TEXT: 	
    
  SKILLS & CHECKS
  KNOWLEDGE CHECKS (p67)
  Obscurity
  DC
  Common (e.g. laws in local area, info about brigands and monsters seen often on local roads) 
  10
  Uncommon (e.g. laws in neighboring areas, info about brigands and monsters seen occasionally on local roads)
  15
  Rare (e.g. laws in distant lands, info about brigands and monsters that keep away from civilized areas) 
  20
  Obscure (e.g. laws of uncommon brigands and monsters and info about their leaders) 
  25
  Presumed Lost (e.g. laws of ancient gods, info about unique creatures of myth and legend) 
  30
  INCOME & REPUTATION/CRAFTING (p69/73)
  Downtime *
  Result
  Per Day
  Per Week
  Per Month 
  Up to 15
  1s/–
  10s/0
  50s/0
  16–25
  3s/–
  30s/0
  150s/1
  26–35
  6s/–
  60s/1
  300s/2
  36–45
  10s/–
  100s/1
  500s/3
  46+
  15s/–
  150s/1
  750s/4
  * Money earned/Silver Crafting Value is to the left of the 
  slash and Reputation earned is to the right. Multiply the 
  amount listed by the number of days, weeks, or months 
  spent making the check. A character may earn one or 
  the other during each Downtime, not both.
  SLIDING DCs (p370)
  Career/Threat 
  Level
  Easy
  (DC10)
  Average
  (DC15)
  Tricky
  (DC20)
  Hard
  (DC25)
  Desperate
  (DC30+)
  Use this table 
  to convert static 
  DCs. Round the 
  static DC to the 
  nearest multiple 
  of 5 and use the 
  column that most 
  closely matches 
  the DC in the 
  parentheses.
  1–2
  10
  13
  16
  19
  22
  3–4
  11
  14
  17
  20
  23
  5–6
  12
  15
  18
  21
  24
  7–8
  13
  16
  19
  22
  25
  9–10
  14
  17
  20
  23
  26
  11–12
  15
  18
  21
  24
  27
  13–14
  16
  19
  22
  25
  28
  15–16
  17
  20
  23
  26
  29
  17–18
  18
  21
  24
  27
  30
  19–20
  20
  23
  26
  29
  32
  ACROBATICS/BALANCING (p69)
  Surface/Circumstances                                     DC/DC Modifier
  Uneven floor (up to 30° angle)
  10
  Uneven floor (30–60° angle)
  15
  Uneven floor (greater than 60° angle)
  20
  Narrow walkway (9–12 in. wide)
  10
  Narrow walkway (5–8 in. wide)
  15
  Narrow walkway (less than 4 in. wide)
  25
  Buckled, rolling, sagging, or shaking surface
  +4
  Slippery surface, or up to knee-deep water
  +10
  Character attacked once or more 
  during previous or current round
  +10
  ATHLETICS/CLIMBING (p70)
  Surface/Circumstances                                    DC/DC Modifier
  Common hand- & footholds/opportunities to brace
  10
  Infrequent hand- & footholds/opportunities to brace
  15
  Rare hand- & footholds/opportunities to brace
  20
  Frequent chances to rest 
  10
  Unstable surface 
  15
  Slippery surface 
  25
  Per character dragged (max. 2) 
  +4
  Character attacked once or more 
  during previous or current round
  +10
  ATHLETICS/SWIMMING (p70)
  Water Conditions/Circumstances                     DC/DC Modifier
  Calm water 10
  10
  Rough water 15
  15
  Stormy water 25
  25
  Frequent chances to rest –4
  –4
  Per character dragged (max. 2) +4
  +4
  Character attacked once or more 
  during previous or current round +10
  +10
  BLEND, NOTICE, SEARCH & STEALTH/BLENDING, SNEAKING, AND CONCEALING (p71)
  Circumstances
  Check Modifier
  Ambient Light and Noise * (see also page 218)
  No light (e.g. pitch black) or extreme noise (e.g. battlefield) 
  +4
  Faint light (e.g. moonlight) or heavy noise (e.g. passing wagon)
  +2
  Dim light (e.g. dawn, dusk, or torchlight) or moderate noise (e.g. busy tavern)
  +0
  Bright light (e.g. daylight) or faint noise (e.g. nearby conversation)
  –2
  Intense light (e.g. Glow II spell) or no noise (e.g. dead of night)
  –4
  Scenery
  Dense and obscuring scenery
  +4
  Dense scenery (e.g. thick forest) or obscuring scenery (e.g. snow mounds)
  +2
  Unremarkable scenery
  +0
  Sparse scenery (e.g. barren forest) or revealing scenery (e.g. dry leaves)
  –2
  Sparse and revealing scenery
  –4
  Species
  Close to surrounding group (e.g. elf in crowd of humans) 
  –2
  Similar to surrounding group (e.g. dwarf in crowd of elves) 
  –4
  Unlike surrounding group (e.g. ogre in crowd of dwarves) 
  –10
  Wildly different from surrounding group (e.g. drake in crowd of ogres) 
  Impossible
  Size
  Character is smaller than observer
  +4 per Size category difference
  Character is larger than observer
  –4 per Size category difference
  Senses
  Character is blinded or deafened 
  –2
  Character is blinded and deafened 
  –4
  Observer is blinded or deafened 
  +4
  Observer is blinded and deafened
  Automatic success
  In the current round, the character also...
  Whispers 
  +0
  Talks 
  –2
  Screams 
  –4
  Moves up to 1/2 his Speed (rounded down) 
  +0
  Moves faster than 1/2 his Speed, up to his full Speed 
  –4
  Moves faster than his full Speed (e.g. Runs) 
  –10
  Makes a quiet attack (e.g. sap against leather armor) 
  –2
  Makes a noisy attack (e.g. quarter staff against chainmail) 
  –4
  Makes a loud attack (e.g. steel sword against platemail) 
  –10
  * A separate modifier is applied for each of these circumstances (light and noise).
  NOTE
  When printing, be sure to select 
  “Page Scaling: Shrink/Fit to printable area”.
  
  BLUFF/BLUFFING (p72)
  Lie is...                                                                                                        Check Modifier
  Believable (e.g. “Lord Bloodpyre’s surrender demands are... steep.”)
  +10
  Plausible (e.g. “He’s an ogre. Of course those are human teeth.”)
  +4
  Unremarkable (e.g. “I wouldn’t look in there.”)
  +0
  Questionable (e.g. “Here’s a gold piece, no strings attached.”)
  –4
  Suspect (e.g. “Reward? Maidens and treasure aren’t really our bag.”)
  –10
  IMPRESS/PERSUASION & INTIMIDATE/COERCION (p75)
  Proposition                                                                                                              Check Modifier *
  Apparent Risk
  None 
  +4/+2
  Slight (e.g. possible ridicule or social sanction) 
  +0/+0
  Moderate (e.g. possible mild retribution or minor criminal charges) 
  –2/–4
  Extreme (e.g. possible severe retribution or major criminal charges) 
  –4/–10
  Deadly (e.g. possible attacks on target or their friends and family) 
  –10/–15
  Apparent Incentive (e.g. bribes)
  Incredible (e.g. target’s income for a year or offer of equal value) 
  +10/+4
  Extreme (e.g. target’s income for a month or offer of equal value) 
  +4/+2
  Moderate (e.g. target’s income for a week or offer of equal value) 
  +0/+0
  Slight (e.g. target’s income for a day or offer of equal value) 
  –2/–4
  None 
  –4/–10
  * Modifier before slash applies to Persuade & modifier after slash applies to Coerce.
  DIGUISE/DISGUISES (p73)
  Disguise changes...  
  Preparation 
  Time *
  Check 
  Modifier
  Small details (e.g. clothes, scars)
  2d6 mins.
  +0
  Moderate details (e.g. skin color or texture)
  3d6 mins.
  –2
  Large details (e.g. accent, walk)
  4d6 mins.
  –4
  Height (up to 5% taller or shorter) **
  +2d6 mins.
  –4
  Weight (up to 5% heavier or lighter) **
  +2d6 mins.
  –4
  Species, close resemblance (e.g. elf posing as human) ** +1d6 mins.
  –2
  Species, similar resemblance (e.g. dwarf posing as elf) **
  +2d6 mins.
  –4
  Species, little resemblance (e.g. ogre posing as dwarf) **
  +4d6 mins.
  –10
  Species, no resemblance (e.g. drake posing as ogre)
  Impossible Impossible
  Gender **
  +2d6 mins.
  –4
  Age (per category of difference) **
  +1d6 mins.
  –2
  * With actor’s props (p159) or similar materials time drops to 1/2 (rounded down).
  ** Requires actor’s props
  HAGGLE/BARGAINING (p74)
  Check Result
  Sales Price
  Buyer wins by 10+ 
  50% of asking price
  Buyer wins by 7–9
  60% of asking price
  Buyer wins by 4–6
  80% of asking price
  Buyer wins by 1–3
  90% of asking price
  Tie
  100% of asking price
  Seller wins by 1–3
  110% of asking price
  Seller wins by 4–6
  120% of asking price
  Seller wins by 7–9
  140% of asking price
  Seller wins by 10+ 
  150% of asking price
  INVESTIGATE/PUZZLES (p77)
  Difficulty
  Time
  DC
  Trivia
  1d6 rounds
  10
  Challenging
  1d6 minutes
  15
  Grueling
  4d6 minutes
  25
  Maddening
  1d6 hours
  40
  Desired information is...
  Linked to all other topics in area
  ×1/4 base time
  –10
  Linked to most other topics in area
  ×1/2 base time
  –4
  Linked to some other topics in area
  Base time
  +0
  Linked to a few other topics in area
  2 × base time
  +4
  Linked to no other topics in area
  4 × base time
  +10
  * Applied before the desired information modifier
  INVESTGATE/RESEARCHING (p77)
  Disguise changes...  
  Time 
  DC
  Research Area
  Single book, scroll, tablet, etc.
  1d6 hours
  10
  Several books, scrolls, tablets, etc.
  2d6 hours
  15
  Dozens of books, scrolls, tablets, etc.
  4d6 hours
  20
  Hundreds of books, scrolls, tablets, etc.
  1d6 days
  25
  Thousands of books, scrolls, tablets, etc.
  4d6 days
  30
  Well organized
  1/2 base time *
  –4
  Disorganized
  2× base time *
  +4
  INVESTIGATE/CANVASSING (p76)
  Population
  Canvass Check Time
  Check Modifier
  None (No inhabitants; abandoned ruins, wilderness)
  1d6 days
  –20
  Rural (1–50 inhabitants; small farm, frontier settlement)
  4d6 hours
  –10
  Sparse (51–200 inhabitants; village, isolated hamlet)
  2d6 hours
  –5
  Average (201–1000 inhabitants; town, independent outpost)
  1d6 hours
  0
  Dense (1001–5000 inhabitants; large town, castle)
  1d4 hours
  +5
  Urban (6001–25,000 inhabitants; city, port)
  1d4 hours
  +10
  Sprawling (25,001+ inhabitants; capital city, bazaar)
  1d6 hours
  +20
  Primary inhabitants are adversaries
  ×2 
  –10
  Result
  Clue Gained
  Up to 15
  Dubious (e.g. area where cult operates; rough description of criminal with no distinguishing characteristics)
  16–30
  Fruitful (e.g. location of cult’s latest raid or distinguishing mark on criminal’s body)
  31–45
  Illuminating (e.g. location of cult figure’s home or detailed description of criminal)
  46+
  Revelatory (e.g. location of cult’s temple or eyewitness account of the crime)
  RESOLVE/CONCENTRATING (p80)
  Circumstance
  DC Modifier
  Distraction
  Mild (e.g. missed with an attack, adjacent shouting or chanting, 1-die Nature’s Fury Complication)
  +4
  Moderate (e.g. up to 10 damage, explosion within 60 ft., 2-die Nature’s Fury Complication)
  +10
  Extreme (e.g. 11–25 damage, explosion within 30 ft., 3-die Nature’s Fury Complication)
  +15
  Incredible (e.g. 26+ damage, explosion within 10 ft., 4-die Nature’s Fury Complication)
  +20
  Character is...
  Bleeding
  +4
  Fatigued
  +4 per grade
  Flanked
  +4
  Shaken
  +4 per grade
  SURVIVAL/FORAGING (p82)
  Circumstance                                                  DC Modifier
  Check Attempted
  Fertile (forest/jungle)
  10
  Harsh (aquatic, caverns/mountains, swamp) 15
  Barren (arctic, desert, plains)
  20
  Travel Speed
  Per Push Limit benefit
  +4
  RIDE/MANEUVERS (p81)
  Circumstances                                                                                                              Check Modifier
  Check Attempted
  Acrobatics/Balance 
  –4
  Acrobatics/Break Fall
  –10
  Acrobatics/Jump
  +0
  Athletics/Push Limit
  +0
  Athletics/Swim 
  –4 (unless animal is native to water)
  Takes animal within 10 ft. of open flame
  –10
  Takes animal though open flame 
  –20
  Maneuvering Room
  Open (e.g. open plain, quiet road, wide canyon) 
  +4
  Close (e.g. shallow stream, village street, narrow canyon) 
  +0
  Crowded (e.g. light forest, quiet city street, courtyard) 
  –4
  Tight (e.g. jungle, busy city street, cave or large dungeon hall) 
  –10
  Animal is...
  Moving faster than 1/2 its Speed (rounded down) 
  –4
  Wild (see page 169) 
  –10
  SURVIVAL/TRACKING (p83)
  Circumstances                                                                                                              Check Modifier
  Hunter
  Moving faster than 1/2 Speed (rounded down)
  –2
  Moving faster than full Speed
  –4
  Maneuvering Room
  Smaller than Medium
  –2 per Size
  Larger than Medium
  +2 per Size
  Moving faster than 1/2 Speed (rounded down)
  +2
  Moving faster than full Speed
  +4
  Bleeding
  +4
  Terrain
  Soft (e.g. sand, mud, snow)
  +4
  Yielding (e.g. loose dirt, wet grass, gravel)
  +2
  Firm (e.g. lawn, field, forest, thick rug, dusty floor)
  +0
  Hard (e.g. rock, cobblestones, hardwood floor)
  –2
  Age/Condition of Trail
  Per day since trail was left 
  –2 (max. –10)
  Per hour of rain or snow since trail was left 
  –2 (max. –10)
  SPELLCASTING CHECKS (p112)
  Spell Level
  DC
  0
  13
  1
  16
  2
  19
  3
  22
  4
  25
  Spell Level
  DC
  5
  28
  6
  31
  7
  34
  8
  37
  9
  40
  Fantasy Craft™ is © 2009-2011 Crafty Games LLC.
  GM Screen created by Michal E. Cross
  Artwork by Ben McSweeney
  
  	
    
  COMBAT
  COMBAT ACTIONS (p218-221)
  Action
  Time Effect
  Attack Actions
  Standard Attack
  half
  1 attack against 1 target
  Bull Rush *
  full
  Move up to Speed toward 1 opponent; opposed Athletics check to push target 1 square +1 additional per 4 over opponent result; target sprawled
  Coup de Grace
  full
  (Helpless adjacent target only) hit = unconscious or automatic critical hit + save vs. death (Fort DC 10 + Damage)
  Disarm *
  half
  Standard Attack vs. Standard Attack to disarm 1 target in Close Quarters
  Feint
  half
  Prestidigitation vs. Notice to render adjacent opponent flat-footed
  Grapple *
  full
  Athletics vs. Athletics to render target held; both characters become vulnerable & may make additional Athletics(Str) checks to gain Grapple benefits
  Pummel
  full
  Unarmed attack: hit = triple subdual damage
  Taunt
  half
  Sense Motive vs. Sense Motive to force opponent in Close Quarters to attack you with next action
  Threaten
  half
  Intimidate vs. Resolve to inflict 1d6 stress damage to opponent in Close Quarters
  Tire
  half
  Resolve vs. Resolve to inflict 1d6 subdual damage to adjacent opponent
  Trip *
  half
  Acrobatics vs. Acrobatics to render target sprawled
  Initiative Actions
  Aim
  half
  (Unmoving target only) +1 with Standard Attack
  Anticipate
  half
  Sense Motive (DC 10 + target base attack bonus); success = dodge bonus to Defense equal to Wis mod (min. +1) for 1 full round
  Delay
  free
  –1 Initiative for this round; max (10 + Init bonus) times
  Distract
  half
  Bluff (Dex) vs. Sense Motive to reduce opponent’s Initiative by 2d6 for this round only
  Ready
  full
  1 half action taken later during this round
  Refresh
  1 rd.
  If not attacked, regain 1 action die’s result in vitality or 2 wounds
  Movement Actions
  Standard Move
  half
  Move up to Speed in any direction
  Handle Item
  half
  Draw, sheath, pick up, or manipulate 1 object
  Mount/Dismount
  full
  Prepare to ride 1 trained animal or vehicle
  Reposition
  half
  Stand or drop prone, become flat-footed
  Run
  full
  Move 4 × Speed in straight line (3 × Speed in full armor); become flat-footed
  Total Defense
  full
  1 Standard Move; +4 dodge bonus to Defense for 1 full round
  *  The larger opponent gains a +2 bonus per category of Size difference (except in the initiation of a Grapple, when the smaller opponent gains this benefit).
  CONDITIONS (p212-213)
  Baffled (I–IV): Suffer a –2 penalty with all skill checks per grade. Lose 1 
  grade at the end of each scene.
  Bleeding: Suffer 1 point of subdual damage at the end of each round. If 
  1 or more actions taken during the round, suffer 1d4 lethal damage instead. 
  Heals at the end of the current scene. May be eliminated with a successful 
  full-round Medicine check (DC 20).
  Blinded: Flat-footed. Cannot see anything. Cannot make skill checks that 
  require sight. Suffer a –8 penalty with attack checks. Opponents gain a +2 
  bonus when attacking.
  Deafened: Cannot hear anything. Cannot make skill checks that require 
  hearing.
  Enraged: May not make skill checks. Automatically attack the nearest 
  conscious opponent with most damaging attack. If no opponent is close 
  enough to attack during the current round, turn on the nearest target, even 
  if it’s a friend. Once per round, may make a Resolve check (DC 20) to lose 
  this condition. Fades at the end of the current scene. In either case, fall 
  unconscious immediately after.
  Entangled: Suffer a –2 penalty with attack checks and a –4 penalty with 
  Dexterity-based skill checks. May not Refresh or Run. Speed drops to 1/2 
  standard (rounded down).
  Fatigued: May not Run. Speed drops by 5 ft., and both Str and Dex scores 
  drop by 2 per grade. If fatigued IV and fatigued again, fall unconscious. Lose 1 
  fatigued grade at the end of each scene and for each full hour of sleep.
  Fixated: May not attack or make skill checks. Must take at least 1 Standard 
  Move action per round toward the source of fixation. Once per round, may 
  make a Resolve check (DC 20) to lose this condition. Fades at the end of the 
  current scene or if attacked by an adversary.
  Flanked: Become flanked when 2 opponents stand on directly opposite 
  and adjacent sides. These opponents gain a +2 bonus with attack checks.
  Flat-Footed: Lose Dex. bonus to Defense (if positive), and all dodge 
  bonuses to Defense. May now be targeted with a variety of special effects 
  (e.g. sneak attack damage). Lose condition when take a half or full action, or 
  successfully attacked.
  Frightened: May not attack or make skill checks. Must take at least 1 
  Standard Move action per round away from the source of fear. Once per 
  round, may make a Resolve check (DC 20) to regain composure and lose 
  condition. Fades at the end of current scene.
  Held: Flat-footed. May take no non-free actions except an opposed 
  Athletics check to escape. If held a second time, become pinned instead.
  Helpless: Become helpless when unable to defend in any way. Attacks 
  on helpless targets gain a +4 bonus. May be targeted with a Coup de Grace 
  action (see page 219).
  Hidden: Become hidden from those who don’t know location. They may 
  not attack, nor may they target with skill checks requiring line of sight. If 
  hidden and attack an oblivious target within Close Quarters, the target is 
  considered flat-footed (even if he isn’t otherwise). 
  Anyone aware of hidden character may make an opposed full-round 
  Search check vs. Blend or Sneak (GM’s choice). With success, lose the hidden 
  condition. Lose this condition whenever cast a spell, make an attack, or take 
  any obvious action.
  Incorporeal: Cannot be harmed with physical attacks. Affected by 
  force damage and other non-physical attacks as normal. May pass through 
  solid objects at will, though force fields and other effects block movement. 
  COVER (p215)
  Cover
  Examples
  Defense 
  Bonus
  Reflex 
  Bonus
  One-quarter (1/4)
  Short wall protecting up to knees
  +2
  +1
  One-half (1/2)
  Corner protecting all but half of 
  torso and head window revealing 
  down to waist
  +4
  +2
  Three-quarters (3/4)
  Corner or narrow   protecting all 
  but part of head
  +6
  +3
  Total
  Solid wall protecting entire body
  Attack
  Impossible
  +4
  DEVIATION (p216)
  Range 
  Increments 
  to target
  1–2
  3–4
  5–6
  7–8
  9–10
  Deviation 
  Distance
  1d2
  1d4
  1d6
  1d8
  1d10
  Condition doesn’t convey any special ability to float or fly. When incorporeal 
  must hold breath when mouth and nose are blocked. If lose this condition 
  while occupying the same space as another character or object, both merge 
  and all characters in the merged mass are immediately killed.
  Invisible: Become hidden when move at least 10 ft. from starting position 
  as last action during a round.
  Paralyzed: Flat-footed. May only take actions that are purely mental.
  Pinned: Flat-footed. May take no actions except an opposed Athletics 
  check to escape pin (become held instead). May be bound with 1 free action 
  and may only speak as pinning character allows. Pinning character may use 
  as a human shield, gaining 1/2 personal cover. Each adjacent opponent gains 
  a +4 bonus with attacks targeting.
  Prone: Become prone when intentionally lying on ground. May not take 
  Movement actions other than Handle Item and Reposition. Still gain Bonus 
  5-ft. Step if don’t take Movement action. Gain a +2 bonus to Defense against 
  ranged attacks. Suffer a –2  penalty with melee attacks.
  Prone: May not take 10 or 20. Suffer a –2 penalty with all attack checks, as 
  well as Cha- and Wis-based skill checks, per grade. If shaken IV and shaken 
  again, fall unconscious. Lose 1 shaken grade at the end of each scene.
  Sickened: Suffer a –2 penalty with all attacks, skill checks, damage rolls 
  and saves.
  Slowed: Only 1 half action each round. Suffer a –1 penalty with attack 
  checks and Reflex saves. Defense decreases by 1. Speed drops to 1/2 standard 
  (rounded down).
  Sprawled: Become sprawled when knocked off feet. Flat-footed. Suffer a 
  –2 penalty with all attack checks. Reposition to lose condition (see page 220).
  Stunned: Flat-footed. May take no actions.
  MORALE (p379)
  Morale Trigger                                                                                                                                                Resolve DC
  Outnumbered less than 2-to-1
  10
  25% or more of group unconscious or slain / outnumbered 2-to-1 
  15
  50% or more of group unconscious or slain / outnumbered 3-to-1 
  20
  75% or more of group unconscious or slain / outnumbered 4-to-1 or more 25
  25
  
  	
    
  ACTION DICE
  TABLE OF OUCH (p207)
  Result
  Critical Injury
  Up to 35
  Bleeding
  36–40 
  Battered limb (1d6: 1–3: –2 with actions taken using the arm, 4–6: Speed reduced by 10 ft.)
  41–45
  Bruised ego (all healing times doubled)
  46–50 
  Head trauma (1d6: 1–3: visual range 1/2 normal (rounded down), 4–6: hearing range 1/2 normal (rounded down))
  51–55 
  Broken limb (1d6: 1–3: lose use of arm, 4–6: Speed reduced by 20 ft.)
  56–60
  Internal rupture (–3 to highest of Str, Dex, or Con)
  61–65
  Brain trauma (–3 to highest of Int, Wis, or Cha)
  66+ 
  Grave wound (once per hour, Fort save (DC 15) or lose 1 Con; Downtime Medicine check (DC 40) to repair)
  	
    
  MISCELLANEOUS
  LIGHT AND VISION (p218)
  Circumstance
  Visual
  Increment
  Hearing
  Increment
  Defense
  Modifier
  Ambient Light
  None (e.g. pitch black)
  Drops to 0 ft.
  +0 ft.
  +8
  Faint (e.g. moonlight)
  –40 ft.
  +0 ft.
  +4
  Dim (e.g. dawn, dusk, or torchlight)
  –20 ft.
  +0 ft.
  +2
  Bright (e.g. daylight)
  +0 ft.
  +0 ft.
  +0
  Intense (e.g. Glow II spell)
  +40 ft.
  +0 ft.
  –2
  Ambient Noise
  None (e.g. dead of night) 
  +0 ft.
  +20 ft.
  —
  Faint (e.g. nearby conversation) 
  +0 ft.
  +0 ft.
  —
  Moderate (e.g. busy tavern) 
  +0 ft.
  –10 ft.
  —
  Heavy (e.g. passing wagon) 
  +0 ft.
  –20 ft.
  —
  Extreme (e.g. battlefield)
  +0 ft.
  –40 ft.
  —
  ITEM DAMAGE SAVES (p155)
  Construction/Scale
  Damage 
  Save Bonus
  Number 
  of Saves
  Constructio n
  Brittle (paper, ice, glass, sand) 
  +0
  —
  Soft (cloth, dirt, leather) 
  +5
  —
  Hard (bone, metal, stone, wood) 
  +10
  —
  Size/Thickness
  Nuisance (N) or up to 1 in. thick
  –4
  1
  Fine (F) or 2 in. thick
   –2
  1
  Diminutive (D) or 3 in. thick
  +0
  1
  Tiny (T) or 6 in. thick
  +2
  1
  Small (S) or 9 in. thick
  +4
  2
  Medium (M) or 1 ft. thick
  +6
  2
  Large (L) or 2 ft. thick
  +8
  3
  Huge (H) or 3 ft. thick
  +10
  4
  Gargantuan (G) or 6 ft. thick
  +12
  6
  Colossal (C) or 9 ft. thick
  +15
  8
  Enormous (E) or 12 ft. thick
  +20
  10
  Vast (V) or 15+ ft. thick
  +25
  12
  GEAR AVAILABILITY (p155)
  Population
  Haggle 
  Check Time
  Availability 
  Modifier
  None (No inhabitants; 
  abandoned ruins, wilderness)
  1d6 days
  –20
  Rural (1–50 inhabitants; small 
  farm, frontier settlement)
  4d6 hours
  –10
  Sparse (51–200 inhabitants; 
  village, isolated hamlet)
  2d6 hours
  –5
  Average (201–1000 inhabitants; 
  town, independent outpost)
  1d6 hours
  0
  Dense (1001–5000 inhabitants; 
  large town, castle)
  1d4 hours
  +5
  Urban (6001–25,000 
  inhabitants; city, port)
  1d4 hours
  +10
  Sprawling (25,001+ inhabitants; 
  capital city, bazaar)
  1d6 hours
  +20
  Primary inhabitants are 
  adversaries
  ×2
  –10
  DISPOSITION (p378)
  Disposition
  Attitude
  Assistance *
  +21 to +25
  Devoted
  18
  +16 to +20
  Supportive
  16
  +11 to +15
  Friendly
  14
  +6 to +10
  Intrigued
  12
  +5 to –5
  Neutral
  10
  –6 to –10
  Cold
  8
  –11 to –15
  Unfriendly
  6
  –16 to –20
  Hostile
  4
  –21 to –25
  Adversarial
  2
  PLAYER USES (p62-63)
  BOOST A DIE ROLL (Explodes)
  Spend 1 action die to boost attack, skill or knowledge 
  dice are rolled, but before resolution. May not be used 
  when taking 10 or 20.
  BOOST YOUR DEFENCE (Explodes)
  Declare at start of combat round. +2 Defence for no. 
  rounds equal to result. Can only benefit from one Defence 
  boost at a time (new result replaces the old, even if lower).
  ACTIVATE A THREAT 
  Spend 1+ action dice to activate a threat with an attack/
  skill check as a critical hit/success. Must spend before 
  additional dice are rolled (eg. damage) and/or outcome 
  described. In combat, if damage exceeds target’s Con, 
  spend 2 action dice to cause a critical injury.
  ACTIVATE OPPONENT’S ERROR
  Spend 1+ action dice to activate opponent’s error (in 
  line of sight) with an attack/skill check as a critical miss/
  failure. Must spend before additional dice are rolled (eg. 
  damage) and/or outcome described.
  HEAL YOUR CHARACTER
  Standard Character, outside combat: Roll 1+ action 
  dice to reduce damage by the total result.
  Special Character, outside combat: Roll 1+ action 
  dice to regain vitality equal to die result & 2 wounds.
  During Combat: Must take Refresh action to heal as 
  above.
  Unconscious: Cannot spend action dice to heal. 
  REQUEST HINT(S) FROM GM
  GM gains 1 action die for each hint given. GM may 
  refuse.
  GM USES (p365)
  As above for NPCs, but with the following additions.
  PROMOTE STANDARD NPC (2 Action Dice)
  1 Standard NPC becomes Special for rest of adventure.
  VILLAIN CHEATS DEATH (4 Action Dice)
  See p384. Players do not vote or influence story of 
  survival. GM develops and reveals story (perhaps in a new 
  adventure). Villain suffers random Impact: Roll 1d4+1 on 
  table 7.28. XP is awarded for the defeat. NPC may not 
  return this adventure.
  ADD TEMPORARY CAMPAIGN QUALITY (1-4 Action Dice)
  Add a campaign quality to rest of scene. Can only add 
  qualities with action die cost (p322).
  PROMPT DRAMATIC SCENE (4 Action Dice)
  Current scene becomes Dramatic: 
  • GM may spend any number of action dice on NPC die 
  rolls and when healing NPCs.
  • Standard adversaries may activate critical successes/hits.
  • Player characters may not Cheat Death (p 384).
  NATURAL HEALING
  Standard (N)PC: Lose all damage 
  at end of scene.
  Special  (N)PC: Regain 1 vitality/
  Career Level/hour of rest & 1 wound/
  day of rest (no strenuous activity). 
  Occurs even if critically injured.
  Unconscious  (N)PC: Awakens 
  after 2d4 hrs.
  CRITICAL INJURIES
  Bleeding: Heals at the end of 
  scene.
  Other 
  critical 
  injuries: 
  Lingers for 1d4 months. Time 
  may be reduced by successful 
  Treatment check. 
  * If the endeavor involves serious risk (e.g. 
  combat), this number drops to 1/2 (rounded 
  down).
  ASSISTED HEALING
  Medicine/Mend check (DC 15) on 
  stable character. Success, target heals 
  2d6 damage. Special characters split 
  this evenly between subdual, vitality, 
  and 
  wounds 
  (target 
  distributes 
  remainder). Characters can only be 
  Mended 1x per day, even if many 
  characters can perform check.
  Unconscious  (N)PC: Awakened 
  by DC 10 Medicine check.
  	
    
  
SOURCE: textdata/thevault/FantasyCraft/Gm stuff/Fantasy_Craft-GM_Screen-Michal_E_Cross.pdf