GM Quick-Reference Screen
Live session rules, combat maneuvers, hazard matrices, and skill DCs for the Narrator behind the screen.
DCEasy 10Moderate 15Tough 20Deadly 25Overwhelming 30Hopeless 35
Round1
ICombat & Tactical Maneuvers
Action Economy
Per turn1
Standard
1
Bonus
1
Move
1
Reaction
Reaction: max 1 offensive reaction attack per round.
Attack Replacements
Costs 1 attack- Disarm
- Athletics vs Athletics/Acrobatics. Success: target drops one held item.
- Grapple
- Athletics vs Athletics/Acrobatics. Success: Grappled (Speed 0).
- Shove
- Athletics vs Athletics/Acrobatics. Success: Prone or pushed 5 ft.
Tactical Moves & Stances
- Brace
- Bonus action. Reaction attack vs a charger; +1 weapon die on a hit (or advantage).
- Charge
- 20+ ft straight line: first melee hit +2 dmg (+4 with a polearm).
- Kipup
- Stand from prone without provoking. Needs Acrobatics; bonus action or reaction.
- Mount
- Mount or dismount costs half your movement.
Cover & Combat Floors
- Half
- +2 Defense / +2 Reflex
- ¾ Cover
- +5 Defense / +5 Reflex
- Total
- Cannot be targeted directly.
- Min 1 damage on any hit.
- Nat 20 = double damage.
- Nat 1 = provokes an Opportunity Attack if the target has its Reaction.
IIDCs, Traps & Skill Resolution
DC & Success Thresholds
UniversalMeet DC
Success
DC + 5
Critical
DC + 10
Epic
Graduating Die (GD)
Traps & Perception
Trap Stealth = 10 + creator PROF + creator INT mod.
- Spot
- Perception vs Trap Stealth
- Disarm
- Thievery or Arcana vs Trap Stealth
Stealth12
Alertness Thresholds
Passive · +10
10
High · +15
15
IIISurvival, Resting & Conditions
Light & Illumination
- Torch
- 30' bright / 30' dim · burns 1 hr
- Darksight
- 60' · black & white only
- Infravision
- 60' · sees heat
Resting Cycles
Pitstop · 1 hr
Dress wounds, eat, check gear. Fatigue −2.
Full Rest · 6 hr
Sleep. Restores Level + END HP, clears all fatigue, restores mana.
Fatigue & Hazards
- Level 1
- −2 to attacks, saves, and skill checks
- Level 2
- −3 to attacks, saves, and skill checks
- Level 3
- Speed halved
- Level 4
- Disadvantage on skill checks
Falling: 1d6 per 10 ft · Catfeet ignores the first 20 ft
Conditions
- Blinded
- Fails sight checks; attacks against it have advantage; its attacks have disadvantage.
- Charmed
- Treats the charmer as an ally and can’t willingly harm them; ends if the charmer’s side attacks it.
- Grappled
- Speed 0.
- Prone
- Melee attacks against it have advantage; standing costs half its move.
- Frightened
- Disadvantage on attacks and checks while the source is in sight; can’t willingly move closer.