If the Heroes attempt to do something that is trivial, simple or undramatic the GM may choose for the task to succeed automatically with no roll required.
If the Heroes attempt an action that the GM decides is dramatic or potentially could fail then the GM calls for the Hero to make a Heroic Roll.
Heroic Rolls
1. The GM decides which of the Hero's Skills is most appropriate.
2. The GM decides if it is an Unopposed Heroic Roll or Opposed Heroic Roll, how difficult the task is (and selects the Target Number - TN)
3. The player then rolls two six-sided dice and adds them to the most appropriate Skill Level to get a total for the Heroic Roll
4. The roll is checked to see if there was a Fumble (Double Ones - Critical Failure) or a Mighty Deed (Double Sixes - Critical Success)
5. If the total is equal to the Target Number then the attempted action was successful with a Complication and the GM describes the outcome
6. If the total is higher than the Target Number then the attempted action was successful and the GM describes the outcome
7. If the total is less than the Target Number then the attempted action was unsuccessful and the GM describes the outcome
An Unopposed Heroic Roll is made when a Hero attempts to perform an action, such as tracking a beast, manufacturing an arrow, climbing a wall, etc. An unopposed action is when no one else is attempting to oppose the Hero’s action. Most of these tests will be made when the Heroes are out of Combat.
Difficulty of Task = Target Number
Basic - 4
Simple - 6
Easy - 8
Moderate - 10
Hard - 12
Very hard - 14
Heroic - 16
Insane - 18
Opposed Heroic Rolls are made when a Hero attempts to perform an opposed action, such as fighting with a monster, wrestling with a guard, or dodging a blow, casting a spell on a creature, etc. An opposed action is when someone else is attempting to oppose the Hero’s action. Most of these tests will be made when the Heroes are in Combat.
These are handled exactly like an Heroic Roll except -
The Target Number equals 7+ the opposing creature's SKILL (as determined by the GM)
Some examples of some Heroic Rolls
For example, Hawkeye the Ranger attempts to track the Goblins through the woods. The GM calls for a Heroic Roll and determines that this is an Easy task (8 Difficulty Number) as the Golbins are many and they are not attempting to hide their tracks. The GM sees that Hawkeye has Excellent (7) Wilderness Lore and the GM asks Hawkeye's Player to make a Heroic Roll. Hawkeye's Player rolls two six-sided dice and adds their Excellent (7) Wildness Lore scoring a total of (4+6+7) 17 indicating success and the GM narrates how Hawkeye identifies and follows their tracks.
For example, Lenny the Rouge is trying to search for a well-concealed hidden door in a room. The GM determines that this is a Very Difficult Task (14 Difficulty Number). The GM sees that Lenny has Humble (4) Awareness and the GM asks Lenny's Player to make a Heroic Roll. Lenny's Player rolls two six-sided dice and adds their Humble (4) Awareness, scoring a total of (2+5+4) 11 indicating failure and the GM narrates how Lenny searches the room and fails to spot any hidden doors.
For example, Zoltan the Sorcerer attempts to decipher and comprehend the strange magical script on the ancient statue. The GM determines that this is a Heroically Difficult Task (16 Difficulty Number) as is it incredibly complex. The GM sees that Zoltan has Expert (6) Magic and the GM asks Zoltan's Player to make a Heroic Roll. Zoltan's Player rolls two six-sided dice and adds their Expert (6) Magic, scoring a total of (4+6+6) 16 indicating a partial success (but there is a complication! The GM narrates how Zoltan deciphers the text (getting some of the information wrong) and shares this info with the party.
Some examples of some Contested Rolls
For example, Wolfgar the Barbarian swings his axe at the Giant Spider and the giant spider attempts to dodge out the way. The GM compares Wolfgar's Excellent (7) Sword-Play against the Giant Spider's Good (6) Agility. Wolfgar's player makes a HEROIC ROLL by rolling two six-sided dice and adding Wolfgar's Sword-Play Skill for a total of (2+6+7) 15. the GM compares this to the Giant Spider's total of (7+6) 13. Since Wolfgar's HEROIC ROLL was higher than the Giant Spider's total, Wolfgar successfully hits the Giant Spider with his axe in combat and the GM works out the damage and narrates the action.
For example, Hawkeye the Ranger wants to shoot the Flabby Orc with his Longbow. The GM calls for Hawkeye's player to make a Heroic Roll based on Hawkeye's Excellent (7) Marksmanship and the Flabby Orc attempts to dodge the shot with his Basic (2) Agility. The GM calculates that Target Number is (7+2) 9. Hawkeye's player makes a HEROIC ROLL by rolling two six-sided dice and adding Hawkeye's Marksmanship Skill for a total of (3+3+7) 13. Since this is equal to or higher than the target number (of 9) Hawkeye's shot is on target and hits the Flabby Orc, damage is taken and the GM narrates the action.
For example, Hagrim the Rune-Priest attempts to cast a spell to Blind the Ancient Red Dragon attacking the party. The GM calls for Hagrim's player to make Heroic Roll, based on Hagrim's Magic Skill. The GM determines the Target Number to be (7+9) 16 as the Ancient Red Dragon has an Exceptional (9) Magic Resistance Skill. Hagrim's player rolls two six-sided dice (a 2 and a 3) and adds Hagrim's Competent (4) Magic Skill to the roll for a total of (2+3+4) 9. Since Heroic Roll was less than the difficulty number then Hagrim's spell fails to affect the Ancient Red Dragon and the GM narrates the results of his action.
Player Facing Rolls means that all the rolls are made by the players for their Heroes (except for secret GM rolls).
Whether a Hero is trying to parry a sword thrust from a raging berserker, dodge an arrow from an Orc bow, or resist a spell from an undead mage. The players make the rolls.
When an enemy takes an action and targets a Hero with an attack, spell, or power, the Hero makes a Reaction Roll. These are opposed rolls and the target number for success is equal to 7+ the attacking creature's appropriate skill. If the Hero succeeds then they have avoided the attack.
When the Hero rolls a FUMBLE while attempting a REACTION ROLL, the Hero takes a MIGHTY BLOW, double the ammount of damage the Hero takes from the hit. If the Hero rolls a HEROIC DEED of the reaction roll, they may take 1 Free attack or cast.
When A Hero is attacked - they choose to use one of the following REACTION ROLLS
When the hero is the target of an unarmed or melee attack, they may attempt to block the attack with their unarmed combat skills. This is based on the Hero's Brawl skill.
When the hero is the target of an unarmed or melee attack, they may attempt to parry the attack with their weapon. This is based on the Hero's Sword-Play skill. If they are successful then they either parry the attacker's weapon attack or keep them at bay with dangerous sweeps of their weapon.
When the hero is the target of an unarmed, melee, or ranged attack, the Hero may attempt to block the attack with a shield they are currently wielding in combat. This is based on the Hero's Endurance skill.
When the hero is the target of a trap or unarmed, melee, or ranged attack, the Hero may attempt to dodge out of the way to avoid the attack. This is based on the Hero's Agility skill.
When the hero is the target of an enemy spell, magical power, or magical trap, the Hero may attempt to resist the magic. This is based on the Hero's Magic Resistance Skill. If they are successful then they have avoided the effects of the harmful magical attack.
See more details in the Combat Section
The target number for success is equal to the attacking creature's appropriate skill +7.
For example, a Starving Wolf attempts to bite Shamara, and the GM asks Shamara's player to make a reaction roll. The player chooses for Shamara to parry the attack with his sword. The GM calls for a Reaction Roll based on his Sword-play Skill versus a Target Number of 11. 7+ The Starving Wolf's brawl skill of 4.
For example, a Rampaging Ogre attempts to hit Sir Balin the Knight, and the GM asks Sir Balin's player to make a reaction roll. The player chooses for Sir Balin to Shield Block the attack. Balin's player rolls 2d6 and adds Balin's Endurance Skill. The target number is 13 (7 + the Rampaging Ogre's (6) Good Sword-play skill).
For example, the Undead Sorcerer casts a Prismatic Bolt at Lilith the Archer and the GM allows Lilith to roll a Reaction Roll to Resist Magic. Lilith's player rolls 2d6 and adds Lilith's Magic Resistance Skill. The target number is 13 (7 + the Undead Mage's Good (6) Magic).
When a Hero attempts a task and the player rolls a double six on a HEROIC ROLL, they have succeeded spectacularly at the attempted task and achieved a MIGHTY DEED (Critical Success).
The GM narrates the results of the MIGHTY DEED to the players.
If attacking an opponent in COMBAT (unarmed, melee, throwing, or ranged) then a MIGHTY DEED becomes a MIGHTY BLOW and indicates that double the normal amount of damage has been inflicted on the opponent.
For example, Hawkeye the Ranger shoots his bow at the Raging Ogre charging towards the Heroes in blood-fenzied rage. Hawkeye's player rolls a double 6 on their HEROIC ROLL, achieving a MIGHTY BLOW. Hawkeye inflicts double damage with the arrow shot from his longbow on the Raging Ogre.
When a Hero attempts a task and the player rolls a double one on a HEROIC ROLL, they have failed spectacularly at the attempted task and suffer a FUMBLE.
The GM narrates the results of the FUMBLE to the players.
If attacking an opponent in unarmed, melee, throwing, or ranged combat, then a FUMBLE indicates a COMBAT FUMBLE. The GM can choose to Roll on the Combat Fumble Table below.
d6 Roll COMBAT FUMBLE Effect
5-6 The Hero loses their balance, slips and falls over, ending their turn looking like a fool.
3-4 The Hero fumbles and drops their weapon (or inflicts half damage on themself if they are armed)
2 The Hero accidentally breaks their weapon (or inflicts half damage on themself if they are armed)
1 The Hero accidentally injures an ally nearby for half of the normal damage. If no friendly Heroes are nearby, then the Hero accidentally injures themself
For example, Hawkeye the Ranger shoots his bow at the Raging Ogre charging towards the Heroes in blood-fenzied rage. Hawkeye's player rolls a double one on his HEROIC ROLL indicating a FUMBLE. Hawkeye (rolls a 3 on the COMBAT FUMBLE Table) fumbles and drops his longbow in front of the Raging Ogre.
When a Hero rolls a FUMBLE while attempting to cast a spell in, or out of combat see the Spell Miscast Table in the Spells and Magic Section.
When the Hero rolls a FUMBLE while attempting a REACTION ROLL, the opponent has scored a critical blow and the Hero takes a MIGHTY BLOW, double the ammount of damage.
During play when a player asks an unceritain question or the GM needs some guidance on making a decision, the GM may respond as usual or for some extra drama or mystery, the GM may elect for the player to Roll the Decider Dice.
The are two types of Decider Dice both a just simple d6 Roll.
The First is the Question Decider Dice - ask a Yes or No question
d6 Roll Answer
1 - Definatey No
2 - No
3 - No, But there is some minor positive outcome
4 - Yes, But there is some minor negative outcome
5 - Yes
6 - Definately Yes
The second is the Probability Decider Dice
Step 1 - GM determines the likelyhood of the outcome of a Hero's choice or action
Step 2 - The player rolls a d6 and gets equal to or higher
D6 Roll Likelyhood
2+ (83.3%) Very Likely
3+ (66.6%) Likely
4+ (50%) Possible
5+ (33.3%) Unlikely
6 + (16.7%) Very Unlikely
Instead of using 2d6 for Heroic Rolls and Reaction Rolls, the GM and players may elect to use a D12 instead. This will create more varied and interesting results. Try it at your table and see what everyone thinks!
Heroic Deeds and Mighty Blows Occur on roll of a nartural 12
Fumbles Occur on a roll of a nartural 1
Unopposed Heroic Rolls - The GM chooses a difficulty and a skill, the player rolls a d20 and add the selected skill. If the total is equal or higher than the target number than the Hero succeeds and the action continues.
Task = Target Number on a D20
Basic - 6
Simple - 8
Easy - 10
Moderate - 12
Hard - 14
Very hard - 16
Heroic - 18
Insane - 20
Opposed Heroic Rolls are handled exactly like an unopposed Heroic Roll except -
The Difficulty Number equals 9+ the opposing creature's most relevant SKILL (as determined by the GM)
Crits Occur on roll of a nartural 20
Fumbles Occur on a roll of a nartural 1
Don't have dice a have a deck of cards? Have dice and and a deck of cards and feel like having fun?
Ues the card listed values below and shuffle the deck well.
Joker - Fumble (Crit Fail)
2-10
Jack - 10
Queen - 11
King -12
Ace - Heroic Deed (Crit Success)
When ever a Heroic or Reaction Roll is made by a Hero the GM hands the player the top card off the deck and the player flip it over revealing their "roll". The player hands the card back and the GM shuffles the card back into the deck.
At the start of adventure the players are each dealt 5 cards from the shuffled deck by the GM. Each time a player is required to make a Heroic or Reaction Roll, the player chooses which card is used as "the roll" and then discarded. The player may replace a card by spending a luck point and getting dealt a new card. The player keeps their hand until all cards have been played. If a player runs out of cards they are deal a new hand of 5 cards. If the draw deck runs out of cards, then reshuffle the discarded cards into a new draw deck.