Statistics, abilities, equipment, etc. are all rated by the type of die (D2, D3, D4, D6, D8, D10, D12, D16, D20, D24, D30, D36, D48, or D60) rolled when they are used. If you do not have a particular type of die, just roll a larger die type and re-roll any values that are too high. The higher the roll, the better the result.
To determine whether a given roll is successful, compare the total rolled against a die rolled by the GM, based on the difficulty (as determined by the GM). If the roll is equal to or greater than the difficulty roll, it is successful; if the roll is lower, it fails. If the roll is double the number needed (or more), the action was a “double success” (or triple, quadruple, etc.). Multiple successes mean the action was extremely successful, and the GM (or the rules themselves) can give an additional benefit if appropriate. If a roll is made out of combat and not under duress, a maximum roll can be assumed.
| Die | Difficulty | Climbing Example |
|---|---|---|
| D2 | Trivial | Ladder. |
| D3 | Very Easy | Knotted rope. |
| D4 | Easy | Sloping cliff. |
| D6 | Moderate | Unknotted rope. |
| D8 | Hard | Steep cliff. |
| D10 | Very Hard | Rough wall. |
| D12 | Impressive | Overhanging cliff. |
| D16 | Amazing | Smooth or slick wall. |
| D20 | Outrageous | On the ceiling. |
| D24 | Nearly Impossible | Smooth and slick wall. |
| D30 | Impossible | Raging waterfall. |
| D36 | Really Impossible | Large falling debris. |
| D48 | But How? | Torrent of water. |
| D60 | Wait, What? | Volley of arrows. |
RESISTED ROLLS: If an action is targeted at another character, they can usually resist by making a roll of their own (as listed in the rules). In this case, the target’s roll is the difficulty for the action. For example, if a warrior with an attack roll of a D8 rolls a 6 against a target with a defense roll of a D6 who rolls a 4, then the warrior hits. If the defense roll had only been a 3, the warrior would get a double success (and do two points of damage instead of one).
ROLLS WITH ADVANTAGE: Rolls can be made with one or more levels of “advantage”, if the rules or the GM determine that a situation is particularly advantageous. In this case, roll two dice instead of one and only use the higher roll. Multiple advantages stack together, with each advantage adding another die (with no limit), and the highest of all the rolls is used.
The GM can reward a player who role-plays well by giving them a level of advantage, which gives an incentive for inventive tactics, good dialog, etc. This can be done to whatever degree they feel is appropriate for their game.
ROLLS WITH DISADVANTAGE: Rolls can also be made with one or more levels of “disadvantage” in particularly disadvantageous situations. Each level of disadvantage results in an additional die being rolled, but the lowest of all the rolls is the only one used.
In some cases, the GM may feel it is more appropriate to reward good role-playing by giving a player's opponent a level of disadvantage instead of giving the player a level of advantage. This is up to the GM based on what they feel makes more sense given the nature of the role-playing.
ROLLS WITH BOTH ADVANTAGE AND DISADVANTAGE: If there are both advantages and disadvantages on the same roll, they cancel each other out one-for-one, before the roll is made. A final roll therefore cannot have both advantage and disadvantage at the same time.
FUMBLES: If an acting character rolls a one, they automatically fail (even if the difficulty was also a one) and the GM can give them an added penalty, if dramatically appropriate. This could be running out of ammo, dropping a weapon, jamming shut a lock you are picking, etc. Resisting rolls generally do not cause fumbles, as the resisting character is already likely in a lot of trouble.
DIE RANK: Any rule that increases or decreases a die by a "rank" increases or decreases the size of the die rolled by a full step. So a D10 with +1 die rank would become a D12, with +2 die ranks would become a D16, with +3 die ranks would become a D20, etc. A D6 with -1 die rank would become a D4, with -2 die ranks would become a D3, and with -3 die ranks would become a D2. It is not possible to have a die lower than a D2 or higher than a D60; just add levels of disadvantage or advantage (one per rank) instead if additional die rank modifiers are needed.
Heroes (and some monsters) have Mastery Points (MP) that can be used at any time. Each MP can be spent to roll an additional die after the original roll has already been made, taking the higher of the rolls (i.e., the roll becomes advantaged or more advantaged). This can be done a number of times equal to the roller's rank, or until all available MPs have been used, and can be done in response to other characters using MPs in a similar manner (who could then respond as well, if they have additional MPs). If a roll is disadvantaged, the currently lowest die is re-rolled instead (since rolling an additional die could only make things worse in this case). If the re-roll is even lower, it still must be kept, unless additional re-rolls are made by using additional MPs. You can only use MPs to improve your own rolls (unless an ability or rule states otherwise). Monsters with MPs do not use them individually. Instead, a group of monsters pools all their MPs together and uses them jointly. They can be used by any monster in the group (up to that monster's individual rank), even if that monster has no MPs of its own.
Once out of a "contested" situation (which includes combat or any other dangerous situation), all MPs are automatically recovered after a few minutes. Note that contested situations can include safe social situations, even if individual turns are not being tracked. If rolls are being made in fairly quick succession, if the order in which they are taken matters, if they are resisted, etc. then the situation will usually be considered contested. In uncontested situations, characters generally will use all of their MPs when making a roll (as there is no downside to doing so) unless they are worried that the situation may become contested in the near future.
During a contested situation, a single MP is recovered (up to a character's maximum) on any turn in which a character does not use an MP, does not take a major or an exclusive action (minor or free actions are fine), and does not take damage (or suffer an effect from some other offensive ability). Monsters only recover MPs if none of them use an MP, take a major/exclusive action, take damage, etc. MPs cannot otherwise be recovered during a contested situation, unless a specific ability states otherwise.
Some abilities allow MPs to be used for special purposes other than re-rolling a die. See each ability description for details.
Outside of combat, the GM tells players when they can act, how long actions take, and controls the pace of events. Combat actions are more structured, with specific rules about the order and types of actions that can be taken. At the beginning of combat, every character (or group of monsters) rolls their REF (reflexes) die to determine “initiative”, which is the order in which turns will be taken for this encounter (higher numbers go first). Ties go to the larger REF die (roll additional dice to break ties if needed). Each character takes their turn in order, using one or more actions (up to their maximum). MPs can be used on initiative rolls normally, just like any other roll.
DELAYING: You can delay your turn until later instead of acting at your normal initiative rank. When you finally act, your initiative rank is set to one less than the last character to act. If multiple delaying characters wish to act at the same time, REF rolls determine who goes first (unless they agree to a certain order). Interrupting someone else’s turn in the middle requires a REF vs. REF roll, but you can only take at most one action for each success rolled (also limited by your APs). If you declare a single simple action in advance, such as “I will attack the next enemy who comes through the door”, the roll is not necessary.
FREE: An action that can be taken whenever the rules indicate and does not count against the number of actions that can be taken per turn. Basic defenses, perception rolls, some spells and abilities, and anything designated as “free” uses a free action.
MINOR: An action that does not end a character’s turn, unless they have only one AP remaining. Blocking, dodging, parrying, moving to an adjacent region, opening/closing a door, scrambling over a low wall, drawing/readying a weapon, reloading a weapon, many spells and abilities, and anything designated as “minor” requires a minor action. Assume an action is a “minor” action if not stated otherwise.
MAJOR: An action that ends a character’s turn, even if they have APs remaining, unless a rule specifically says otherwise. Attacks, many spells and abilities, and anything designated as “major” requires a major action. At rank 2 or greater, an MP can be used to prevent a major action from ending a character's turn, but a character cannot take more major actions than their rank in a single turn using this rule.
EXCLUSIVE: An action that takes all of a character’s APs for the entire turn (even if that is only one AP). They can do nothing else, other than take free actions. Some powerful spells and abilities, climbing, swimming, and anything designated as “exclusive” requires an exclusive action.
INTERRUPT: An action that is taken when it is not actually your turn, such as a basic defense (a free interrupt action), an opportunity attack (a minor interrupt action), a dodge (a minor interrupt action), etc. Interrupt actions can only be taken when specifically allowed for in the rules, and they count against your AP limit for your next turn. Only free interrupt actions can be taken if you have reached that limit (or if you take a major interrupt action that ends your turn).
COOLDOWN: An action that cannot be used again on the same turn or on the next turn, regardless of whether it is otherwise a free, minor, major, etc. action.
Maps are divided into regions in order to control movement and combat. A region usually has a width or length of at least 10 meters, but this could be larger or smaller, depending on the exact region. Regions should be marked in ways that make sense, with a single room usually being one region (unless it is huge), a corridor being one region, a street intersection being one region, etc. Don’t worry about making regions all the same size or shape—it’s more important for it to be very clear where the boundaries of each region are.
Ranges, movement, areas of effect, etc. are listed in regions; regions are the basic spatial unit of combat. All characters in the same region are in melee combat range with each other and can attack each other (unless the GM determines otherwise). Ranged attacks can reach adjacent regions or further. Characters can move around within a region, but this is mainly for role-playing purposes (jumping up on tables, blocking doors, standing side-by-side with allies, etc.). Role-playing should, however, affect levels of advantage, levels of disadvantage, etc. as the GM deems appropriate.
Leaving a region (not entering it) will provoke an opportunity attack from anyone in that region unless you use a major action to carefully and slowly leave the region. You can move two regions with a minor action by running at full speed, but this will provoke opportunity attacks when both entering and exiting a region, and any defense rolls made until your next turn are disadvantaged.
You can only swim or climb one region per turn as an exclusive action, with the same penalties running has. All heroes are assumed to know how to swim and climb.