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    Reference Tables

    Level Progression

    Level Prof Bonus CP Earned Total CP Tier XP Required Features
    1 +2 15 15 1 0 Chassis, species, background
    2 +2 10 25 1 300
    3 +2 10 35 1 900
    4 +2 10 45 1 2,700
    5 +3 10 55 1 6,500 Tier 1 capstone ability
    6 +3 10 65 2 14,000 Advanced Specialization
    7 +3 10 75 2 23,000
    8 +3 10 85 2 34,000
    9 +4 10 95 2 48,000
    10 +4 10 105 2 64,000 Tier 2 capstone
    11 +4 10 115 3 85,000 Epic transition, +1 attribute cap
    12 +4 10 125 3 100,000
    13 +5 10 135 3 120,000
    14 +5 10 145 3 140,000
    15 +5 10 155 3 165,000
    16 +5 10 165 3 195,000 +1 attribute cap
    17 +6 10 175 3 225,000
    18 +6 10 185 3 265,000
    19 +6 10 195 3 305,000
    20 +6 10 205 3 355,000 Tier 3 capstone, peak mortal
    Mythic Tier (Optional)
    21 +7 10 215 4 420,000 Mythic Ascension
    22 +7 10 225 4 500,000
    23 +7 10 235 4 600,000
    24 +7 10 245 4 720,000
    25 +8 10 255 4 860,000 Demigod powers
    26 +8 10 265 4 1,000,000
    27 +8 10 275 4 1,200,000
    28 +8 10 285 4 1,400,000
    29 +9 10 295 4 1,600,000
    30 +9 10 305 4 1,800,000 True mythic being

    Proficiency Bonus by Level

    Level Range Proficiency Bonus
    1-4 +2
    5-8 +3
    9-10 +4
    11-12 +4
    13-16 +5
    17-20 +6
    Mythic Tier (Optional)
    21-24 +7
    25-28 +8
    29-30 +9

    Gear Tier Availability by Level

    Char Level Primary Tier Secondary Tiers Token Awards/Level
    1-3 Tier 1 - 2-3 Tier 1
    4-5 Tier 2 Tier 1 2-3 Tier 1-2
    6-7 Tier 2 Tier 3 2 Tier 2, 1 Tier 3
    8-10 Tier 3 Tier 2-4 2-3 Tier 2-3
    11-13 Tier 4 Tier 3-5 2 Tier 3, 1 Tier 4
    14-17 Tier 5 Tier 4-6 2-3 Tier 4-5
    18-20 Tier 6 Tier 5-7 2 Tier 5, 1 Tier 6
    Mythic Tier (Optional)
    21-24 Tier 7 Tier 6-8 1 Tier 6, 1 Tier 7
    25-28 Tier 8 Tier 7-9 1 Tier 7, 1 Tier 8
    29-30 Tier 9 Tier 8-10 1 Tier 8, 1 Tier 9

    Full Caster Spell Slot Progression (Mystic)

    Maximum spell level: 7th. 8th-9th level spells are reserved for mythic tier (Level 21+, optional).

    Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th
    1 3 2 - - - - - -
    2 3 3 - - - - - -
    3 3 3 2 - - - - -
    4 4 4 3 - - - - -
    5 4 4 3 2 - - - -
    6 4 4 3 3 - - - -
    7 4 4 3 3 1 - - -
    8 4 4 3 3 2 - - -
    9 5 4 3 3 2 1 - -
    10 5 4 3 3 3 2 - -
    11 5 4 3 3 3 2 1 -
    12 5 4 3 3 3 2 1 -
    13 5 4 3 3 3 2 1 1
    14 5 4 3 3 3 2 1 1
    15 5 4 3 3 3 2 1 1
    16 6 4 3 3 3 2 2 1
    17 6 4 3 3 3 3 2 1
    18 6 4 3 3 3 3 2 2
    19 6 4 3 3 3 3 2 2
    20 6 4 3 3 3 3 2 2

    Notes:

    • Full casters start with 3 cantrips at level 1
    • Spell slots are very limited (gritty = scarce magic)
    • Ritual casting is essential for utility spells
    • 7th-level spells are the maximum for core play (levels 1-20)

    Half Caster Spell Slot Progression (Channeler, Medic)

    Level Cantrips 1st 2nd 3rd 4th 5th
    1 2 1 - - - -
    2 2 2 - - - -
    3 2 2 1 - - -
    4 2 3 2 - - -
    5 3 3 2 1 - -
    6 3 3 3 1 - -
    7 3 3 3 2 - -
    8 3 3 3 2 1 -
    9 3 3 3 2 1 -
    10 3 3 3 2 2 1
    11 4 3 3 3 2 1
    12 4 3 3 3 2 1
    13 4 3 3 3 2 2
    14 4 3 3 3 2 2
    15 4 3 3 3 3 2
    16 4 3 3 3 3 2
    17 4 3 3 3 3 2
    18 4 3 3 3 3 3
    19 4 3 3 3 3 3
    20 4 3 3 3 3 3

    Notes:

    • Medics use the half-caster table but are restricted to healing and support spells only
    • Half-casters cap at 5th-level spells (they never gain 6th or 7th)
    • Channelers have access to all spell schools; Medics are restricted to healing and support

    Encounter CR Quick Reference

    Formula: Party Level Sum x Difficulty Multiplier = Monster CR Budget

    Difficulty Multipliers:

    Difficulty Multiplier
    Easy 0.4
    Medium 0.6
    Hard 0.8
    Deadly 1.0
    Lethal 1.5-2.0

    Quick Examples:

    Party Composition Easy Medium Hard Deadly Lethal
    4 Level 1 PCs (Total: 4) CR 2 CR 2-3 CR 3 CR 4 CR 6-8
    4 Level 3 PCs (Total: 12) CR 5 CR 7 CR 10 CR 12 CR 18-24
    4 Level 5 PCs (Total: 20) CR 8 CR 12 CR 16 CR 20 CR 30-40
    4 Level 10 PCs (Total: 40) CR 16 CR 24 CR 32 CR 40 CR 60-80
    4 Level 20 PCs (Total: 80) CR 32 CR 48 CR 64 CR 80 CR 120-160

    Power Progression by Play Tier

    Note: These "Play Tiers" describe narrative power bands and are distinct from the mechanical "Tier" column in the Level Progression table above (which tracks proficiency scaling).

    Play Tier 1: Survivors to Professionals (Levels 1-5)

    Power Level:

    • Local threats (bandits, mutant wildlife, malfunctioning robots)
    • Can handle 5-10 normal humans
    • Magic users have 1-2 useful spells per day
    • Death is very real

    Capabilities:

    • Competent in chosen role
    • Solve local problems
    • Recognized in home settlement
    • Dangerous to unprepared foes

    Threats:

    • Well-armed raider bands
    • Mutant creatures (CR 1-3)
    • Environmental hazards
    • Starvation, disease, exposure

    Play Tier 2: Specialists to Veterans (Levels 6-10)

    Power Level:

    • Regional threats (warlords, organized raiders, large mutant packs)
    • Can handle 20-30 normal humans or 10-15 trained soldiers
    • Magic users have reliable daily capabilities
    • Still mortal, but experienced

    Capabilities:

    • Renowned in region
    • Lead small groups
    • Solve settlement-level problems
    • Access to Tier 3-4 equipment

    Threats:

    • Military squads
    • Large predators
    • Corrupted tech/rogue AI
    • Rival adventurer groups

    Play Tier 3: Elite to Masters (Levels 11-15)

    Power Level:

    • Inter-regional threats (armies, mega-fauna, dangerous anomalies)
    • Can handle 50-100 normal humans or 20-30 elite soldiers
    • Magic users have powerful spells but still limited
    • Elite professionals, not superhumans

    Capabilities:

    • Known across multiple settlements
    • Lead armies or organizations
    • Solve nation-level problems
    • Access to Tier 5-6 equipment

    Threats:

    • Organized military forces
    • High-tech defense systems
    • Powerful mutants/monsters (CR 8-12)
    • Environmental cataclysms

    Play Tier 4: Legendary to Champions (Levels 16-20)

    Power Level:

    • Continental threats (warlord empires, planet-scale anomalies, ancient weapons)
    • Can handle 100-200 normal humans or small army
    • Magic users have devastating (but not reality-warping) spells
    • Best of the best, still grounded

    Capabilities:

    • Legendary reputation
    • Shape the future of civilization
    • Access to Tier 7-8 equipment
    • Can challenge small nations

    Threats:

    • Full military divisions
    • Kaiju-class creatures (CR 13-17)
    • Pre-war superweapons
    • Other legendary characters

    At Level 20, You Are:

    • The best human fighter alive
    • A master mage (but not a god)
    • Incredibly dangerous BUT
    • Still vulnerable to ambush, overwhelming force, or bad luck
    • Cannot solo an entire army without planning/preparation
    • Magic has limits (no time travel, no easy resurrection, no unlimited power)

    Comparison to Others:

    • To level 0 commoner, you're a demigod
    • To other level 15-20 characters, you're a peer
    • To mythic threats (21+), you're a strong mortal

    What Changed from Original Design

    Spell Slot Progression:

    • Old: 9th-level spells at level 17
    • New: 7th-level spells max at level 20 (core game cap)
    • Reason: Keeps magic powerful but grounded, saves 8th-9th for mythic tier (21+, optional)

    HP Progression:

    • No change: bounded by Hit Dice and END
    • But gritty rest rules make HP loss matter more

    Attack/Defense Bonuses:

    • Typical core cap: +14 (attribute +5, proficiency +6, gear +3)
    • Mythic ceiling: +18 (requires mythic tier play, L29-30 proficiency +9, and a Mythic Boon; typical mythic cap is +17)
    • Bounded accuracy keeps threats relevant at every level

    Encounter CR:

    • Level 20 party (total 80 levels) faces:
      • Easy: CR 32
      • Deadly: CR 80
      • Lethal: CR 120-160
    • CR 15-20 creatures are dangerous, not trivial

    Equipment Tier:

    • Tier 10 equipment extremely rare, near-mythical
    • Level 20 typically has Tier 6-7 gear (great, not godlike)

    Humanity/Essence Impact Table

    Humanity Spell Slots (Mystic x 1.5) Augment Level Magic Capacity Tech Capacity
    10 15 None Maximum Standard
    9 13 Light (1-2) High Enhanced
    8 12 Moderate (2-3) Good Enhanced+
    7 10 Heavy (3-4) Reduced Very Enhanced
    6 9 Very Heavy (4-5) Limited Cyborg
    5 7 Extreme (5-6) Minimal Near-Synth
    4 6 Full Conversion (6+) Crippled Full Cyborg
    3 4 Overloaded (7+) Nearly None Beyond Human
    2 3 Dangerous (8+) Trace Unstable
    1 1 Critical (9+) None Machine-Soul

    Key Mechanics:

    • Humanity starts at 10
    • Augmentations reduce it permanently
    • Low Humanity = reduced magic capacity but enhanced tech capacity
    • At Humanity 1, no magic is possible but tech integration is at maximum

    Quick Reference

    Core Resolution

    • Roll d20 + Modifiers vs DC or DV
    • 10+ usually succeeds
    • Natural 20 = critical success
    • Natural 1 = critical failure

    Difficulty Classes

    DC Difficulty
    10 Easy
    15 Moderate
    20 Hard
    25 Very Hard
    30 Near-impossible

    Combat Turn

    • 3 actions + 1 reaction
    • Move, attack, cast, use skill, etc.
    • Reactions trigger outside your turn

    Damage and Healing

    • 0 HP = unconscious, death saves
    • 3 failed death saves = dead
    • Long rest (1 week) = recover all HP
    • Healing is SLOW (by design)

    Exhaustion Levels

    Level Name Key Effects
    1 Fatigued Disadvantage on ability checks, -5 ft speed
    2 Weary Disadvantage on attacks, carrying capacity halved
    3 Drained Disadvantage on saves, max HP -25%, no temp HP
    4 Severely Weakened Speed halved, max HP -50%, no reactions
    5 Critically Exhausted Speed 5 ft, no concentration, disadvantage on death saves, max HP -75%
    6 Death Character dies

    Glossary of Key Terms

    Term Definition
    Action One of three things you can do on your turn in combat
    Character Points (CP) Currency for buying abilities, skill tree nodes, and upgrades
    Archetype A recommended build — curated starting point for a character concept, not a rules-enforced restriction. See Character Creation.
    Augmentation Cybernetic or biotech enhancement installed in your body
    Burnout Accumulated magical fatigue from overcasting or using too much magic
    Challenge Budget (CB) Total party level, used to build encounters
    Defense Value (DV) Target number enemies must meet/beat to hit you (like AC)
    Exhaustion Stacking condition representing extreme fatigue (6 levels)
    Gear Tier Power level of equipment (1-10), matched to character level
    Humanity/Essence Resource representing your biological/spiritual integrity (starts at 10)
    Overcasting Casting spells when you have no spell slots left (risky)
    Proficiency Bonus Level-based bonus added to trained skills/attacks
    Reaction Special action taken outside your turn in response to trigger
    Ritual Casting Casting spells slowly to avoid spending spell slots
    Skill Tree Branching path of related abilities you can purchase with CP
    Threat Level (TL) Monster's power rating, determines encounter budget cost
    Tier Token Currency for purchasing equipment, replaces gold/credits
    Twilight Event Dangerous magical phenomenon from critical overcast failure