reference below as you type, but takes free text too — durations, stacking notes, whatever's useful. The ℹ button shows what any matched names actually do, without needing to scroll down to look them up.
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 own [Brackets] on your next turn. A [Nonaction] Reaction Power is the exception -- it doesn't cost a future action, but you're limited to using [Nonaction] Reactions your Primary Attribute modifier times per 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 itself a Reaction [Secondary] -- follow the Reaction Powers rule above: you lose your Secondary Action on your next turn, then regain it at the start of that turn. 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.
Action Types
What costs what, on whose turn.
Full Round or Greater
Costs your whole turn.
Complete Defense
Gain +4 all Defenses.
Escape Entanglement/Pinned
Acrobatics/Legerdemain/Wrestle vs. Wrestle of foe or Difficulty of Net.
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.
Sprint
Move 3× speed. Can Sprint Constitution Score Rounds before an Endurance check, ETN 5+2/Round.
Readying
Prepare a single Action, Attack or Move, for a specific stimulus. Can sustain on your Next Turn as an Attack Action.
Throw NetACA
Attack vs. Dodge, Weight vs. Lift. Win — Prone and Held. Fail — Grabbed. Reach allows an Advantage Caused Attack (ACA) on the Net.
Primary
Your one active maneuver each turn.
Analyze Tactics
Move Action. Target: 1 Enemy. Tactics versus Active; Tactics/Bluff/Intimidation versus Inactive; POWER+CL.
ChargeACA
Basic Melee Weapon Attack; 1 Enemy within Movement range, allows ACA. +2 Accuracy, -1 all Defense until next turn.
Demoralize
Target: Each enemy that sees you. Intimidate vs. Resolve. Reduce Morale by 1, +1 for every 7 you exceed their Resolve by. +3 for each enemy defeated this Combat. Special: usable as a Move Action against the target of a successful Attack.
DisarmACA
Target: 1 Armed enemy. Accuracy vs. Accuracy. Win — thrown 1d4 sq. away in a random direction. Fail — grants an ACA.
Feint
Target: 1 Enemy. Bluff vs. Intuition or Tactics or Bluff with SSS 2. Win — gain your Bluff Rank as a bonus to your next Attack. Lose — they gain +2 vs. your next Attack.
First Aid
Range: Melee. Three options — Bolster: roll vs. the Bane's Power Rating, reduce it by ½ your Rank. Mend: Heal Skill Mod check at 10+4 per prior use since last Full Rest, restores your total Heal modifier (max 30% of Max Health +10% per Rank in Heal). Stabilize: 7+3 per level of Bleeding; also an automatic Rally check at TN 7 + ½ their negative Health, rounded up.
Goad
Attack Action. Target: Each enemy that sees you. Persuasion versus their CL + Resolve, or Intuition or Tactics.
RushACA
Target: 1 Enemy. Attack vs. Toughness. Can be used with Charge — grants an ACA beforehand. STR vs. CON or STR. Win — knocked Right, Left, or (on beating by 10+) Prone. Lose — your movement is blocked. Can forgo the ACA to skip the check. +1 per square larger the target is.
ShoveACA
Target: 1 Enemy in Melee. Attack vs. Dodge or Toughness (defender's choice). On a hit, STR vs. CON or STR. Win — push 1 sq., +1 per 3 you exceed by; you may move with them, no ACA. Fail — grants an ACA.
SunderACA
Target: 1 Armed Enemy in Melee. Accuracy vs. Accuracy. Win — roll percentile, call high or low; 50% or better breaks a like material, -10% per stage lower on the material ladder (Wood-Stone-Iron-Steel-Kitsu Kane-Full Spillan-Volcanic Alloy-Arcanium/Divinium). Fail — grants an ACA.
TripACA
Target: Enemy within Melee. Attack vs. Dodge or Toughness-Protection (defender's choice). Opposed DEX or STR, +1 per square larger the target is. Win — Knocked Prone. Fail — grants an ACA.
Withdraw
Your movement doesn't provoke an ACA this turn. Also lets you Stand from Prone with no ACA and ½ movement.
Secondary / Demi-Move
Some can be taken as part of a Move, spending squares of movement shown as [X].
Acrobatic Escape
Acrobatics vs. Tactics/Intuition/Acrobatics. Win — ½ speed movement or Stand from Prone with no ACA; moving through a foe grants +CL to the check.
Defensive Riding
Ready using both your and your Mount's Move actions. Skill vs. Attack; every full 7 you exceed by adds +1 to the Mount's Defense for that Round (max once/Round).
Defense Stance
Must be declared before making an Attack Action this turn. +2 Defenses, -4 Accuracy.
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]
Grab and Stow or Ready an item as part of a Move (no separate Stow/Ready needed).
Retrieving or Stowing an Item/Weapon[3]
Draw or Stow one item; a full Move Action lets you Draw then Stow (or vice versa), or Draw/Stow 2 items.
Spur Mount
Ride check to Exert your Mount. Escalating Difficulty 7+3 per Minute after the first.
Stand from Prone
A Move Action.
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 allies are on opposite sides of an enemy, +2 Accuracy against it. Ranged attackers get the bonus within 10 sq. but don't grant it to others.
Reaction
Triggered by someone else's action.
Body BlockACA
Counts as a Primary Action. ½ movement range, allows an ACA. Take a hit meant for an ally if it has a single target; takes double damage from an AoE.
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 Damage | Fast | Resisting | Controlled |
|---|---|---|---|
| 1 | 4 sq. | 8 sq. | 20 sq. |
| 2 | 6 sq. | 12 sq. | 30 sq. |
| 3 | 8 sq. | 16 sq. | 40 sq. |
| 4 | 10 sq. | 20 sq. | 50 sq. |
| 5 | 12 sq. | 24 sq. | 60 sq. |
| 6 | 14 sq. | 28 sq. | 70 sq. |
| 7 | 16 sq. | 32 sq. | 80 sq. |
| 8 | 18 sq. | 36 sq. | 90 sq. |
| 9 | 20 sq. | 40 sq. | 100 sq. |
| 10 | 22 sq. | 44 sq. | 110 sq. |
| 11 | 24 sq. | 48 sq. | 120 sq. |
| 12 | 26 sq. | 52 sq. | 130 sq. |
| 13 | 28 sq. | 56 sq. | 140 sq. |
| 14 | 30 sq. | 60 sq. | 150 sq. |
| 15 | 34 sq. | 68 sq. | 170 sq. |
| 16 | 38 sq. | 76 sq. | 190 sq. |
| 17 | 42 sq. | 84 sq. | 210 sq. |
| 18 | 46 sq. | 92 sq. | 230 sq. |
| 19 | 50 sq. | 100 sq. | 250 sq. |
| 20 | 54 sq. | 108 sq. | 270 sq. |
| 21 | 58 sq. | 116 sq. | 290 sq. |
| 22 | 62 sq. | 124 sq. | 310 sq. |
| 23 | 66 sq. | 132 sq. | 330 sq. |
| 24 | 70 sq. | 140 sq. | 350 sq. |
| 25 | 75 sq. | 156 sq. | 390 sq. |
| 26 | 80 sq. | 172 sq. | 440 sq. |
| 27 | 90 sq. | 204 sq. | 490 sq. |
| 28 | 100 sq. | 236 sq. | 560 sq. |
| 29 | 120 sq. | 300 sq. | 700 sq. |
| 30 | 140 sq. or more | 350 sq. or more | 777 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.
Destroying & Sundering Objects
Increase or reduce sunder chance based on the difference between materials — see the Sunder action.
| Material | Damage Resistance | Health per CM |
|---|---|---|
| Wood | 0-3 | 1-2 |
| Stone | 1-5 | 1-3 |
| Iron/Steel | 7/10 | 5/6 |
| Divinium | 12 | 8 |
| Glast-El | 14 | 9 |
| Kistu Kane | 15 | 10 |
| Spillan | 20 | 14 |
| Volcanic Alloy | 25 | 18 |
| Arcanium | 30 | 30 |
| Menta-Metal | 32 | 25 (Regen 2/Round) |
| Fightium | 40 | 27 |
Environmental Hazards
| 2 Hour | 1 Hour | 10 Minutes | |
|---|---|---|---|
| Hot | 40-45 | 46-51 | 52+ |
| Cold | 5 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.
| Failures | Penalty |
|---|---|
| 1 | Fatigued |
| 2 | Exhausted |
| 3 | Staggered |
| 4 | Unconscious |
| 5 | Death |
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 within 48 Hours.
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 — Illumination -2 sq. Medium — Illumination halved. Heavy — Illumination Moderate.
Sandstorm — Cover as Brush. Damage: Moderate or Heavy tier.
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 — Double Protection Penalty. Light Current +4, Moderate +9, Heavy +15 to the TN.
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.
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.
Tracking & Encumbrance
Tracking TN — 10 + ½ Hours since the trail was made, +⅓ SR of the tracked creature, +25% per 2 additional creatures in the group.
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 | Penalty |
|---|---|
| <25% | 0 |
| 25-50% | 2 |
| 51-75% | 5 |
| 75-100% | 9 |
Applies double for Swimming's Protection Penalty. -3 more for every additional 10% above 100%.
Movement Checks
Exert Speed — 7+3/Round.
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 25.
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. Creatures with Flora Familiarity ignore the speed penalty.
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 Difficult Terrain.docx — an encounter-design guideline for how much a given terrain type 'costs' when building an encounter, not a combat-time rule. Kyle's own source note: keep 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, Light, 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.
| Pace | 1 Hour | 8 Hours | Escalating TN |
|---|---|---|---|
| Walk | .5km × speed | 4km × speed | 3+1/Hour |
| March | 1km × speed | 8km × speed | 7+2/Hour |
| Hustle | 1.5km × speed | 12km × speed | 13+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 beyond 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 14-Hour span; 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: Subtracts from total Damage; you regain that much Health.
Damage Resistance: Subtracts from total Damage.
Reflection: Subtracts from total 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 1 Action, only Powers with Range: Personal, cannot make an ACA.
Paralyzed All Defenses & Focus
No Defense Roll — use 1 as the d20 result. Cannot take Actions or Reactions.
Dazzled Dodge
-2 Dodge, -1 to Attack Rolls.
Blinded Dodge
-4 Dodge, -2 to Attack Rolls. Acrobatics check when you Move 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.
Terrified Resolve
-4 Resolve, -2 to Attack Rolls. Lose 2 Morale. If Morale is 5 or less, Resolve vs. the Bane's Power Rating or Flee/Cower.
Unbalanced Toughness
-2 Toughness, -1 to Attack Rolls.
Reeling Toughness
-4 Toughness, -2 to Attack Rolls. Start of Turn: Focus vs. Power Rating or drop your held item and lose focus on Powers.
Fatigued All d20 Rolls
-1 to all d20 Rolls. Cannot Exert or Sprint.
Exhausted All d20 Rolls
-1 to all d20 Rolls. Also Slowed. Cannot Exert or Sprint.
Slowed Movement & Actions
-50% (rounding up) to all Speeds. -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. Damage Mitigation reduced 50%, rounding up.
Vulnerable Mitigation & Protection
-4 Protection. Damage Mitigation becomes 0.
Bleeding Special
Starts as d4, increases a die size with each stack. Ends only via First Aid or a successful Rally check while Unconscious. ETN 7 + Power Rating + 3/Round. Ignores Damage Mitigation.
Controlled Special
Your Basic Attacks are used at the Source's command. If you take Damage, Resolve vs. Power Rating at End of Round — success spends your next Turn recovering from the Bane.
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
-POWER to Damage dealt, to your Healing Powers, and to Healing received.
Drowning Special
You are Disoriented and Staggered. 1+CON Rounds before Environmental Hazard checks begin; then Toughness-Protection ETN 15+3/Round or Endurance SSS 2, or become Unconscious. Drowning + Unconscious + a failure means you perish.
Enraged Special
Focus vs. Power Rating to attack anyone besides the Source; otherwise roll 2d20 and use the worst result to attack anyone else.
Knockback Special
Forced movement directly away from the Source. Movement allows an ACA from everyone but the Source. Multiple effects Readied together add as a single source.
Pull Special
Forced movement as Adjacent Squares toward the source. Movement allows an ACA from everyone but the Source.
Grabbed Special
Attack Action to escape: Wrestle vs. Wrestle/Acrobatics/Legerdemain, at -Source's Rank to your Focus Checks. -1 Attack Rolls and Dodge. No Advantage Caused Attacks.
Held Special
As Grabbed, but -Source's Rank+3 to Focus Checks and -3 Attack Rolls/Dodge.
Inaccurate Special
Roll 2d20 and use the worst result for Attack Rolls.
Infuriated Special
Focus vs. Power Rating or must Attack the Source; otherwise roll 3d20 and use the worst to attack anyone else. Must use an Attack Action and must take Advantage Caused Attacks.
Marked Special
Attackers targeting you roll 2d20 and use the best result.
Murderous Special
Must Attack the nearest creature until it dies or the Bane ends.
Pinned Special
Full Round Action to escape: Wrestle vs. Wrestle/Acrobatics/Legerdemain, at -Source's Rank+7 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
Only Powers with Range: Personal are usable. Focus vs. Power Rating to use one; 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. Reroll 1 failed Defense Roll per 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 per Round.
Confident Resolve
+2 Resolve, +1 to Attack Rolls. +1 Morale on your Turn if Morale is 12 or less.
Brave Resolve
+4 Resolve, +2 to Attack Rolls. +2 Morale on 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 Protection, + Source's Primary Mod as Damage Resistance.
Resilient Mitigation & Protection
+4 Power Protection, + Source's POWER as Damage Resistance. Also Emboldened.
Charged Special
+POWER to Damage dealt, to your Healing Powers, and to Healing received.
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 by sight, heat, or aura, in either realm. Detectable by other senses — an opposed Perception vs. your Stealth, with the source's Power Rating as their bonus. Attackers roll 2d20 and use the worst result while you're unseen. Add your Stealth Rank to Attack Rolls against those unaware of you. Attacking or dealing damage ends the effect immediately, however long it 'should' have lasted.
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
Cannot be Targeted, though Zones/Environmental Hazards can still harm you. Can still use Actions or non-Attack-Roll Powers. Attacking or dealing damage ends the effect immediately.
Rejuvenated Special
Regain the Source's CL + POWER in Health at the start of your Turn.
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.
Morale
Modifiers from a creature's current Health and Morale.
Starting Morale: 7, normally.
Lowered by — Demoralize (1, +1 per 7 the Intimidate check exceeds Resolve by); Nervous (1); Terrified (2)
| Health % (of Max, at start of turn) | Damage Mod | Heal Mod |
|---|---|---|
| 25% | -0 | +0 |
| 50% | -1 | +0 |
| 75% | -2 | +1 |
| 90% | -3 | +2 |
| 125%+ | -4 | +3 |
| Morale | Modifier |
|---|---|
| -7 | -4 |
| -6 to -3 | -3 |
| -2 to 0 | -2 |
| 1 to 3 | -1 |
| 4 to 9 | 0 |
| 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.
Morale.docx's own escalating Focus-check formula for resisting a rout ('Base TN is 7 + [3× Morale Penalty] + X per Foe Outnumbering you + Y per Downed Ally') still has unfilled X/Y placeholders in Kyle's source — not included here pending finalization. The two tables and the d4 check above are complete and used as-is.
Ephemeral Summons
Running Druid and Shaman's temporary creature summons.
Druid and Shaman each grant a handful of creatures that don't behave like the rest of the Bestiary — they're manifestations of the caster's own power, present only for the duration of the summoning power that called them, and gone the moment it ends. The Bestiary lists them (see its own Ephemeral Summons entries) but deliberately doesn't publish hard numbers for them, in keeping with the in-world conceit that no naturalist has ever pinned one down long enough to properly catalogue it. As the GM, you don't have that excuse.
The actual mechanical stat blocks live in the character sheet itself, not here and not in the Bestiary. Open the sheet, set Class to Druid or Shaman, and a dedicated reference panel appears (bottom-right for Druid, bottom-left for Shaman) with the full stat block for whichever summon the player has picked, scaled automatically to their current Character Level. That panel is the single source of truth — there's nothing to look up here beyond this page's own advice on running them.
Consistency is a GM choice, not a rule. Nothing requires a given caster's Divine Spirit to look identical every time it's summoned, but nothing requires it to vary either — the character sheet panel just shows the numbers for their current level. Most tables find it easiest to treat a given player's summons as consistent individuals from session to session (same Natural Weapon, same general temperament) even though the in-world fiction says no one's supposed to know that for certain.
A Knowledge check reveals flavor, not stats. If a player wants to research one of these creatures with Nature Lore, Divine Lore, or similar, that's a great moment for worldbuilding — legends, regional names, what a temple or grove says about them — not a mechanical readout. Nobody in-world has verified numbers to hand over, including people who'd otherwise know everything else about the setting.
Multiple copies (Insect Swarm x3, Plant Fighter x2, Deadly Swarm x6) act independently. Each copy gets its own initiative slot, own actions, own death — they're not a single creature with a shared health pool. This matters most for Deadly Swarm at six bodies; track them as a distinct row each, not a single aggregated line, or action economy gets confusing fast.
Only 1 Summon Power active at a time, and it says so on the card — but double check anyway. Both classes' granting powers are explicit that summoning a new one ends whichever was already active. It's an easy clause to miss when a player is excited about upgrading from Insect Swarm to Deadly Swarm at 15th level — worth a friendly heads-up before the old one just vanishes mid-fight.
These aren't Beast Tamer pets. No Trainer's Talent, no Multi-Beast Bonus, none of the Beast Tamer's own companion-boosting powers apply just because something looks like an animal. If a player asks, the class boundary is real — Druid and Shaman's summons are their own separate mechanic, not reskinned Beast Tamer pets.
Full creature entries, including a link back to this section, are in the Bestiary.
NPC Merchant Generator
Randomized shop stock from real, source-verified items.
The Core Rulebook has a full currency system (Bronze/Silver/Gold/Platinum/Gems/Trade Discs, roughly 100:1 between adjacent tiers) but never assigns a price to a single item, weapon, or piece of armor anywhere. Mundane-item prices below are Kyle's own guideline figures, built from his direct economic anchors: characters start with 10 Bronze (equipment is free, separate from this), 1 Bronze buys a full day's 3 staple meals, entry-level work pays 3 Bronze/day, and 1 Silver counts as a large sum at 1st level. Weaponsmith and Armorer stock has no such pricing data yet, so those rows stay blank for you to fill in or improvise.
Price is a suggestion based on Kyle's own economic guidelines (starting cash, daily wages, and staple-meal cost), scaled by City Size -- manufactured goods cost more in small settlements and less in cities; raw/local commodities (like Firewood) run the other way. Market Volatility is a second, independent slider for anything else -- a shortage, a war, a festival -- applied on top of City Size when you next click Generate Stock. Weaponsmith and Armorer stock has no pricing data yet, so those rows stay blank. Every price is freely editable -- these are guidelines, not fixed rules; the economy is yours to run.