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 turn
1
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

Universal
Meet 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.