TEXT: ACTION DICE
  SLIDING DCs
  (Explodes on max. value)
  Benefit
  Effect
  NPC TRAITS
  Boost a Die Roll
  Atk,Skill,Sav,let,strss,sub
  Boost Defense
  +2 to Defense for result r
  Initiative and Defense
  Activate a Threat **
  Line of Sight; Various
  Grade
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Activate opponent Error
  Line of Sight; Various
  I 
  +0
  +0
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +5
  +6
  +6
  +6
  Heal
  Refresh Action
  II 
  +0
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +8
  +9
  +9
  Restricted
  Promote standard NPC *
  For current adventure
  III
  +1
  +1
  +2
  +2
  +3
  +4
  +4
  +5
  +5
  +6
  +7
  +7
  +8
  +8
  +9 +10 +10 +11 +11 +12
  DC succ.
  Villain Cheat Death *
  1d4+1 fate (pg.386)
  IV
  +1
  +2
  +3
  +3
  +4
  +5
  +6
  +6
  +7
  +8
  +9
  +9 +10 +11 +12 +12 +13 +14 +15 +15
  DC fail
  Campaign Quality *
  For current scene (pg.322)
  V 
  +2
  +3
  +4
  +5
  +5
  +6
  +7
  +8
  +9 +10 +10 +11 +12 +13 +14 +15 +15 +16 +17 +18
  1sq=5ft.~1,50m
  Dramatic scene *
  For current scene
  VI
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21
  1ft.~30cm
  Perks/Complications
  Narrative Control
  VII
  +3
  +3
  +4
  +5
  +6
  +8
  +9 +10 +11 +12 +13 +15 +16 +17 +18 +19 +20 +22 +23 +24
  1in.~2,5cm
  ■ Roll 1d6 if standard or 1 die type higher than PC if Special
  VIII
  +3
  +4
  +6
  +7
  +8
  +9 +11 +12 +13 +14 +16 +17 +18 +19 +21 +22 +23 +24 +26 +27
  1miles~1,6km
  * GM only
  CAMPAIGN QUALITIES
  IX 
  +4
  +5
  +6
  +8
  +9 +10 +12 +13 +15 +16 +18 +19 +20 +22 +23 +25 +26 +28 +29 +30
  1lb.~0,5kg
  ** Special NPC or standard w/ Treacherous qualitie only
  Name
  AD
  X 
  +4
  +6
  +7
  +9 +10 +12 +13 +15 +16 +18 +19 +21 +22 +24 +25 +27 +28 +30 +31 +33
  Fantasy Craft pg. 322
  Attack
  TYPE
  Beefy Heroes
  1
  Grade
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Name
  Age Eat
  Bleak Heroes
  3
  I 
  +0
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9 +10
  MORALE
  Animal
  �
  �
  Bold Heroes
  1
  II 
  +0
  +1
  +1
  +2
  +3
  +3
  +4
  +5
  +5
  +6
  +7
  +7
  +8
  +9
  +9 +10 +11 +11 +12 +12
  Morale Trigger
  Beast
  �
  �
  Code of Honor
  2
  III
  +0
  +1
  +2
  +3
  +3
  +4
  +5
  +6
  +6
  +7
  +8
  +9
  +9 +10 +11 +12 +12 +13 +14 +15
  Outnumbered < than 2-to-1
  Construct
  �
  �
  Dead means Dead
  3
  IV
  +1
  +2
  +3
  +4
  +5
  +5
  +6
  +7
  +8
  +9 +10 +10 +11 +12 +13 +14 +15 +15 +16 +17
  25% group lost / outn. 2-to-1
  ■ Dmg immu. : Int., Wis., Cha., sneak, stress, subdual, poison, disease
  Deadly combat
  3
  V 
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20
  50% group lost / outn. 3-to-1
  ■ Cond. Immu. : unconscious, bleeding, enraged, fatigued, fixated,
  Dominant heroes
  2
  VI
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +9 +10 +11 +12 +13 +14 +15 +17 +18 +19 +20 +21 +22
  75% gp lost / outn. 4-to-1 or +
  frightened, paralyzed, shaken, sickened
  Doomed heroes
  4
  VII
  +2
  +3
  +4
  +5
  +7
  +8
  +9 +10 +11 +13 +14 +15 +16 +17 +19 +20 +21 +22 +23 +25
  …failed by
  Consequence
  ■ Special : 1 kind of critical injury (-4 to Str., Dex. or Con.) on 51 or +
  Hearty Heroes
  1
  5-6
  12
  15
  18
  10
  13
  16
  19
  22
  21
  Tricky
  Hard
  Desp.
  Rules
  Threat Level
  Combat
  Status
  Spells
  Carr/TL
  Easy
  Averag.
  1-2
  25
  11-12
  15
  18
  21
  24
  27
  24
  3-4
  11
  14
  17
  20
  23
  9-10
  14
  17
  20
  23
  26
  7-8
  13
  16
  19
  22
  15-16
  17
  20
  23
  26
  29
  13-14
  16
  19
  22
  25
  28
  19-20
  20
  23
  26
  29
  32
  17-18
  18
  21
  24
  27
  30
  25
  Rslv DC
  10
  15
  Environment
  Cost
  1
  1
  1-4
  1-4
  1
  2
  4
  Gear
  Skills
  NPC
  var.
  4
  1-4
  Avoid
  20
  �
  �
  Heal
  Die
  �
  �
  Inert at 0w.
  Vitality
  Medecine
  -2
  -2
  Crafting
  Sleep & breathe
  �
  �
  �
  VII
  +2
  +3
  +4
  +5
  +7
  +8
  +9 +10 +11 +13 +14 +15 +16 +17 +19 +20 +21 +22 +23 +25
  …failed by
  Consequence
  ■ Special : 1 kind of critical injury (-4 to Str., Dex. or Con.) on 51 or +
  Hearty Heroes
  1
  VIII
  +2
  +3
  +5
  +6
  +7
  +9 +10 +11 +13 +14 +15 +17 +18 +19 +21 +22 +23 +25 +27 +27
  5 or less
  Hesitation
  Elemental
  �
  �
  Hewn limbs
  2
  IX 
  +2
  +3
  +5
  +6
  +8
  +9 +11 +12 +14 +16 +17 +18 +20 +21 +23 +24 +26 +27 +29 +30
  6-10
  Withdrawal
  ■ Dmg immu. : sneak, subdual, poison, disease
  Iron Heroes
  1
  X 
  +3
  +5
  +6
  +8
  +9 +11 +12 +14 +15 +17 +18 +20 +21 +23 +24 +26 +27 +29 +30 +32
  11-15
  Retreat
  ■ Cond. Immu. : unconscious, bleeding, flanked, paralyzed, sickened
  Jacks of all trades
  1
  Resilience, Competence, and Health
  16-20
  Rout
  ■ Special : no critical injuries
  Luck abound
  1
  Grade
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20 or more
  Surrender
  Fey
  �
  �
  Miracles (perm.)
  -
  I 
  +0
  +0
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +5
  +6
  +6
  +6
  ■ Special : animals not atk or flee unless atked or trained to hunt fey
  ■ Fickle Universe
  2
  II 
  +0
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +5
  +6
  +6
  +7
  +7
  +7
  +8
  Folk
  �
  �
  ■ Generous Universe
  1
  III
  +1
  +2
  +2
  +2
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +6
  +6
  +6
  +7
  +7
  +8
  +8
  +8
  +9
  DISPOSITION
  Horror
  �
  �
  ■ Indifferent Universe
  1
  IV
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9 +10 +10 +11
  Disposition
  Attitude
  ■ Res. : +4 Fortitude saves, -2 threat range of opp., 1/2 sneak (down)
  ■ Warring Universe
  2
  V 
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9 +10 +10 +11 +11 +12
  +21 to +25
  Devoted
  ■ Special : -3 (morale) with Will save for observer
  ■ Wrathful Universe
  2
  VI
  +2
  +3
  +3
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +9
  +9 +10 +10 +11 +11 +12 +13 +14
  +16 to +20
  Supportive
  ■ Special : animals not atk or flee unless atked or trained to hunt horr.
  Paranoia
  2
  VII
  +3
  +4
  +4
  +5
  +6
  +7
  +7
  +8
  +8
  +9 +10 +10 +11 +11 +12 +13 +13 +14 +14 +15
  +11 to +15
  Friendly
  Ooze
  �
  �
  Rampant Corruption
  1
  VIII
  +3
  +4
  +4
  +5
  +6
  +7
  +7
  +8
  +9 +10 +10 +11 +12 +13 +13 +14 +15 +16 +16 +17
  +6 to +10
  Intrigued
  ■ Res. : 1 category Larger for resisting Bull Rush, Disarm, Grapple, Trip
  Reputable Heroes
  1
  IX 
  +4
  +5
  +6
  +6
  +7
  +8
  +9
  +9 +10 +11 +12 +12 +13 +14 +15 +15 +16 +17 +18 +18
  +5 to -5
  Neutral
  ■ Special : 2 cat. Smal. for confin. spaces; may hold 3+DEX. (min.1) items
  Reviled Heroes
  2
  X 
  +4
  +5
  +6
  +7
  +8
  +8
  +9 +10 +11 +12 +12 +13 +14 +15 +16 +16 +17 +18 +19 +20
  -6 to -10
  Cold
  Outsider
  �
  �
  Savage Wilds
  2
  Signature Skills
  -11 to -15
  Unfriendly
  ■ Special : Attacks aligned, +2 dmg./die vs. target w/ an opp. Alignment
  Sorcery (perm.)
  -
  Grade
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  -16 to -20
  Hostile
  Plant
  �
  �
  ■  Corrupting Magic
  3
  I 
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9 +10 +10 +11 +11 +12
  -21 to -25
  Adversarial
  ■ Dmg immu. : sneak, poison, disease
  ■  Cyclical Magic
  2
  II 
  +3
  +3
  +4
  +5
  +5
  +6
  +7
  +7
  +8
  +9
  +9 +10 +11 +11 +12 +13 +13 +14 +15 +15
  ■ PCs & villains can avoid assit. for 1 AD
  ■ Cond. Immu. : fixated, paralyzed, sickened
  ■  Difficult Magic
  3
  III
  +4
  +5
  +6
  +6
  +7
  +8
  +9
  +9 +10 +11 +12 +12 +13 +14 +15 +15 +16 +17 +18 +18
  * If serious risk, this number 1/2 (down)
  ■ Special : aquatic I, light sleeper
  ■  Easy Magic
  1
  IV
  +5
  +6
  +7
  +8
  +9 +10 +10 +11 +12 +13 +14 +15 +15 +16 +17 +18 +19 +20 +20 +21
  Spirit
  �
  �
  ■  Potent Magic
  2
  V 
  +6
  +7
  +8
  +9 +10 +11 +12 +13 +14 +15 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24
  ■ Special : 1 full action or unconscious to become incorporeal
  ■  Wild Magic
  2
  VI
  +7
  +8
  +9 +10 +11 +12 +13 +14 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27
  DOWNTIME & CRAFTING
  Undead
  �
  �
  Tense
  2
  VII
  +8 +10 +11 +12 +13 +14 +15 +16 +17 +19 +20 +21 +22 +23 +24 +25 +26 +28 +29 +30
  Result
  Day
  Week
  Month
  ■ Dmg immu. : Con., stress, subdual, poison, disease
  Wire Fu
  1
  VIII
  +9 +11 +12 +13 +14 +16 +17 +18 +19 +21 +22 +23 +24 +26 +27 +28 +29 +31 +32 +33
  < 15
  1s/-
  10s/0
  50s/0
  ■ Cond. Immu. : unconscious, bleeding, paralyzed, sickened, stunned
  Adv. Companion pg. 142
  IX +10 +12 +13 +14 +16 +17 +18 +20 +21 +22 +24 +25 +26 +28 +29 +30 +32 +33 +34 +36
  16-25
  3s/-
  30s/0
  150s/1
  ■ Special : darkvision I, light-sensitive , Darkness <=> Light spells effects
  Dangerous Monsters
  2
  6
  �
  �
  �
  �
  4
  2
  3 AD
  2 AD
  Avoid
  1 AD
  1 AD
  2 AD
  Assist. *
  18
  16
  14
  12
  10
  8
  �
  �
  �
  Banished
  �
  Banished
  �
  �
  �
  �
  �
  �
  Banished
  �
  �
  �
  �
  �
  Vitality
  -10
  -4
  +0
  -4
  -4
  -10
  -4
  -10
  -10
  �
  �
  �
  �
  IX +10 +12 +13 +14 +16 +17 +18 +20 +21 +22 +24 +25 +26 +28 +29 +30 +32 +33 +34 +36
  16-25
  3s/-
  30s/0
  150s/1
  ■ Special : darkvision I, light-sensitive , Darkness <=> Light spells effects
  Dangerous Monsters
  2
  X 
  +11 +12 +14 +15 +17 +18 +20 +21 +23 +24 +26 +27 +29 +30 +32 +33 +35 +36 +38 +39
  26-36
  6s/-
  60s/1
  300s/2
  ■ Special : 1 kind of critical injury (<30 battered & 30+ broken limbs)
  Fear and loathing
  2
  36-45
  10s/-
  100s/1
  500s/3
  Legendary Monsters
  4
  46+
  15s/-
  150s/1
  750s/4
  Resilient Heroes
  1
  
  PERSUASION [D]/COERCI.
  BARGAINING [D]
  CONDITIONS
  DAMAGE TYPES
  Proposition
  Wins by…
  Condition
  Effect
  Cancel
  Name
  DR
  DC
  Effect
  Special
  Buyer, 10+
  Baffled (I-IV)
  -2 to Skill checks
  -I: end scene
  Acid
  Spé.
  -
  -
  See below…
  None
  Buyer, 7-9
  Bleeding
  1sub./r if no action OR 1d4/r
  End scene, full Medi. DC20
  ■ Unarmored : full dmg then dmg/2 at the start of each Init. Count until=0
  Slight (ridicule)
  Buyer, 4-6
  Blinded
  Flat-footed,  -8atk, +2atk opp.
  -
  ■ Armored : if dmg < DR, armor suffer dmg; else both suffer dmg
  Moderate (mild)
  Buyer, 1-3
  Deafened
  -
  -
  ■ If Armor fail 1 save, broken & both suffer dmg; if fail 2 saves, destroyed
  Extreme (severe)
  Tie
  Enraged
  No Skill checks, atk nearest
  Reslv DC20, end sc. => uncons.
  Bang *
  �
  Fort. dmg
  stunnd  1r, deafend  1d6r
  Not-deafened  only
  Deadly (attacks)
  Seller, 1-3
  Entangled
  -2 atk, -4 DEX. Skill, speed/2
  -
  Cold
  �
  to Subdual
  to Subdual
  to Subdual, cf. Heat wave
  Seller, 4-6
  Fatigued (I-IV+s)
  -5ft., -2 Str. & Dex., no Run
  -I: end scene or 1h of sleep
  Divine
  �
  Will. dmg
  baffled  1d6r
  -
  Incredible (year)
  Seller, 7-9
  Fixated
  No atk/skill, min 1 Move/r
  Reslv. DC20, end sc., attacked
  Electrical
  �
  Fort. dmg.
  sickened  1d6r
  -
  Extreme (month)
  Seller, 10+
  Flanked
  +2attack opponent
  -
  Explosive *
  �
  Ref. dmg.
  damage/2 (down, min. 1)
  20+ dmg => sprawled
  Moderate (week)
  Flat-Footed
  Loses DEX. & Dodge bonus
  half or full a, success. attked
  Fire
  �
  Ref. dmg.
  catch fire
  See below…
  Slight (day)
  BLUFFING [D]
  Frightened
  No atk or skill, min. 1 Move/r
  Reslv DC20, end scene
  ■ Full dmg at start of each Init. Count+Will. dmg or run out, prone , rolling
  None
  Lie is…
  Mod.
  Held *
  Flat-footed,  only Athl. to esca.
  Successfull Athl. or pinned
  ■ Each round if 1d20 < dmg, fire spreads (5ft. in random direction)
  Believable
  +10
  Helpless *
  +4 atk opp., Coup de Grace
  -
  ■ Until put out, fire worsens by 1d6 per round
  DISGUISES
  Plausible
  +4
  Hidden
  No L of Si. opp., targt flanked
  After obvious or Perception
  ■ Putting out fire by any means, rolling, decreases fire by 10 per round
  Disg.changes…
  Time ** Mod.
  Unremarkable
  +0
  Incorporeal
  Immu.physic., affect by Force
  If merge w/some., both killed
  Flash *
  �
  Fort. dmg.
  blinded  1d6r
  Not-blinded  only
  Small details
  +0
  Questionable
  -4
  Invisible
  Hidden  if moves 10ft.
  -
  Force
  �
  -
  -
  Affect incorporeal
  Moder. details
  -2
  Suspect
  -10
  Paralyzed
  Flat-footed , mental actions
  -
  Heat
  �
  to Subdual
  to Subdual
  to Subdual, cf. Cold wave
  Large details
  -4
  Pinned *
  cf.Held ,bound/shield,+4atk o.
  Successfull Athl. => held
  Sneak
  �
  -
  +xd6 by attack, first hit
  vitals, not hidden/ crit. Immu.
  Height (+/-5%) *
  -4
  FORAGING
  Prone
  5ft. Step,+2 Def. vs. rng.,-2atk
  Reposition
  Flat-footed, helpless, flanked
  Weight (+/-5%) *
  -4
  Terrain
  Mod.
  Shaken (I-IV+s)
  No 10 or 20,-2atk,CHA.&WIS.
  -I: end sc.
  Sonic *
  �
  Fort. dmg.
  deafened  1d6r
  Affect even deafened
  Species, close *
  -2
  Check Attempted
  Sickened
  -2 atk, skill, damage, saves
  -
  Stress
  �
  Will. 10+tot./2 (dwn)
  shaken,  reset pool
  Crit. hit=stunned  1r/1d6r
  Species,similar*
  -4
  Fertile (forest)
  10
  Slowed
  H-a; -1atk/Ref./Def.; speed/2
  -
  Subdual
  �
  Fort. 10+tot./2 (dwn)
  fatigued,  reset pool
  Crit. hit=stunned  1r/1d6r
  Species,unlike *
  -10
  Harsh (swamp)
  15
  Sprawled *
  Flat-footed , -2 attack
  Reposition or Attaqued
  * tapers off
  Species, wildy
  Imp.
  Barren (plains)
  20
  Stunned
  Flat-footed , no action
  -
  +0/+0
  +0/+0
  -4/-10
  -10/-15
  +10/+4
  2d6 m
  3d6 m
  4d6 m
  +2d6 m
  +4/+2
  +0/+0
  -2/-4
  -4/-10
  Apparent Incentive (targ. income)
  +2d6 m
  +1d6 m
  +2d6 m
  +4d6 m
  Imp.
  �
  �
  �
  �
  �
  Price
  50%
  60%
  80%
  90%
  100%
  120%
  140%
  110%
  Mod.
  +4/+2
  �
  �
  150%
  �
  �
  �
  �
  Apparent Risk (sanction)
  �
  �
  Lethal
  �
  Species, wildy
  Imp.
  Barren (plains)
  20
  Stunned
  Flat-footed , no action
  -
  Gender *
  -4
  Travel Speed
  * Armor DR/2 (Up) & when unconscious.
  TABLE OF OUCH
  Age (/category) *
  -2
  /Push Limit ben.
  +4
  Result
  Critical Injury (1d4 months)
  * Requires Tools.
  < 35
  Bleeding
  ** 1/2 (down) with Tools.
  TRACKING
  SPECIAL SITUATIONS
  36–40
  Battered limb (1d6: 1–3: –2 with actions taken using the arm, 4–6: Speed reduced by 10 ft.)
  Circumstances
  Mod.
  Falling
  41–45
  Bruised ego (all healing times doubled)
  RESEARCHING
  Hunter
  ■ 1d6/10ft. (max. 20d6) + sprawled ; no DR
  46–50
  Head trauma (1d6: 1–3: visual range 1/2 normal (down), 4–6: hearing range 1/2 normal (down))
  Circumstances
  Time
  DC
  >1/2speed(dwn)
  -2
  ■ Acrobatics DC20 for 1/2 dmg (down, 1/10ft. min)
  51–55
  Broken limb (1d6: 1–3: lose use of arm, 4–6: Speed reduced by 20 ft.)
  Research Area
  >full speed
  -4
  Mounted characters
  56–60
  Internal rupture (–3 to highest of Str, Dex, or Con)
  Single support
  1d6 h
  10
  Prey
  ■ Mount moves ; -2atk Melee & Unarm.; -4 Magic &Ranged
  61–65
  Brain trauma (–3 to highest of Int, Wis, or Cha)
  Several sup.
  2d6 h
  15
  Per - than M
  -2
  ■ Lower Def., Init., Saving Throw; Higher DR & Res
  66+
  Grave wound (1/hour, Fort save (DC 15) or lose 1 Con; Downtime Medicine check (DC 40) to repair)
  Dozens sup.
  4d6 h
  20
  Per + than M
  +2
  ■ Rider set dmg (att. can set for 2AD) ; Trip (rider&o. sprwld )
  Hundreds sup.
  1d6 d
  25
  >1/2speed(dwn)
  +2
  1-&2-Handed Weapons
  SIZE 
  ITEM CONSTRUCTION
  Thousands sup.
  4d6 d
  30
  >full speed
  +4
  ■ M size & + may use 2H wp w/ 1H, -4attack
  Size 
  Def. 
  Footprint
  Wounds
  Const.
  Well organized
  1/2
  -4
  Bleeding
  +4
  ■ 1H weapon w/ 2H, +2 Strength for dmg
  Nuisance (N)
  +16
  32 / sq
  1/8 constit. (up)
  Brittle
  Disorganized
  *2
  +4
  Terrain
  Starvation and Thirst
  Fine (F)
  +8
  16 / sq
  1/4 constit. (up)
  Soft
  Desired information is linked to…
  Soft (sand, mud)
  +4
  ■ 3 common meals & 1 quart of fluids / day else...
  Diminutive (D)
  +4
  8 / sq
  1/3 constit. (up)
  Hard
  All topics
  1/4
  -10
  Yielding (gravel)
  +2
  ■ Fort. DC10+1/prev save or fatigued+ 1d6+1d4/prev day
  Tiny (T)
  +2
  4 / sq
  1/2 constit. (up)
  ■ AP  & Keen  added to dmg
  Most topics
  1/2
  -4
  Firm (lawn,field)
  +0
  ■ 3 days w/out food. before saves; must eat/drink to rest.
  Small (S)
  +1
  2 / sq
  2/3 constit. (up)
  ■ Saves failed is x2 on Crit. Hit.
  Some topics
  -
  +0
  Hard (rock)
  -2
  Suffocation
  Medium (M)
  +0
  1 sq
  =constit.
  ■ Blast : +1 fail/10 under dmg
  Few topics
  *2
  +4
  Age/Condition of Trail
  ■ Can hold breath Constit. rounds. Then, each round…
  Large (L)
  -1
  3 x 3 sq
  1,5 x constit.
  ■ Item Broken  if N saves failed
  No topics
  *4
  +10
  /day (max. 10)
  -2
  ■ Fort. DC10+1/prev. save or 0 vit., next r=0 wounds & dying
  Huge (H) 
  -2
  6 x 6 sq
  2 x constit.
  ■ Item Destroyed  if 2xN failed
  /h rain (max. 10)
  -2
  Terminal Situation
  Gargantuan (G)
  -4
  12 x 12 sq
  3 x constit.
  ■ Outside combat only, GM can declare Terminal Situ.
  Colossal (C)
  -8
  25 x 25 sq
  4 x constit.
  NATURAL HEALING
  PUZZLES
  ■ Victim in Melee range killed or unconscious for 1 AD
  Enormous (E)
  -16
  50 x 50 sq
  5 x constit.
  (if light activites only)
  Difficulty
  Time
  DC
  Underwater Combat
  Vast (V)
  -32
  > 50 x 50 sq
  6 x constit.
  Pool
  Rate
  Trivial
  10
  ■ If  <4 ranks in Athl., -2atk,Ref.,save,skill(except Swim)
  Vitality
  1 per CL per hour
  1d6 r
  +0
  +1d6 m
  Imp.
  +2d6 m
  -4
  1
  +8
  3
  +10
  4
  +25
  12
  +12
  6
  +15
  8
  +0
  1
  +10
  ITEM SIZE
  Save
  Number
  Damage save
  -2
  +20
  10
  +2
  1
  +4
  2
  +6
  2
  1
  +5
  Trivial
  10
  ■ If  <4 ranks in Athl., -2atk,Ref.,save,skill(except Swim)
  Vitality
  1 per CL per hour
  Challenging
  15
  ■ Explosive blast increment double
  Wounds
  1 per day
  Grueling
  25
  Fly
  Stress
  1 per 10 minutes
  Maddening
  40
  ■ Maneuvers with Acrob.; 1 size larger for Def., Blend & Sneak
  Subdual
  1 per 10 minutes
  ■ Error ranges w/ attacks and Spellcasting +2 (or +4 if hovers)
  Temp Imp.
  1/day if 8h sleep
  1d6 h
  1d6 r
  1d6 m
  4d6 m
  
  ACTIONS
  SPECIAL SKILL
  BLENDING, SNEAKING & CONCEALING
  Action
  Effect
  Multi-tasking
  Circumstances
  Modif.
  Attack Actions
  ■ 2 skills : -5 both checks, error range +2
  Ambient Light/Noise/Scenery *
  Standard Attack
  1 attack against 1 target
  Cooperative checks
  None/Extreme/Dense & obscuring
  Bull Rush * 
  Opposed Athletics to push targ. 1 sq+1 sq per 4 over & sprawled ; fail=back 5 ft. & sprawled
  ■ 1 leader, 5 helpers max.; same skill as leader DC15 
  Faint/heavy/Dense
  Coup de Grace 
  (Helpless  adj. targ.) hit=unconscious OR  auto. critical hit + Fort. DC=(10+dmg) or death
  ■ +1/Success, +2/Crit. Success, tach ruined if Crit. Fail.
  Dim/Moderate/Unremarkable
  Disarm
  Opposed Standard Atk disarm 1 targ. in Close Quart.; +4 2-hand, +4/bigger wp; fail=flat-footed
  Team checks
  Bright/faint/sparse
  Feint 
  Prestidigitation vs. Notice to render opponent flat-footed ; 1/opp. each r; fail=flat-footed
  ■ Low. skill if all must succeed; high. if 1 must succeed
  Intense/No noise/Sparse & revealing
  Grapple **
  Opposed Athletics, targ. Held , become flat-footed , Grapple benefits; fail=flat-footed
  Knowledge checks
  Species
  Pummel 
  Unarmed atk; hit=3xsub. dmg; outside combat targ. suffers 1 fatigued  per 5 by which he fails
  ■ 1d20+INT.+Studies; gains 1 hint 
  Close (elf in crowd of humans)
  Taunt 
  Opposed Sense Mot., targ. in Close Quart. atk you w/ next action; fail=+1 w/ next atk for targ.
  ■ Comm. 10, Unco. 15, Rare 20, Obscur. 25, Pres. Lost 30
  Similar (dwarf in crowd of elves)
  Threaten 
  Intimi. vs. Resolve to inflict 1d6 stress to targ. in Close Quarters; fail=+1 w/ next atk for targ.
  Complex task: Progress task 
  Unlike (ogre in crowd of dwarves)
  Tire
  Opposed Resolve to inflict 1d6 subdual (no DR or Res.) to targ.; fail=flat-footed
  ■ 2 or mores Challenges (one Skill, dedicate time)
  Wildy diff. (drake in crowd of ogres)
  Trip * 
  Opposed Acrobatics to render targ. sprawled ; fail=flat-footed
  ■ Suc.:+1C; Fail:curr. err. +2; C. Suc.:+2C; C. Fail:-1C/AD
  Size
  Gaze attack
  1/2 vis. Inc. distance; 1 at a time ; crit. fail.=if mirror surface w/in LofS: 4ad to reflect, if wield: 1ad
  ■ fail if Dur. end or clear Chal.<0; Suc. if last Chal. clear
  Character is smaller than observer
  Trample
  Speed; 2sz smaller opp.; 1 atk.; 2nd and + opp. gains +2 cumul. Def.; Fort. DC=dmg or sprawled
  Complex task: Precision task
  Character is larger than observer
  Turn (ali./type)
  30ft.; Will. 10+Reslv bonus/2(up) or frightened 1d4+CHA. r; special char. +4; move 30ft. away
  ■ Timed; must score more success than fail to succeed
  Senses
  Wing buffet
  Cone wing speed length; smaller op.=Ref. DC Str.+4/cat. diff. or 1d4 sq away+sprawled ; 1sq away
  ■ Challenges becomes ind. Steps/Stages in the process
  Character is blinded or deafened
  Flurry
  If 3 or + natural attacks: one attack with each of them
  Check modifiers
  Character is blinded and deafened
  Initiative Actions
  ■ Synergy : +2 to a check if 4 ranks in a supporting skill
  Observer is blinded or deafened
  Aim 
  +1 with Standard Attack until target move more than 5ft.; 1 target at a time
  ■ Discretionary : -4 to +4
  Observer is blinded and deafened
  Anticipate
  Sense Motive DC =(10+target base attack bonus) for dodge bonus=mod WIS. (min. +1) for 1 round
  Untrained with a skill
  In the current round, character also...
  Delay
  –1 Initiative for this round; max (10+Init. bonus) times
  ■ DC15 max., error range +2
  Whispers
  Distract
  Bluff (DEX.) vs. Sense Motive to opp. Initiative -2d6 for this round; fail=flat-footed
  Studies (max. 2)
  Talks
  Ready
  Trigger for 1 half action taken later during this round
  ■ Related to Knowl. check : +1 hint
  Screams
  Refresh
  If not attacked, regain 1 AD in vitality and 2 wounds; if standard -AD accumulated dmg
  ■ Related to Skill check : +1
  Moves up to 1/2 Speed (down)
  full
  Time
  half
  Imp.
  -4
  half
  +4
  half
  Success
  full
  -4/cat.
  full
  full
  -2
  full
  +0
  free
  half
  +0
  full
  -2
  -2
  half
  -4
  half
  full
  +0
  half
  -2
  half
  +4
  -4
  full
  half
  half
  +4/cat.
  half
  -10
  full
  +2
  1 round
  -4
  Refresh
  If not attacked, regain 1 AD in vitality and 2 wounds; if standard -AD accumulated dmg
  ■ Related to Skill check : +1
  Moves up to 1/2 Speed (down)
  Movement Actions
  ■ NPC share : +1 to improve Disposition
  Moves faster than 1/2 Speed
  Standard Move 
  Move up to Speed in any direction
  Recognition
  Moves faster than full Speed (Runs)
  Handle item
  Draw, sheath, pick up, or manipulate 1 object
  ■ 1/scene: PC can call team Know. for NPC to reco. him.
  Makes a quiet attack (sap vs. leather)
  Mount/Dism.
  (Speed) Acro. DC 15; If mount unwil. : held =>opposed Surv. OR pinned  => no check (1AD to cancel)
  ■ DC20, bonus=Renown/2 (down)
  Makes a noisy attack (staff vs. chain)
  Reposition
  Stand or drop prone , become flat-footed
  Makes a loud attack (sword vs. plate)
  Run
  Move 4 × Speed in straight line (3 × Speed in full armor); become flat-footed
  * A separate modifier for each circumstance
  Total Defense
  1 Standard Move; +4 dodge bonus to Def. for 1 full round
  CONCENTRATING
  * The larger gains +2 per category of Size diff.  Cannot initiate action on 2 size or more bigger opp.
  Circumstances
  Mod.
  BALANCING, CLIMBING & SWIMMING
  ** The smaller gains +2 per cat. of Size diff. for initial check, then it's the bigger. Idem.
  Distraction
  Conditions/Circumstances
  Mild (missed, 1AD NF)
  +4
  Good (<30°/12-in, Comm. & Calm)
  VISION AND HEARING
  Moderate (<10 dmg,2AD)
  +10
  Fair (30+°/8-in, Infreq. & Rough)
  Circumstance 
  Extreme (<25 dmg, 3AD)
  +15
  Poor (60+°/4-in, Rare & Stormy)
  GRAPPLE BENEFITS
  Ambient Light
  Incredible (26+ dmc,4AD)
  +20
  MANEUVERS
  Unstable
  Benefit
  Effect
  None (pitch black)
  Character is…
  Circumstances
  Mod.
  Slippery
  Pin
  Opponent pinned
  Faint (moonlight)
  Bleeding
  +4
  Check Attempted
  Character attacked prev./curren. r
  Break Free
  Can help to; pinned to held ; held to adjacent sq
  Dim (dawn, dusk, torch)
  Fatigued
  +4/g
  Acrob./Balance
  -4
  Per character dragged (max. 2)
  Disarm
  Opponent drops 1 weapon
  Bright (daylight)
  Flanked
  +4
  Acrob./Break Fall
  -10
  Frequent chances to rest
  Handle Item
  Handl. Item OR opp. Armor=DR/2 (down,ha cancel)
  Intense (Glow II spell)
  Shaken
  +4/g
  Acrob./Jump
  +0
  Injure
  Unarmed or 1-handed weapon's damage
  Ambient Noise
  Athl./Push Limit
  +0
  Grapple 2nd Opp. (held )
  Moves in adj. sq; Grapple on 2nd opp.; -4 w/ Athlet.
  None (dead of night)
  At./Swim (no-native)
  -4
  SPECIAL COMBAT
  Move
  (Held ) moves Grappl. into adj. sq OR (pin ) to speed 
  Faint (nearby convers.)
  COVER
  W/in 10 ft. op. flame
  -10
  Untrained with an attack
  Screaming Club (pinned )
  1 attack w/ smaller opponent (1d8 sub. 20 S/2h)
  Moderate (busy tavern)
  (1 personnal and 1 scenery)
  Though open flame
  -20
  ■ -4 attack, error range +2
  Sprawl
  prone  & 1 opponent sprawled
  Heavy (passing wagon)
  Cover 
  Maneuvering Room
  Damage conversion
  Throw
  Opponent sprawled  in adjacent sq. ; unarmed dmg
  Extreme (battlefield)
  1/4
  Open (plain, road)
  +4
  ■ Subdual <=> lethal; -4 attack, dmg/2 (up)
  Use Opp. Weap. (pinned )
  Use opponent 1-handed weapon
  ■ Vision incr. : Wisdom x 10ft. (max. x10)
  1/2
  Close (village)
  +0
  Massive damages
  Swallow (2sz sm.,on crit.)
  Grapple end; inflict Sw dmg/round; -2 atk & skill
  ■ Hearing incr. : Wisdom x 5ft. (max. x10)
  3/4
  Crowded (quiet city)
  -4
  ■ 25+ : Fort. DC=dmg/2 (down) or 1d20+dmg Ouch
  25
  +4
  +10
  +4
  -4
  -
  -20 ft.
  +40 ft.
  -2
  Defense 
  Ref.
  +2
  +1
  +4
  +2
  +6
  +3
  -40 ft.
  -
  -10 ft.
  +10
  half
  -4
  Increm. Defense
  DC/Mod.
  10
  15
  -20 ft.
  +2
  +0 ft.
  +0
  To 0 ft.
  +8
  -40 ft.
  +4
  -
  full
  -10
  full
  +20 ft.
  -
  +0 ft.
  -
  +0
  half
  -4
  full
  half
  -10
  -2
  1 round
  Swallow (2sz sm.,on crit.)
  Grapple end; inflict Sw dmg/round; -2 atk & skill
  ■ Hearing incr. : Wisdom x 5ft. (max. x10)
  3/4
  Crowded (quiet city)
  -4
  ■ 25+ : Fort. DC=dmg/2 (down) or 1d20+dmg Ouch
  Vict. suffoc.; opp. Athl. or atk to escape; dmg if win
  ■ Smell incr. : Wisdom x 1ft. (max. x10)
  Total
  Tight (busy city)
  -10
  ■ if 50+ : Fort. DC=dmg/2 (down) or die
  ■ Notice, Search : -2/add. Incr. beyond 1st
  Animal is…
  Ranged attack
  > 1/2 Speed (down)
  -4
  ■ -2 per full range increment btw atk and target
  Wild
  -10
  +4
  +6
  +3
  Imp.
  
  SKILLS
  SCAVENGING
  Acrobatics - pg.69
   DEX.
  Conditions
  Intensity/Dur.
  Effect
  Item/Scenery
  Time
  Raw Materials
  ■ Balance, Jump, Tumble [1 half action]
  Terrain
  Diminutive
  15 m
  1s x average Crafting Bonus
  ■ Break fall [1 free action, DC 20]
  Aquatic
  1d6 hours
  Surviv. DC20 or 1d6 sub. per 1h/4h
  Tiny
  30 m
  2s x average Crafting Bonus
  Athletics - pg.70
  STR.
  Arctic
  2d6 hours
  Surviv. DC20 or 1d6 sub. per 1h/4h
  Small
  1 h
  5s x average Crafting Bonus
  ■ Climb, Swim [1 half action]
  Caverns/moutains
  3d6 hours
  Surviv. DC20 or 1d6 sub. per 1h/4h
  Medium
  2 h
  10s x average Crafting Bonus
  ■ Push Limit [1 free action, DC 20]
  Desert
  4d6 hours
  Surviv. DC20 or 1d6 sub. per 1h/4h
  Large
  6 h
  25s x average Crafting Bonus
  Blend - pg.71 - Subconsciously
  CHA.
  Forest/jungle
  Huge
  1 d
  100s x avrg. Crafting Bonus
  ■ Stealth [1 free action]
  Indoors/settled
  1d6 hours
  -20 ft. to visu. incr.
  Gargantuan
  1 w
  200s x avrg. Crafting Bonus
  Bluff [D, L] - pg.72
  CHA.
  Plains
  2d6 hours
  -40 ft. to visu. incr.
  Colossal
  1 M
  500s x avrg. Crafting Bonus
  ■ Lie [1 full action]
  Swamp
  3d6 hours
  -60 ft. to visu. incr.
  Enormous
  2 M
  1000s x avrg. Crafting Bonus
  Crafting [F, T] - pg.72
   INT.
  Weather
  4d6 hours
  -80 ft. to visu. incr.
  Vast
  6 M
  2500s x avrg. Crafting Bonus
  ■ Build, Counterfeit, Repair [Dw., min. Craf. Time]
  Dust/fog/rain/snow (1ad)
  ■ Scavengers=1/4(up) the char. who can stand on,in, adj.
  ■ Dismantle [item Comp./5 (up) h]
  Dust/fog/rain/snow (2ad)
  1d6 rounds
  -2 atk & Dex-skill
  ■ Time/2 (up) each time number of char. doubles.
  ■ Improvise [1 full action]
  Dust/fog/rain/snow (3ad)
  2d6 rounds
  -4 atk & Dex-skill;
  ■ Raw Materials weigh 1/10 their silver value (up).
  Disguise [T] - pg.73
  CHA.
  Dust/fog/rain/snow (4ad)
  Ref. DC15 /r or sprawled
  ■ Mask [Varies]
  Wind (1ad)
  3d6 rounds
  -6 atk & Dex-skill;
  WEAPON QUALITIES
  Haggle [D, L] - pg.74
  CHA.
  Wind (2ad)
  Ref. DC20 /r or 1d6 let. + sprawled
  Name
  Effect
  ■ Bargain [1 minute]
  Wind (3ad)
  4d6 rounds
  -8 atk & Dex-skill;
  Aligned
  gain 1 Alignment
  Impress [D, L]- pg.74
  CHA.
  Wind (4ad)
  Ref. DC25 /r or 2d6 let. + sprawled
  AP
  ignore DR. Weapon & ammunition stack
  ■ Influence, Persuade [1 minute]
  * Air & sea, left if against wind else right. Ground > /2 (down)
  Blast
  damage tapers off
  Intimidate [L] - pg.75
  WIS.
  ** 1/Downtime period, secret team check., lost diff. hours.
  1 square
  1d6 fire damage
  Bleed
  Fort. dmg or bleeding
  ■ Browbeat, Coerce [1 full action]
  2 x 2 squares
  2d6 fire damage
  Bludg.
  Blunt pro.; 1d6/1h or 1d8/2h subdual th.20
  Investigate [D, L] - pg.76
  WIS.
  SPECIAL SPELLS
  SPELLCAS.
  3 x 3 squares
  3d6 fire damage
  Cavalry
  No attack penalties while mounted
  ■ Canvass, Decipher, Research [Varies]
  Air
  DC
  4 x 4 squares
  4d6 fire damage
  Cord
  Half action to  recover & ha to readying
  ■ Identify [item Comp. Min. OR item Rep. Cost h]
  ■ Not in underwater, vacuum
  13
  Double
  Two-weapon
  TRAVEL SPEED
  Trav. Speed
  Survival DC **
  -
  12
  -
  NATURE'S FURY
  -
  8
  AD
  -
  12
  Cold/Heat Wave
  12
  -1
  16
  -
  12
  -1
  20
  3
  4
  1
  2
  2
  3
  -
  +6
  Dust/Fog/Rain/Snow
  -
  +8
  1
  1
  2
  -
  +2
  -
  +4
  -1
  20
  3
  4
  -3/+3 *
  -
  4
  -4/+4 *
  -
  Earthquake
  -2/+2 *
  -
  Spell lvl.
  0
  -1/+1 *
  -
  Flood/Landslide
  Fire
  1
  2
  3
  4
  ■ Identify [item Comp. Min. OR item Rep. Cost h]
  ■ Not in underwater, vacuum
  13
  Double
  Two-weapon
  Medicine [T] - pg.77 - Cross-species
  INT. 
  Aligned
  16
  Flash/mudslide
  3d6 sub., Ref. DC15 for 1/2 dmg
  Excruciating
  1/2 (down) stress samage
  ■ Calm, Mend [1 minute], Stabilize [1 full action]
  ■ Must possess Align., may oppose
  19
  Minor landslide
  6d6 let., Ref. DC15 for 1/2 dmg
  Finesse
  Can use DEX. Or STR. for damage
  ■ Treatment [Downtime]
  Curse
  22
  Major landslide
  9d6 let., Ref. DC15 for 1/2 dmg;
  Grip
  +4 (gear) to resist Disarm
  Notice - pg.78 - Subconsciously
  WIS.
  ■ Only countered w/ counter-curses
  25
  failed=buried (1d20 x 1000 lbs.)
  Guard
  (gear) to Def.; lost if flat-footed
  ■ Awareness [1 free action]
  Darkness (opposes Light) *
  28
  Avalanche
  12d6 let., Ref. DC15 for 1/2 dmg;
  Heavy
  No movement actions in the round of attack
  Prestidigitation - pg.79
  DEX.
  ■ Heal Undeads, block darkvision
  31
  failed=buried (1d20 x 1000 lbs.)
  Hook
  +2 (gear) to Disarm
  ■ Conceal action [1 free action]
  Earth
  34
  Hurl
  Hurled pro.; can hurl to 15ft. X2
  ■ Disable [T] [item Comp./10 (up) full]
  ■ Not in mid-air
  37
  Distant strike
  1d6 stress, Will. DC15 for 1/2 dmg
  Inaccurate
  -2 to attack
  ■ Stash [1 half action]
  Fire
  40
  Local strike
  2d6 stress, Will. DC15 for 1/2 dmg
  Indirect
  -5 to attack invisible sq; w/ fail atk deviate
  Resolve - pg.80
  CON.
  ■ Not in underwater
  Near strike
  3d6 stress, Will. DC15 for 1/2 dmg;
  Keen
  added to determine massiv. & critical dmg
  ■ Concentrate [1 free action, DC 10]
  Ice
  1d6 flash, Ref. DC15 for 1/2 dmg
  Lightweight
  may arm weapon as if 1 size larger
  ■ Relax [Downtime, at least 10 min., DC 15]
  ■ Underwater: Area ice (dmg sv=CL+SL)
  Direct strike
  12d6 elect.+sprawld  Ref. DC15=/2
  Load
  Handle action to reload
  Ride [F] - pg.80
  DEX.
  ■ Char. caught pinned , (Athlt. DC 20)
  Lure
  +2 (gear) to Feint
  ■ Maneuver [1 half action]
  Light (opposes Darkness) *
  1d6 rounds
  -2 w/ hurld atk; -5ft. against wind
  Massive
  15+ Str.; if smaller : Fort. dmg or sprawled
  Search - pg.81 - Deliberately
  INT.
  ■ Damage Undeads
  2d6 rounds
  -4 w/ hurld atk; -10ft. against wind
  Poisonous
  1 dose of poison; poisoned w/ 1 half action
  ■ Perception [1 full action]
  Lightning
  3d6 rounds
  -6 w/ hurld atk; -20ft. against wind
  Pummeling
  may Pummel
  Sense Motive - pg.81
  WIS.
  ■ Distance becomes Personal
  Tornado
  hurld & mov Imp.; Fort. DC20 or in:
  Reach
  bonus to wielder reach
  ■ Detect lie [1 free action]
  ■ Area: explosive sphere 2sq-blast
  12d6 let.+sprawled  1d6 miles, Ref. DC15=/2
  Return
  return to initial sq at the start of Init. Count
  Sneak - pg.82 - Deliberately
  DEX.
  Silence (opposes Sonic) *
  Spread
  1/2 dmg (down) for 1 adj. target w/out Cover
  ■ Hide [1 full action]
  Sonic (opposes Silence) *
  GEAR AVAILABILITY
  & CANVASSING [D]
  Clue
  Spike
  Edged pro.; 1d6/1h or 1d8/2h subdual th.20
  Survival - pg.82
  WIS.
  ■ Not in vacuum
  (item avail. if Complexity < Haggle check result)
  Dubious
  Stationary
  move on vehicle; 5 minutes to prepare
  ■ Breed animal, Train animal [Downtime]
  Water
  Population
  Time
  Fruitful
  Trip
  +2 (gear) to Trip; rang. Trip in Close Quarters
  ■ Forage [4 hours], Track [Varies]
  * If 2 opposing spells in the same Area :
  None (0 inhab.; abandoned)
  1d6 days
  Illumin.
  Unreliable
  Error range +2
  Tactics - pg.83
  INT.
  lower CL+Spell Level is countered
  Rural (1-50; small farm)
  4d6 hours
  Revelat.
  ■ Ambush, Outmaneuver [1 minute]
  if values are equal, both are countered
  Sparse (51-200; village)
  2d6 hours
  [D] Disposition applied
  Average (201-1000; town)
  1d6 hours
  Result
  <15
  16-30
  31-45
  46+
  -10
  -5
  +0
  Check
  -20
  3
  4
  8
  9
  0
  1
  2
  3
  4
  4
  Wind
  1
  2
  2
  3
  Lightning
  1
  Flood/Landslide
  1
  2
  3
  4
  5
  6
  7
  [D] Disposition applied
  Average (201-1000; town)
  1d6 hours
  [F] Focuses
  Dense (1001-5000; L. town)
  1d4 hours
  [L] Lang. (error range +4)
  Urban (6001-25000; city)
  1d4 hours
  [T] Tools (untrained/thr. +3)
  Sprawling (capital; 25 001+)
  1d6 hours
  Primary inhab. adversaries
  x2
  By Thathane (www.le-scriptorium.com)
  +10
  +20
  +0
  -10
  +5
  
SOURCE: textdata/thevault/FantasyCraft/FC GM Screen.pdf