Reference Tables

Level Progression

Level Prof Bonus AP Earned Total AP Tier XP Required Features
1 +2 15 15 1 0 Archetype, 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

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
  • Levels 16-20 continue this progression (see magic chapter for details)

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

Note: Medics use the half-caster table but are restricted to healing and support spells only.

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) 2 2-3 3-4 4-5 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) 8 12 16 20 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

Revised Power Progression Tiers

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

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

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

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:

  • Still capped at +18 total (attribute +5, proficiency +10, gear +3)
  • Bounded accuracy keeps threats relevant

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 (Mage 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 Effect
1 Disadvantage on ability checks
2 Speed -10 ft
3 Disadvantage on attacks/saves
4 HP max halved
5 Speed = 5 ft
6 Death

Glossary of Key Terms

Term Definition
Action One of three things you can do on your turn in combat
Advancement Points (AP) Currency for buying abilities, skills, and upgrades
Archetype Your character's foundation (like a class, but more flexible)
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 AP
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