Masterfinder is a mash-up of Mutants & Masterminds, Pathfinder, and Masterbook/TORG, as can be seen from the name. It uses Pathfinder classes, skill, exp, advancement, and most other rules except it attempts to normalize BAB and hitpoints to allow characters of all levels to compete to an extent. It does this by reading most game measures through the Rank chart to determine the actual number added to the d20 roll. In general the system pushes numbers under 10 towards 10, and numbers (especially very large ones) over 10 down towards 10. Hitpoints now determine your damage save (DMS) which is compared to damage to determine injury. As you take injury you become more susceptible to further injury, and conditions can be inflicted to represent normal Pathfinder's status conditions.

Getting Started

The game is Pathfinder with a different expectation of level and what level means, a different damage system, and a modified resolution system. That's it.

Low & High End Rolls

  • When a roll of the d20 is low ended, roll 1d20 but treat 11-20 as 1-10; a 20 still counts as a natural 20 for all purposes; 11 just adds 1, it is not considered a natural 1
  • When a d20 roll is high ended, treat 1-10 as 11-20; a 10 just adds 20, it is not considered a natural 20; a natural 1 (a roll of a 1 on the die) adds 11 but still has all the effects of a natural 1.

Ranks & Measures

A measure is a real world value of quantity, such as distance, time, or speed. It can also be a game function with quantity such as to-hit total, hitpoints, or AC. The key to making the game playable across large level gaps is always adding the rank of a measure to the d20.

The listed measure is the maximum for that rank. So, a measure of 3 gets you to rank 5, while a measure of 4 gets you to rank 6. A measure of 11 or 12 is rank 11, while the measure of 13 is rank 12. Adding ranks acts like multiplication (+3 ranks is x2, +10 ranks is x10); subtracting ranks functions like dividing (-3 ranks is x1/2, -10 ranks is x1/10); and multiplying or dividing ranks acts like exponents (positive/negative respectively) (x2 ranks is squaring, 1/3 ranks gives the cube root).

Rank Measure Rank Measure
0 1 21 125
1 1.25 22 160
2 1.6 23 200
3 2 24 250
4 2.5 25 320
5 3.2 26 400
6 4 27 500
7 5 28 640
8 6.4 29 800
9 8 30 1,000
10 10 31 1,250
11 12.5 32 1,600
12 16 33 2,000
13 20 34 2,500
14 25 35 3,200
15 32 36 4,000
16 40 37 5,000
17 50 38 6,400
18 64 39 8,000
19 80 40 10,000
20 100 41 12,500

Situational,Rank, and Difficulty Modifiers

Certain abilities (class features, feats, etc) are added to the d20 roll as the case arises, rather than re-figuring the skill rank and are called rank modifiers as they directly add to the rank for making the d20 roll. Situational modifiers include modifiers from attack options, flanking, position, and many feats and abilities and are also added to the roll as the situation arises. Difficulty modifiers are standard Pathfinder DC modifiers for skills and saving throws, and are used to determine the base DC before the modified DC is determined.

Rank Modifier Limits

A character gets the benefit of their highest rank mod up to +5 for constant abilities or abilities usable more than 3/day; for very limited use abilities (max 3/day or costing limited resources), the RM can be up to +10. The bonuses from other rank modifiers are just added to the measure (which may or may not increase the rank) as normal. Any modifier that adds more than these values should not be considered rank modifiers as that would be too powerful.

Class Abilities

Many classes have features and abilities that add to rolls based on increasing level. Most such modifiers are considered rank modifiers regardless of the type of bonus (sacred, profane, etc).


Choose at least two complications: motivation and one other. In play, you receive hero points/RP points when your complication comes into play and restricts or determines your actions.

The GM can also arbitrarily decide activities and story results but when doing so awards hero points; i.e, should the villain suddenly recover and make his escape to keep the plot on track, despite the fact that the heroes just beat him down fair-and-square, the GM awards a hero point to all involved.



Character Advancement

Starting Level

A character may choose an NPC class for Youth and Adolescence (typically based on background). His first heroic class level is for at least his minimum starting age. If a character is willing to be the maximum starting age for his heroic class, he may choose an additional NPC class for Adult as well.

Experience Chart

Characters level by earning ranks, each costing 500 exp up to level 20 and 1000 exp beyond 20. Experience points are earned for completing adventure goals and overcoming challenges. They can also be earned in downtime. Players also earn RP & AP which, in addition to allowing draws from the hero chip pot, count 1:1 as exp.


Character levels are grouped by Rank:

  • Novice - level 1-5
  • Seasoned - level 6-10
  • Veteran - 11-15
  • Heroic - 16-20
  • Legendary - 20+

Starting Level

Most adults are assumed to be 3rd level or higher. Children typically have NPC class levels defined by their upbringing as do adolescents. Characters who want to start as children or adolescents may choose a heroic class for that age level instead. Further levels must be NPC classes. It should be noted that a full party of NPC classed characters is typically 2 APL less.

Retraining NPC Classes

A character may retrain one level of the free NPC background class per Rank they achieve past Novice (so 1 level per 5 levels gained). The cost is half the cost of retraining all his class levels.

NPC Class Limits by Rank

The total of all NPC classes may only go to 10 (Seasoned). Beyond level 10 (seasoned) require heroic class levels.

Heroic Class Limits by Rank

  • All - Legendary

Class Features

BAB, Saves, Hitpoints, AC

Determine these values normally, then read them through the Rank Table. For defenses (Save DC's, AC, CMD) read them without the base 10 before adding them back to 10.

Iterative Attacks

Iterative attacks simply do not work as separate attacks under this system. A character adds +3, +5, or +6 (or more) (the measure of the rank of hits) to their DMG based on the number of iterative attacks that hit the same target when making a Full attack. Flurrying, gang-up, and other multiple attacks works in a similar fashion.


1/2 BAB as a dodge bonus to AC

Damage Save (DMS)

Read the Rank of target's HP


  • The challenge ability does not treat the damage bonus (cavalier level) as a RM bonus


  • Fighter weapon training (to-hit & DMG) are RM bonuses


  • Judgments (saves, DMG, to-hit, AC, etc) are RM bonuses
  • The Destruction Judgement is limited to +1 per 5 levels as a Rank modifier
  • Bane & Greater Bane can be treated as RM bonuses (Bane adds +2/+2; Greater Bane adds +3/+3)


  • None of the bonuses from Smite are RM bonuses.


Maximum Skill Ranks

Skill DCs are modified by the Rank Chart and NPC's skills are also read through the Rank Chart.

Graded Results

When it is important to know how well an attempt succeeded or failed, use Graded Results to determine the degree of success/failure. You get one degree of success for making the roll, plus one more per full 5 points. You get one degree of failure for each 5 points or fraction you fail the roll (so 6+ is two degrees which is failure by 5 or more in the PF rules).

Check Result Degree
15+ +1 degree of success per 5
10-14 3 degrees of success
5-9 2 degrees of success
0-4 1 degree of success
-1 to -5 1 degree of failure
-6 to -10 2 degrees of failure (usually has negative repercussions)
-11 or worse +1 degree of failure per 5 (usually not tracked or used but here it is)

Untrained checks

Assuming the GM allows it (and he should, unless it is obviously not applicable), an untrained check is made using a low-ended d20 roll.

Skill Challenges

Per -5 a character accepts to skill check results in a +1 degree of success or reduction in time (full -> standard -> move -> swift -> free -> immediate) (as per Iron Heroes

Natural Rolls

On a d20, typically, a 1 or a 20 are considered natural rolls. In combat, a 20 threatens a critical hit (which does extra damage) and is handled in the Combat rules; while a 1 threatens a critical failure. For skill use, a 1 or a 20 are treated as rolls of -5 & +25, respectively.

For saving throws a 1 is an automatic failure while a 20 an automatic success (normal rules). In addition, any two degree failure can result in damaged items, as per the normal rules on damaging items (not just on a 1).

For DMS, which is a save, when rolling a 1, determine the result normally, but at least 1 condition track step and a D/O result is always inflicted; when rolling a 20, determine the result normally, and if it is worse than one condition track step and a D/O, inflict that instead.

For DMG checks, reverse the above DMS rules.

Team Checks

The party must succeed on at least half their checks to succeed. For NPC groups, roll 2d20 and take the better to represent the odds that some will roll well.

Advantage & Disadvantaged Rolls

When a character has advantage on a roll, 2d20 are rolled, taking the higher. When a disadvantaged character rolls, the lower of 2d20 is taken.

Skill List


This skill uses the 3.5 edition rules which lower the DC's and make the skill more varied. Also, to make the skill have some utility, it is used as the base value of re-selling loot: use double the result as the percentage of value paid (or use graded results as 5% each to a base of 20%).


This is the Use Magic Device skill renamed. It allows the operation of any item based on operating principles the character does not understand/have the prerequisites for.

Crafting (INT)

Gain a focus at rank 1 plus additional focuses of rank/2. Some foci:

  • Armorcrafting (combines with a material focus)
  • Carving
  • Carpentry (wood)
  • Chemistry (alchemical items)
  • Cooking (food items)
  • Gemcutting
  • Inscription
  • Jeweler
  • Leatherworking (leather)
  • Metalworking (metal)
  • Pharmacy (medical & poisons)
  • Pottery (ceramic & clay)
  • Stonecutting (stone)
  • Tailoring (cloth)
  • Weaponcrafting (combines with a material focus)


Allows operation of directly controlled air- and space- borne vehicles as well.


  • Canvassing
  • Decipher
  • Search


New name for Spellcraft; applies to psionics and psychic powers/spells as well.

Performance (CHA)

Gain a focus at rank 1 plus additional focuses of rank/2. Some example foci:

  • Singing
  • Dancing
  • Comedy
  • Woodwinds
  • Percussion
  • Keyboards
  • Stringed
  • Acting
  • Oratory
  • Literary
  • Music Composition
  • Visual Arts

Professional (WIS)

Gain a focus at rank 1 plus additional focuses of rank/2


Allows operation of directly controlled ground vehicles as well.


With the new system some feats have changed the way they have to operate, while others have been outmoded. Remember that you only get your highest applicable rank modifier + 1/2 all others to a max of +10.

Ability Focus
Acrobatic - RM of +2/+4 as Skill Focus
Advanced Ranger Trap
Animal Affinity
Arcane Shield - AC
Caution-to-the-Wind - (Con 13+) perform All-out & Precise Attack options at -2/+2 (instead of -4/+2)
Combat Expertise - perform Defensive & Cautious Attack options as -2/+2 (instead of -4/+2)
Maximize Spell - DMG check is high-ended, DMS check is low-ended
Power Attack - perform Wild & Committed Attacks at -2/+2 rather than -4/+2
Skill Focus - rank modifier of +3 (+6 for 10 ranks)
Toughness - this is not a rank modifier, and simply adds to the measure of hitpoints
Weapon Focus - Rank modifier to-hit
Weapon Specialization & Greater - Rank modifier to DMG rolls


Scroll and spellbook options


Additional Rules

Character Types

A character is heroic, standard or a minion. Heroic characters are player characters or special GM characters with full access to Fate Chips. Standard characters use the normal damage system of DMS vs DMG and track steps and conditions. Minions are fodder characters meant to be scythed through. They have a limited amount of results of damage they will take before being removed from combat (where a result is a graded result of the DMG vs DMS roll on the damage chart), they cannot confirm criticals except in Dramatic Scenes, and non-minions can take 10 when attacking them (though any rolled hit doubles the critical range against them).


Combat Modifiers


Situational modifiers are added to the d20 roll, do not re-figure skill rank. Situational modifiers include modifiers from attack options (below), flanking, position, and many feats and abilities.

Rank Modifiers

A character gets the benefit of their highest rank modifier (up to +10). Additional rank modifiers are ignored or added to the measure (depending on the complexity desired).

Iterative Attacks

Iterative attacks do not work as separate attacks under this system. A character adds +3, +5, or +6 (or more) to their DMG based on the number of iterative attacks that hit the same target when making a Full attack. Flurrying and other multiple attacks works in a similar fashion.

Creatures with multiple different attacks, or attacks that do different damage, get to roll them separately, but must use the same rules for iterative attacks when using a given attack with multiple uses (such as claw x2 or tentacle x6) on the same target.

DR operates against the base single attack DMG before modifying based on multiple attacks (so a DR that can block any one attack, will stop them all when applied iteratively)

Each iterative attack takes a cumulative -2 modifier from the figured attack rank, do not figure each iterative attack's attack rank.

Actions in Combat


In addition to choosing to Fight Defensively (called Defensive Attack now), a combatant may use any (or all) the following options (which add directly to the vales, do not re-figure):

  • All-out Attack: +2 hit/-4 AC
  • Cautious Attack: +2 AC/-4 DMG
  • Committed Attack: +2 DMG/-4 AC
  • Defensive Attack: +2 AC/-4 hit
  • Precise Attack: +2 hit/-4 DMG
  • Wild Attack: +2 DMG/-4 hit

The feats Combat Expertise, Power Attack, Caution-to-the-Wind, and other feats which behave like these feats modify these maneuvers to +2/-2.

Coup-de-grace/Attacking Helpless Characters

A strike against a helpless character may be made as a routine check. If a normal attack is made, treat it as a crit and the DMS is made as a low roll (or DMG Check as a high roll).

Range Increments

Figure the rank of the measure of the listed range increment (should be listed with weapons). When shooting at a target, figure the rank of the range, subtract the weapon's rank and double the remainder, this equals the to-hit penalty. Figure thrown weapons max at +7 and projectile weapons max at +10. For weapons (firearms mostly) that have effects out to 5 increments, add +7.

Critical Hits

When a critical hit is confirmed add the weapon's critical multiple as additional successful hits to the iterative attack value (cards can increase crit multiples). So a confirmed critical with a single hit of a battle axe (x3) would result in the equivalent of 4 successful attacks against the target which is a +6 (the Rank of 4) to the DMG. The same single confirmed critical with a longsword (x2) results in the equivalent of 3 successful attacks whic is a +5 (the Rank of 3) to the DMG. Multiple confirmed criticals and multiple hits from iterative attacks are lumped together against a given target to determine the DMG bonus.

When overcoming DR, add the Rank of the critical multiplier to the base DMG

Any confirmed critical hit (one or more) causes the damage done to be persistent (harder to heal).

Combat Maneuvers

Injury and Death

Damage Save
Players make a DMS in reaction to being hit (1d20+DMS vs 15 + DMG)

  • Hitpoints are completely replaced by the Damage Save (DMS) rank
  • Total Hitpoints are read as a measure to determine DMS Rank
  • When taking damage of 1 hp or more, roll DMS vs 15 + damage
  • Rolling a 1 on a DMS always results in a condition track step & D/O
  • When making a save, the damage steps taken are always at least 1 (unless a 20 is rolled or the DMS is made by 15+)

DMG Check

  • Players make DMG Checks when they hit (DMG + 1d20 vs 6 + DMS).
  • The maximum possible amount of rolled damage plus modifiers is read as a measure to determine a DMG Rank. This should be determined in advance for all possible combinations (crits, power attacks, sneak attack, elemental damage, etc).
  • Rolling a 20 on a damage check always results in a step on the condition track
Degree of Success Roll DMS Result DMG Check Result
5 degrees of success 20 or better no effect —6 DMS steps & dead
4 degrees of success 15 or better no effect -5 DMS steps & dying/KO
3 degrees of success 10 or better -1 DMS step -4 DMS steps & wounded/staggered
2 degrees of success 5 or better -1 DMS step -3 DMS steps & disoriented
1 degree of success 0 or better -1 DMS step -2 DMS steps
1 degree of failure -1 to -5 -2 DMS steps -1 DMS step
2 degrees of failure -6 to -10 -3 DMS steps & disoriented -1 DMS step
3 degrees of failure -11 to -15 -4 DMS steps & wounded/staggered -1 DMS step
4 degrees of failure -16 to -20 -5 DMS steps & dying/KO no effect
5 degrees of failure -21 or worse -6 DMS steps & dead no effect

Damage Results

  • DMS steps - this moves the character down the Condition Track a number of steps equal to 1 + DoF, causing penalties to further DMS rolls. Note that the DMS penalty from the step track is effectively subtracted from the result first, though a minimum of one step is always inflicted
  • Disoriented (D/O) - the character is momentarily off-balance/in pain/dazed (1 round) and can only take a single standard action as for staggered
  • Staggered - the character can only take a single standard action (plus swift, immediate, and free actions); if already wounded/staggered, the character is KO'd
  • Wounded - as staggered, but taking any standard or strenuous action causes the character to take a DMG check of +0 (remember to add in the condition penalty); if already wounded, the character is dying; if already dying, the character is dead
  • KO - a non-lethal result; also, a wounded/staggered character who takes another disabled result from non-lethal damage is also KO'd
  • Dying - a lethal damage result; also, a wounded/staggered character who takes another wounded result from lethal damage is rendered dying
  • Dead - a lethal damage result; also, a KO'd/dying character is killed by taking another wounded or worse result from lethal damage

The Condition Track

The DMS penalty makes it more and more likely to suffer worse results on the damage table.

Steps Penalty Healing Time Total Heal Time
0 Normal State n/a n/a
1 -1 DMS checks 8 8
2 -2 DMS checks 9 11
3 -3 DMS checks 9 12
4 -4 DMS checks 9 13
5 -5 DMS checks 9 14
6 -6 DMS checks 9 15
7 -7 DMS checks 10 16
8 -8 DMS checks 12 17
9 -9 DMS checks 14 18
10 -10 DMS checks 15 19
11 -11 DMS checks 15 20
12 -12 DMS checks 16 21
13 -13 DMS checks 16 22
14 -14 DMS checks 17 23
15 -15 DMS checks 19 24
16 -16 DMS checks 21 25
17 -17 DMS checks 23 26
per +1 DMS penalty = steps

Recovery (out of Combat)

Healing injury requires time or magic (similar to regular healing in straight Pathfinder). Heal Time Rank (HTR) shows the time rank spent in rest before a damage condition is removed or the condition track moves down one step, and is typically used during adventure time. Total Heal Time Rank (THTR) shows the time to heal all damage conditions and condition track steps if the entire time rank is spent in rest and is typically used for downtime.

Non-lethal damage must be healed before any lethal damage can be healed and all damage conditions must be healed before condition track steps.

Lethal steps have a base recovery time of rank 8 (HTR 9) in hours, modified by the current Condition Track modifier, which must be spent in rest; after which, one step is recovered on the Condition Track and a new base time is calculated. Medical care reduces the time rank by the degree of success, x4 for aid given in the first 10 minutes, x3 for aid in the first hour, x2 for aid in the first day, and x1 for other aid; total bedrest applies a -3 to the time. Interruption of rest resets the time, though if at least 1/2 the time was spent, the reset rank receives a -1.

Magic Healing

Spells generate a Healing Rank (HR) based on the max HP it can heal. This rank is first compared to the total healing time (THTR) of the current injury and if it equals or exceeds the number, the character is fully healed. Otherwise, if the HR equals or exceeds the HTR of the current condition track step, just that step is healed. If the HR is lower than the current condition track healing time, read the Healing Rank as DR and the Time to heal as DMG on the DR vs DMG Table to determine the new Healing rate. Round down to the nearest healing time rank if the new number does not appear on the condition track chart. Some spells will not help with healing in this system, if the injury is too great.

Second Wind (in Combat)

By spending a Full Round action, that provokes, a character may make a Determination check/FOR save against DC 15. The character may remove one condition step or damage step plus another for each DoS. Damage must be healed before condition steps.

Damage Reduction (DR) & Energy Resistance

DR (and Energy Resistance) are converted to a DR rank and compared to the DMG rank of successful attacks which results in the following:

  • DMG < DR: no TOU/DMG check is made, all damage is stopped, no TOU save is made (so no automatic failure applies)
  • DMG = DR: DMG 0, TOU save is made (so even with a minor hit, automatic failure can occur)
  • DMG = DR +1 or more: varying DMG based on DR vs DMG, TOU save is made
  • DMG = +8 or more: this always results in DR having no effect on the incoming damage
DR DR Rank DMG Rank
< DR = DR +1 +2 +3 +4 +5 +6 +7 +8 or more
1 2 < 1 0 1 2 4 5 6 7 full DMG
2 3 < 3 0 0 1 3 5 7 8 9 full DMG
3 5 < 5 0 0 3 6 7 9 10 full DMG
4 6 < 6 0 0 4 6 8 10 11 12 full DMG
5 7 < 7 0 2 5 7 9 11 12 13 full DMG
6 8 < 8 0 3 6 9 10 12 13 full DMG
7-8 9 < 9 0 3 7 9 11 13 14 15 full DMG
9-10 10 < 10 0 4 8 10 12 14 15 16 full DMG
11-12 11 < 11 0 6 9 12 13 15 16 full DMG
13-16 12 < 12 0 6 10 12 14 16 17 18 full DMG
17-20 13 < 13 0 7 11 13 15 17 18 19 full DMG
21-25 14 < 14 0 9 12 14 16 18 19 20 full DMG
26-32 15 < 15 0 9 13 15 17 19 20 full DMG
33-40 16 < 16 0 10 14 16 18 20 21 22 Full
41-50 17 < 17 0 12 15 17 19 21 22 23 Full
51-64 18 < 18 0 12 16 18 20 22 23 full DMG
65-80 19 < 19 0 13 17 19 21 23 24 25 full DMG
81-100 20 < 20 0 14 18 20 22 24 25 26 full DMG
no DMG roll New DMG

Temporary Hit Points

Temporary hit points (THP) function as ablative DR. DMG is applied after DR/ER is taken into account. On any DMG check equal to or over THP, the THP are completely removed. Otherwise consult the following table for the new value.

>=THP -1 -2 -3 -4 -5 -6 -7 -8 -9 or more
1 2 removed 2 2 x x x x x x x
2 3 removed 2 2 3 x x x x x x
3 5 removed 2 2 3 3 5 x x x x
4 6 removed 2 2 3 4 5 5 x x x
5 7 removed 2 3 5 5 6 6 6 x x
6 8 removed 2 3 5 6 6 7 7 8 x
7-8 9 removed 3 5 6 8 8 8 8 9 9
9-10 10 removed 3 6 7 8 9 9 9 10 10
11-12 11 removed 3 6 8 9 9 10 10 10 11
13-16 12 removed 6 8 9 10 11 11 12 12 12
17-20 13 removed 6 9 10 11 12 12 12 13 13
21-25 14 removed 7 10 12 12 13 13 13 14 14
26-32 15 removed 9 11 12 13 14 14 15 15 15
33-40 16 removed 9 12 13 14 15 15 15 16 16
41-50 17 removed 10 13 14 15 16 16 16 17 17
51-64 18 removed 12 14 15 16 17 17 18 18 18
65-80 19 removed 12 15 16 17 18 18 18 19 19
81-100 20 removed 13 16 17 18 18 19 19 20 20
THP removed New THP Rank

DMG Modifiers and DR

  • Iterative Attacks - the DMG bonus for multiple attacks does not increase base DMG for DR penetration (if any one attack cannot penetrate, none can)
  • Power Attack - this does increase effective DMG
  • Vital Strike (and all others) - these do increase effective DMG
  • Attack Options (cautious, committed, precise, or wild attack) - do modify DMG


Saving Throws

When a save allowing half (or less) damage is made, reduce DMG by -5 (one degree).


Prestige Classes


Environmental Hazards


For falling DMG, read the number of feet fallen as a DMG rank (to a max of 27) and add a modifier for size (Fine -24, Diminutive -12, Tiny -6, Small -3, Medium +0, Large +3, Huge +6, Gargantuan +12, Colossal +24) and drag (minimum drag +2 (diving, cannonballing, etc), uncontrolled fall +0, controlled fall -2).

Extra Effort

Using extra effort is a free action usable once per turn. Gain one of the following benefits:

  • Extra standard action
  • +2 bonus (or shift existing +2 bonus to +5; or shift a -5 to -2; or shift -2 to 0)
  • Add +3 manifester/caster levels
  • Power Stunt - gain and use an Alternate Effect until the end of the scene or duration expires
  • Resistance - extra saving throw against an ongoing effect
  • Retry - certain powers/skills require extra effort to retry (especially after a certain degree of failure)
  • Speed - double your Move until the start of next turn
  • +4 Strength

Cost of Extra Effort

The turn after using extra effort, the hero is fatigued. Using extra effort again causes exhaustion. Using it again causes KO'd.

Fate Chips

Fate chips are spent to perform extraordinary feats. Each is a draw of a poker chip from the (fate) pot of (5:3:1) 50 white, 30 red, 10 blue, 1 arcane and 9 black. Players receive draws from the pot when they accrue 5 points, and are limited to how many chips they can hold during play. A player who earns a draw they cannot take, instead places it in the fate pool. After a session, all chips are returned to the pot and a new (full) draw is made at the start of play next session.

Fate Pool

The GM does not draw chips for general use, instead he places tokens into a fate pool 1:1 as the cost of spending chips. These chips can be spent by the GM/players to help the group as a whole and to replenish individual player's draws. Players below their limit may take a chip from the pool only when a chip is placed in the pool and when there are at least enough chips in the pool for every player to draw one. The pool carries over from session to session. The GM may only take chips from the pool with a majority consent and only to benefit the party (such as to roll for an NPC, edit a scene, give a hint, or add a campaign quality)

Fate Chip Uses

Each color represents a level in order of rarity, white, red, blue, and arcane. Only one chip can be spent on any one action, but the level of effect is based on the chip color. A fate chip can be used for any of the following:

Act Out of Turn
Shift your initiative to immediately before the acting character and take the listed action
White - swift
Red - move
Blue - standard
Arcane - full

Avoid Damage
Change a just taken damage result one step (Dead -> Dying -> Wounded-> Disoriented -> none), and/or move a step up the condition track.
White -1 change
Red - 2 changes
Blue - 3 changes
Arcane - 4 changes

Edit scene
The level of chip determines maximum amount and effect of the editing (serendipity effects)

  • White - +/-2 to a check or an item/event that would allow a normally disallowed check at -5
  • Red - +/-5 to a check or an item/event that would allow a normally disallowed check at -2
  • Blue - stop a check or action, or an item/event allowing a normally disallowed check
  • Arcane - improbable events; an event/item allowing a normally disallowed check at +2

Heroic Feat
White - gain the benefits of a feat for which you normally qualify
Red - gain the benefits of a feat for which you are missing only one prerequisite feat or ability score
Blue -gain the benefits of a feat for which you are missing up to two prerequisite feats or ability score
Arcane - gain the benefits of any feat which is not limited by class or race

Improve Roll

  • White -reroll any check just made as a High-ended roll, taking the better of the two rolls
  • Red - as white +d6
  • Blue - as white +d10
  • Arcane - as white +d12

Receive a hint from the GM, this is usually paid from the pool so does not have a color requirement

Instant Counter
attempt to counter an effect as a reaction (roll defense (as high-ended), counterspell, etc)

  • White -
  • Red -
  • Blue -
  • Arcane -

Regain use of an ability with daily limitations. A "use" is considered the equivalent of what a feat would grant or a single use if no feat applies. For spells and other leveled abilities, the color determines the maximum rank of the spell (1) regained.

  • White - half a use (always at least 1); novice rank spells (level 1-5 casters (so, 1st to 3rd level spells for a wizard))
  • Red - a full use; seasoned rank spells (level 6-10 casters (4th & 5th level wizard spells))
  • Blue - 1.5 uses (at least 2); veteran rank spells (level 11-15 casters (6th & 7th level wizard spells))
  • Arcane - double uses (at least 2); heroic rank spells (level 16+ casters (8th level and up spells))

The character recovers a step on the condition track or shifts a condition one step better at some point after taking the damage.

  • White - as a move action
  • Red - as a swift action
  • Blue - as a free action
  • Arcane - as an immediate action

Arcane Chips

Players earn arcane chips for completing adventures/objectives of high menace. An arcane chip has a value of 4 and can be used to re-roll random results on a chart and other effects not normally allowed (such as concealment miss chance).

Black Chips

Black chips are placed into the pot based on the Menace level of the adventure. Black chips function against the player, allowing the GM to inflict a condition, worsen results by one degree, or purchase a temporary campaign quality. Black chips are spent by the player as normal, but the GM decides the effect. Until spent the black chip counts against the player's chip limit.

Initiative Deck

  • Each round of combat draw a card from a normal poker deck with the jokers.
  • Players and their allies are black, enemies are red.
  • Each standard or heroic character has a bonus card equal to their base initiative modifier, dropping minus signs, with zero being ten, and using only the ones digit.
  • When a character's bonus card in their color comes up they gain inspiration (bonus second wind, chip draw, and flurry)
  • When a King card is drawn, the side whose color it is receives a flurry
  • When a Queen card is drawn, the side whose color it is up
  • When a Jack card is drawn, the side whose color it is receives a second wind
  • When a joker is drawn, the side whose color it is receives inspiration and the deck is reshuffled for the following round

Optional Rule Sets

  • Kingdom Building - this ties in with the Dominion and From the Shadow of Karavokos campaigns but has broad uses elsewhere
  • Mass Combat - ties in with the above rules
  • Downtime - not sure how often these will actually be used, but they are good rules
  • Investments - these tie into the Downtime rules
  • Reputation - I am unsure of the usefulness of these rules as several of the Adventure Paths have their own systems for prestige/infamy/etc, but the basic structure seems useful
  • Retraining - solid rules and highly useful
  • Contacts - dubious rule-set but has some utility
  • Relationships - again, dubious but some utility

RP & Appreciation Points

Each award of 5 points also earns a draw from the pot of hero chips. Each also counts as 1 exp.

Cost of Living

May be paid with Capital.

Standard of Living

Bonus listed are used on appropriate skills checks and may be spilt up as desired and combined with other Capital spent (max +5). Pets list non-familiar or animal companions (such as mounts or pets) the character can take care of (1 large=2 medium, etc)

Lifestyle daily tenday monthly Notes
Wretched "free" exhausted; check disease per tenday; 1 piece of gear broken per tenday (can be destroyed); 1 Small common pet only (fatigued)
Squalid 1sp 1gp 3gp fatigued; check disease monthly; 1 piece of gear broken per month (can be destroyed); 1 Medium common pet only (fatigued)
Poor 2sp 2gp 6gp 50% 1 piece of gear is broken per month (cannot be destroyed); 1 Large common pet (fatigued)
Modest 1gp 10gp 30gp 1 Large common pet; +1/month
Comfortable 2gp 20gp 60gp 2 Large common, or 1 Medium exotic pet; +1/tenday
Wealthy 4gp 40gp 120gp 1 Large exotic; +2/tenday
Aristocratic 10gp 100gp 300gp 1 Huge exotic; +5/tenday


In addition, characters pay 10% of the value of all their gear, weapons, and armor monthly (including magic). If unable to pay, non-consumable equipment must be discarded/sold/broken to cover the costs. Discarded/destroyed gear removes it from the calculations and earns "cash value" towards other costs. Sold gear earns real cash which can then be used to cover costs (but the item still counts in those costs). Broken gear earns "cash value" towards paying debts as for sold, but gains the broken condition.


Items classified as prizes are exempt from maintenance. A character can claim one prize per character level.


Creating NPCs

Magic Items

Weapon Qualities

Vorpral - does not automatically sever heads. Change to: auto confirm crits + double the critical multiplier


Universal Monster Rules

Rend - treat as a separate attack

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