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 | 14 | 119 | 3 | 85,000 | Epic transition, +1 attribute cap |
| 12 | +4 | 14 | 133 | 3 | 100,000 | |
| 13 | +5 | 14 | 147 | 3 | 120,000 | |
| 14 | +5 | 14 | 161 | 3 | 140,000 | |
| 15 | +5 | 14 | 175 | 3 | 165,000 | |
| 16 | +5 | 15 | 190 | 3 | 195,000 | +1 attribute cap |
| 17 | +6 | 15 | 205 | 3 | 225,000 | |
| 18 | +6 | 15 | 220 | 3 | 265,000 | |
| 19 | +6 | 16 | 236 | 3 | 305,000 | |
| 20 | +6 | 16 | 252 | 3 | 355,000 | Tier 3 capstone, peak mortal |
| Mythic Tier (Optional) | ||||||
| 21 | +7 | 10 | 262 | 4 | 420,000 | Mythic Ascension |
| 22 | +7 | 10 | 272 | 4 | 500,000 | |
| 23 | +7 | 10 | 282 | 4 | 600,000 | |
| 24 | +7 | 10 | 292 | 4 | 720,000 | |
| 25 | +8 | 10 | 302 | 4 | 860,000 | Demigod powers |
| 26 | +8 | 10 | 312 | 4 | 1,000,000 | |
| 27 | +8 | 10 | 322 | 4 | 1,200,000 | |
| 28 | +8 | 10 | 332 | 4 | 1,400,000 | |
| 29 | +9 | 10 | 342 | 4 | 1,600,000 | |
| 30 | +9 | 10 | 352 | 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 |
|---|---|---|
| 1-3 | Tier 1 | - |
| 4-5 | Tier 2 | Tier 1 |
| 6-7 | Tier 2 | Tier 3 |
| 8-10 | Tier 3 | Tier 2-3 |
| 11-14 | Tier 4 | Tier 3-4 |
| 15-17 | Tier 5 | Tier 4-6 |
| 18-20 | Tier 6 | Tier 5-7 |
| Mythic Tier (Optional) | ||
| 21-24 | Tier 7 | Tier 6-8 |
| 25-28 | Tier 8 | Tier 7-9 |
| 29-30 | Tier 9 | Tier 8-10 |
Spell Slots by Tree Depth
Spell slots are determined by CP purchases in a casting tree (Arcane Arts, Divine Channeling, or Medicine), not by build type. The table below is a quick reference; see Skill Trees for exact prerequisites and level gates.
| Highest Level Accessed | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st (T1 purchase) | 2 | — | — | — | — | — | — | — | — |
| 2nd (T2 purchase) | 3 | 2 | — | — | — | — | — | — | — |
| 3rd–4th (T3 purchase) | 3 | 2 | 2 | 1 | — | — | — | — | — |
| 5th (Capstone) | 3 | 2 | 2 | 1 | 1 | — | — | — | — |
| 6th (Pinnacle, L11+) | 3 | 2 | 2 | 1 | 1 | 1 | — | — | — |
| 7th (Pinnacle, L13+) | 3 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
| 8th (Pinnacle, L15+) | 3 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | — |
| 9th (Pinnacle, L17+) | 3 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
Notes:
- Maximum spell level = min(innate ceiling from tree purchases, Humanity ceiling). See Spell Slots and Humanity, magic.md.
- 6th–9th level spells require Pinnacle-tier CP purchases (35/40/45/50 CP) and level gates L11/13/15/17.
- Maximum spell level: 9th (requires Pinnacle-tier CP purchases and L17+). 8th–9th level spells are available to deeply invested casters in core play.
- Channelers have access to all spell schools; Medics are restricted to healing and support schools at every tier.
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 6-7 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: Level-capped class-based full caster (7th max) / half caster (5th max) slot tables
- New: Class-agnostic tree-purchase depth table; 9th-level spells accessible via Pinnacle purchases at L17+
- Reason: Classless system — caster depth is CP investment, not build type. Magic or no magic; how deep = how much you spent.
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 | Humanity Spent | Humanity Ceiling | Augment Level | Tech Capacity |
|---|---|---|---|---|
| 10 | 0 | 9th (or innate ceiling, whichever is lower) | None | Standard |
| 9 | 1 | 8th cap | Light (1-2) | Enhanced |
| 8 | 2 | 7th cap | Moderate (2-3) | Enhanced+ |
| 7 | 3 | 6th cap | Heavy (3-4) | Very Enhanced |
| 6 | 4 | 5th cap | Very Heavy (4-5) | Cyborg |
| 5 | 5 | 4th cap | Extreme (5-6) | Near-Synth |
| 4 | 6 | 3rd cap | Full Conversion (6+) | Full Cyborg |
| 3 | 7 | 2nd cap | Overloaded (7+) | Beyond Human |
| 2 | 8 | 1st cap | Dangerous (8+) | Unstable |
| 1 | 9 | Cantrips only | Critical (9+) | Machine-Soul |
| 0 | 10 | No spellcasting | Total Conversion | Machine-Soul |
Key Mechanics:
- Humanity starts at 10
- Augmentations reduce it permanently (each costs 1–3 Humanity)
- Effective maximum castable spell level = min(innate ceiling from tree purchases, Humanity ceiling). See Spell Slots and Humanity, magic.md.
- At Humanity 0, no spellcasting is possible — cantrips included. At Humanity 1, cantrips only.
- Low Humanity = reduced magic ceiling but enhanced tech capacity
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 |
| CR Budget | Party level sum × difficulty multiplier; total monster CR for an encounter |
| 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 |
| Twilight Event | Dangerous magical phenomenon from critical overcast failure |