Getting Hurt and Getting Better
Between fights, this game is bookkeeping you can actually feel: hit points, conditions with numbers on them, and a level track that arrives on a schedule.
Conditions have values
Forty-two conditions ship as files, and most of them carry a number the sheet reads directly. Frightened 2 is a −2 status penalty to everything and ticks down by 1 at the end of each of your turns. Clumsy, enfeebled, stupefied, and drained each tax a specific attribute. Slowed and stunned take actions off your turn. See @Missing file and @Missing file.
You do not apply these by hand. Set the value on the sheet and every affected total moves — which also means never subtracting a condition's penalty twice.
Dying
At 0 Hit Points you are unconscious with dying 1, or dying 2 if the hit was a critical. Each turn you roll a flat check against DC 10 + your dying value: critical success drops it 2, success 1, failure adds 1, critical failure adds 2. Dying 4 is death, and doomed lowers that threshold. Taking damage while dying makes it worse.
Come back up and you gain wounded 1, which is added to the next dying value you take. Wounded clears after ten minutes at full HP or a successful Treat Wounds. The full ladder is in @Missing file.
Hero Points buy your way off this track. Spend all of them — minimum one — and you lose the dying condition entirely, unconscious at 0 but no longer counting down.
Healing and rest
A full night's rest restores Constitution modifier × level Hit Points, reduces drained and doomed by 1, refills your Focus Points, and readies Daily Preparations. In the field, @Missing file and Treat Wounds are how a party without a dedicated healer survives. @Missing file has the travel and rest procedures.
Advancement
1,000 XP is a level. Nothing about that is manual — max HP scales with your level, and your class features appear the moment you qualify.
- Class feats at every even level; fighters, rangers, and rogues also get one at level 1.
- Skill feats at every even level (rogues get one every level).
- General feats at 3, 7, 11, 15, 19.
- Ancestry feats at 1, 5, 9, 13, 17.
- Skill increases at 3, 5, 7, 9, 11, 13, 15, 17, 19 — expert needs level 3, master 7, legendary 15.
- Attribute boosts at 5, 10, 15, and 20: four of them, to four different attributes.
Each feat picker only offers feats you actually qualify for, out of 791. @Missing file has the exact table, and some classes vary — check your class file.