The Adventuring game phase is the primary method of gameplay. In this phase, the party is exploring the game world at a relatively relaxed pace. Each party member decides what to do either together or separately during this phase.
A turn order may not be necessary for smaller parties, but is recommended for larger parties (5 or more players.) During adventuring, each player describes their character's actions in a clockwise order starting with the player to the left of the GM. The party is free to speak to one another in real time in order to plan their next actions. Once every player has chosen an action, the GM asks each player to make any necessary checks to determine the outcome of those actions.
If two or more players want to work together on the same action, it becomes an assisted action. For actions that can't be assisted, each player performs the action separately and might have a different result.
The passage of time can vary greatly in this phase. Adventuring can be detailed in close to real-time while the party is facing a complex challenge, but some actions can take minutes or hours to complete, and the GM can and should summarize that period of time while allowing other members of the party to choose what they do in the meantime while an ally is performing a longer action.
Main Page: Travel
During adventuring, the party can choose to travel to another area. The GM can summarize the events of travel very briefly regardless of the distance, from moving to the next room in a building or dungeon to traveling to an entirely separate part of the world. Travel is a trivial action unless an obstacle or other encounter blocks the path.
When a player chooses to travel to another area on their turn during adventuring, other party members decide whether to follow them on that turn.
During an intense, time-sensitive situation, it may be necessary for the game to track the party's actions in detail. The game may enter the encounter phase, in which the rules of combat are followed even though there's no hostile creature nearby.
During an encounter, the party rolls initiative as though a combat encounter had started. The game remains in the encounter phase until the party is no longer in danger.
You spend one hour to create up to three doses of a potion from a known recipe that you have the ingredients for.
Make an Alchemy (Technology) check. The difficulty is 5 for a Basic recipe, 10 for an Apprentice recipe, 15 for Intermediate, 20 for Advanced, 25 for Expert, and 30 for Master. If the recipe requires casting a spell that isn't trivial for you, you must roll separately to determine if you cast the spell. If you fail to cast the spell, the degree of success is reduced by one.
Assistance: Helpers make a Alchemy (Technology) check.
Success: | You fill up to three separate bottles or other containers with one dose of the potion each. |
Critical Success: | Same as Success, but you may choose one unit of one ingredient in the recipe to preserve (you reduce the amount of that ingredient needed by 1.) |
Failure: | You create a useless slurry, and the ingredients are wasted. |
Critical Failure: | You might injure yourself, damage your alchemy equipment, or unknowingly create a poisonous potion or one with wild magic side effects. |
You attempt to cast a long spell. Choose the spell you cast, and the level to which you amplify it. Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable.
Long spells may take any amount of time from one round to several hours. The exact amount of time taken depends on the spell, and may be adjusted by the GM based on the circumstances.
Casting a spell is trivial if its level is equal or lower than your skill level in its form of magic. For a spell one level higher than you, the difficulty is 10. For each additional level above you, the difficulty increases by 5.
Success: | You successfully cast the spell on your intended target. |
Critical Success: | You successfully cast the spell, and it becomes amplified to the next-highest order. |
Failure: | The spell may have no effect, fail to reach its target, or cause minor unintended effects determined by the GM. |
Critical Failure: | The spell has a major unintended effect determined by the GM. |
You spend 5 minutes to change into a different outfit from your inventory. This may be done during a rest.
You attempt to build an item from its raw components. The amount of time taken varies depending on the complexity of the item being crafted, but is typically 10 minutes to 1 hour.
Make a Craft (Technology) check. The difficulty depends on the complexity of the item and whether or not you have crafted the same item before. Add any craft-related Specialties that are relevant to the item.
You must have all the required components and tools to craft the item. If you don't, you may search the area for items to use as improvised tools or parts. This is a separate check, using the rules for the Search the Area action. See improvisation.
Assistance: Helpers make a Craft (Technology) check.
Success: | The raw components are consumed and you craft an item of normal (3) condition and normal (0) quality. If your Technology skill level plus any relevant specialties total 5 or more, the item is in Fine (4) condition instead. |
Critical Success: | The raw components are consumed and you craft an item of Fine (4) condition and +2 quality. If your Technology skill level plus any relevant specialties total 5 or more, the item is in Flawless (5) condition instead. |
Failure: | The raw components are consumed and you craft an item of normal (3) condition. Its quality is equal to your margin of failure (a negative amount.) |
Critical Failure: | You fail to create the intended item, and the raw components are wasted. |
You attempt to apply an enchantment you know to an object. Choose the enchantment you cast, the level to which you amplify it, and a valid target object.
Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable. Add the enchantment modifier of the target object if applicable.
The difficulty to cast enchantments is based on the level of the spell relative to your skill level in that form of magic - 15 if the two are equal, plus 5 for each level higher than your skill, or minus 5 for each level lower. (Casting enchantments 3 or more levels below your skill is trivial.)
The enchantment process takes one hour. The object must be either in your inventory or within your reach and must remain in your control for the duration of the enchantment process. If your concentration is broken or the object leaves your reach at any point during the process, the enchantment is interrupted and automatically fails.
Success: | You successfully complete the enchantment. The energy and material costs of the enchantment are consumed, and the item gains the intended properties. |
Critical Success: | You successfully complete the enchantment, and you may choose one unit of Aetherium or one unit of another of the enchantment's material costs to remain unused. |
Failure: | The enchantment has no effect. The failed enchantment consumes your energy, but the materials remain. |
Critical Failure: | The enchantment has unintended adverse effects determined by the GM. The caster may suffer exhaustion. Energy and materials used in the enchantment are lost. |
You closely examine an item or small area for hidden features and properties. The object or area must be within your reach. and can be no more than 4 x 4 x 4 feet in size (2x2 spaces on a square game board.)
Make a Perception check. Your examination takes five minutes. The GM determines what you notice about the object during this time and may call for additional Knowledge checks based on what you find.
Assistance: Helpers make a Examine (Perception) check.
You spend one hour searching your surroundings for natural resources, such as edible plants and fungi, or alchemical items. Make a Foraging (Instinct) skill check.
Success: | You find a small quantity of 1 to 3 different varieties of items. The GM decides what you collect based on the type of environment you're in. |
Critical Success: | You find a larger quantity or more varieties of items, but nothing that doesn't occur naturally in your current environment. |
Failure: | You don't find anything. |
Critical Failure: | You might injure yourself while exploring, or mistake an inedible or poisonous item for a useful one. |
You tamper with an object or leave behind false evidence in an effort to mislead anyone investigating the area later.
Make a single Frame (Deception) check as you describe how you set up the scene. The outcome of your check becomes the difficulty to investigate the area in the future, as long as it isn't further tampered with.
Assistance: Helpers make a Frame (Deception) check.
You attempt to guess the password or PIN on a locked electronic device that you can physically access. Make a Crack Password (Logic) check. The difficulty is set by the GM and depends on the type of device and the Technology skill of its owner. The process takes 10 minutes. If you know the owner of the device well, in the GM's judgment, then you gain a +6 bonus. The GM may apply additional bonuses or penalties depending on your relationship to the device's owner and any other information you have.
Assistance: Helpers make a Guess Password (Logic) check.
Success: | You unlock the device and gain access to its functions and any data stored on it. On advanced systems, you may still leave behind evidence that will allow the owner to know the device was hacked. |
Critical Success: | You unlock the device and are confident that the owner will not know their data has been compromised. |
Failure: | The device locks itself out for one hour. Advanced devices may take a photo of you on an incorrect guess. |
Critical Failure: | You activate the device's anti-theft protection, causing it to erase all of its data. |
You attempt to exploit weaknesses in the security of an electronic device or system, or if you already have access to the system, you attempt to gain elevated privileges. The GM decides when this check is necessary. You may access the device physically, or remotely via the appropriate equipment.
Make a Hack (Technology) check and add your knowledge of Computer if applicable. The difficulty depends on the complexity of the target system and the level of access you're trying to gain.
Assistance: Helpers make a Hack (Technology) check.
Success: | Your access to the device increases to the desired level. Your exploit may leave behind evidence, but only a trained security expert would be able to find it. |
Critical Success: | Your access to the device increases to the desired level, and you're confident that your exploit leaves behind no evidence. |
Failure: | The system rejects your attempts and may create a log of the incident that could incriminate you later, but doesn't immediately sound an alarm. |
Critical Failure: | The system generates an alert that its owners can trace to your location. |
You treat another creature for serious injuries. This process can take several hours, and requires an advanced medical kit, medical tent, or other dedicated location.
The difficulty to perform a complete heal depends on the number of conditions the target has. Consult the table below for difficulties and healing times. Make a separate Medicine check for each condition being treated.
This level of medical treatment should only be attempted by those with extensive practice. When in doubt, seek treatment from a medical professional for extreme injuries.
Assistance: Helpers make a Heal (Medicine) check.
You carefully study an object or area and gather information about it based on what you have seen. Make an Investigate (Logic) check and add the modifiers of any relevant knowledges you have. The GM sets the difficulty of each piece of information and conclusion you may draw.
Assistance: Helpers make a Investigate (Logic) check.
Success: | You obtain some useful information about the target through careful guesswork, but not all possible information. The GM may call for additional checks, such as Recall Knowledge, to lead to a more thorough investigation. |
Critical Success: | You immediately know all relevant clues and automatically recall everything you know related to those clues. |
Failure: | You aren't able to glean anything useful. |
Critical Failure: | You obtain incorrect information. |
Using your sense of direction and the position of the sun, you attempt to orient yourself in the wilderness. If the sky isn't clear, you take a -2 penalty. If you can't see the sky, you take a -5 penalty.
Assistance: Helpers make a Navigate (Instinct) check.
Success: | You remember the way back to the start of the area you're in, and you have a sense of cardinal directions accurate to roughly 20 degrees. |
Critical Success: | You remember the exact route you took since entering the area, and you know the cardinal directions exactly. |
Failure: | You can't tell which direction you're going. |
Picking a lock is a tedious and complex task that varies in the amount of time taken. A lock has a number of pins, usually 3 to 6, each of which must be successfully set in order to open the lock. The difficulty of picking each pin may also vary. It's not possible to tell the number or difficulty of pins in a lock until you begin attempting to pick it, though you can use knowledge of lockpicking to guess a lock's difficulty by sight.
To start picking a lock, you must be within reach of it and have a set of lockpicks. Each pin requires a separate Lockpicking (Sleight of Hand) skill check. The difficultyof each pin can vary from 10 to as much as 40 in advanced locks. Each attempt at picking a pin takes one round. When all pins are set, the lock is opened. If you let go of your picking tools even briefly, all the pins reset and you must start from the beginning.
Advanced: A false gate or false set is a feature of some high-security locks in which a pin may appear to the picker to be set properly when it is not. When picking an advanced lock, a failed check may cause a false set, and the picker may not be aware of this until the lock fails to open. When a pin is falsely set, another check is needed to attempt to correct it.
Success: | You correctly set one of the lock's pins. Once all pins are set, the lock will open. |
Critical Success: | You correctly set two pins. |
Failure: | You overset or falsely set one pin and may have to retry that pin or back up and retry others. |
Critical Failure: | The pins of the lock become jammed, forcing you to start over from the first pin. |
You use the cloud patterns and temperature trends to predict the weather in the area for the next few hours. If you can't see the sky, you take a -5 penalty.
Success: | You accurately predict the weather at your current location for the next six hours. |
Critical Success: | You accurately predict the weather for the next full day. |
Failure: | Your prediction is incorrect, or you are unable to tell. |
Using what you already know, you spend at least 5 minutes thinking to find the optimal solution to a problem facing you or your party. Make a Reason (Logic) check, and add the modifiers for any relevant Knowledges you have. The GM sets the difficulty based on the complexity of the problem and the information you have about it.
Assistance: Helpers make a Reason (Logic) check.
Success: | You come up with a feasible solution and are able to explain your reasoning to your partymates. Keep in mind that you may simply decide to turn back and try again later, if your solution requires tools and/or experience that you don't currently have. |
Failure: | You aren't able to think of a solution, but you can try again. |
Critical Failure: | You form an incorrect solution that may put yourself or others in danger. |
You attempt to remember information about a specific subject, be it a person, group, place, monster, organization, or any other knowledge subject. You spend at least 15 seconds observing the target. Make an Intelligence check and add any applicable Knowledge skill modifiers. The difficulty is set by the GM and based on how well-known or obscure the information is.
Success: | You remember most of what you know about the target, but not the more obscure details. |
Critical Success: | You recall everything you know immediately, down to the finest details. |
Failure: | You can only vaguely recall some very basic information. |
Critical Failure: | You can't remember anything. |
You attempt to improve the condition of an item using your tools. This process takes 10 minutes to 1 hour. You must be holding a repairable item (such as a weapon or shield) that is Damaged or Badly Damaged.
Make a Repair (Technology) check and add any relevant Specialties. The difficulty depends on the material and the item's current conditon.
Assistance: Helpers make a Repair (Technology) check.
Success: | The item's condition improves by one level. |
Critical Success: | The item's condition improves by two levels. |
Failure: | Your efforts have no effect. |
Critical Failure: | The item's condition degrades by one level. |
You spend at least 5 minutes researching a topic online via smartphone or computer to gather information. Make a Research (Technology) check. The difficulty of each piece of information is set by the GM. Any information you find may be saved to your phone so you don't have to look it up again later.
Service: Full
Discharge: 3%
Success: | You find some useful information on what you're looking for. |
Failure: | You can't find anything relevant. |
Critical Failure: | You find information that is inaccurate. |
You break down a broken item and recover some of all of its raw parts. Make a Salvage (Technology) check and add any relevant Specialties.
Assistance: Helpers make a Salvage (Technology) check.
Success: | You obtain one unit of one of the item's raw materials, chosen at random by the GM. |
Critical Success: | You obtain one unit of each of the item's raw materials. |
Failure: | You aren't able to salvage anything. |
You search the area for a specific person or object. Use this action whenever you're searching for something (or someone) specific that you already believe is nearby. Make a Perception check against the perception difficultyof the targeted object or creature. While searching, you may move up to your speed, but you cannot perform any other special movements or actions.
You must search for at least 2 frames, and up to one round.
Success: | You locate your target. |
Failure: | You don't find your target. You can continue searching up to and until the end of your turn. Each additional frame spent searching adds a +2 circumstance bonus to your check (you do not roll again.) |
You gain an innate sense of how dangerous a situation or nonhuman creature is.
Make a Sense Danger (Insight) check. When sensing a creature, the difficulty is that creature's Charisma score. When sensing an area or object, the GM sets the difficulty based on the dangers that might be present.
Success: | If the target presents a threat to you or your allies, you can tell. If it doesn't, then you can't be entirely sure. |
Critical Success: | You know immediately if the situation is dangerous or if it's safe. |
Failure: | You can't tell how dangerous the situation is. |
Critical Failure: | Your sense of danger is strong, but completely inaccurate. |
Based on the position of the sun and moon and your sense of time, you estimate the amount of time until the next sunrise or sunset. If the sky isn't clear, you take a -5 circumstance penalty. If you can't see the sky at all, you take a -10 penalty.
Success: | Your guess is accurate to a range of 30 minutes. |
Critical Success: | Your guess is accurate to a range of 10 minutes. |
Failure: | Your guess is off by one to two hours. |
Critical Failure: | You have no idea what time it is. |
You attempt to translate a passage of text or spoken word between your native language and a foreign language you know.
You must have knowledge of a language in order to translate it. Make a Translate (Intelligence) check and add your knowledges of one or both languages. If neither language is your native, you take a -3 penalty.
Assistance: Helpers make a Translate (Intelligence) check.
Success: | Your margin of success or failure determines the amount of the message you are able to accurately translate. |
Critical Success: | You accurately translate the entire message. |
Critical Failure: | Your translation is incorrect in key places, which may give you misleading information. |
You attempt to treat an infected creature for a specific disease. You must be within reach of a willing target. If the disease requires specific treatment, you must have those necessary items. Make a Treat Disease (Medicine) check against the Treatment difficultyof the disease. Your treatment takes 30 minutes.
If you don't recognize the disease, you have disadvantage. If you are not wearing protective equipment, you become exposed to the disease yourself.
Assistance: Helpers make a Treat Disease (Medicine) check.
Success: | The target is cured of the disease and gains immunity to it for 10 days. |
Critical Success: | The target is cured and gains immunity to the disease for one year. |
Failure: | The target remains infected. |
You spend 20 minutes to give a wounded ally extensive and careful treatment. You must have a conscious and willing target (or yourself) and a Medical Kit in your inventory. This more prolonged treatment provides more healing benefits. Make a Treat Wounds (Medicine) check with difficulty 20.
Assistance: Helpers make a Treat Wounds (Medicine) check.
Success: | The target regains hit points equal to 2d8 plus your Medicine modifier plus their Constitution modifier, their life points are fully restored, and all temporary status effects except for Exhaustion are cleared. |
Critical Success: | The target regains double the usual amount of hit points, plus all other benefits. |
Failure: | Your attempt has no effect. |
Critical Failure: | The target gains no healing benefits and instead receives one level of the Bleeding status effect. |
You refine the quality of a weapon or other upgradeable item. The process takes 10 to 20 minutes and requires the necessary tools to upgrade the item based on its raw materials.
You must be holding an upgradeable weapon, shield, or armor piece that is in normal (3) or better condition. You may upgrade an item to a maximum quality of +2.
Make an Upgrade (Technology) check and add any relevant Specialties. The difficulty of the check is its material craft difficulty plus its current quality.
Assistance: Helpers make a Upgrade (Technology) check.
Success: | The item's quality increases by 1. |
Critical Success: | The item's quality increases by 3. |
Failure: | The item's quality decreases by 1. |
Critical Failure: | You damage the item, causing its condition to degrade by one level. |