Trivial Tasks: If the action is simple, undramatic, or guaranteed to succeed, the GM can choose to let it succeed automatically without requiring a roll.
Impossible Actions: "I want my Hero leap over the moon!" - the GM can have the Hero fail or fail spectularly without a roll.
Heroic Rolls: For dramatic actions or tasks where failure is possible, the GM will call for a Heroic Roll.
The GM selects the most appropriate skill for the attempted action.
The GM determines if the roll is Unopposed or Opposed, assigns a difficulty level, and sets the Target Number (TN) to succeed.
The player rolls two six-sided dice (2d6) and adds the result to their relevant Skill Level to calculate the total.
The roll is checked for special results:
Fumble (Double Ones): Critical Failure
Crit (Double Sixes): Critical Success.
5. The GM compares the total to the Target Number:
Success: If the total equals or exceeds the TN, the action succeeds, and the GM describes the result.
Failure: If the total is less than the TN, the action fails, and the GM narrates the outcome.
An Unopposed Heroic Roll is made when a Hero attempts to perform an action, such as tracking a beast, craftingan 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
An Opposed Heroic Roll is required when a Hero’s action is directly contested by another creature, such as engaging in combat, wrestling with a guard, dodging an attack, or casting a spell on an opponent. These rolls occur when someone actively opposes the Hero’s attempt, and they are most common during combat situations.
Opposed Heroic Rolls follow the same procedure as standard Heroic Rolls, with one key difference:
Target Number (TN): The TN is determined by adding 7 to the opposing creature’s Skill, as decided by the GM.
Optional Rule: GM's Fate
If the GM really wants to roll dice for the enemies during an Opposed Heroic Roll they can. Roll 2d6 and add the enemies Skill to obtain the Target Number. Be weary of creatures Critting of Fumbling during combat.
GM's be aware that this will slow the game down, to roll the dice and calculate! - Not recommended
Some examples of some Unopposed 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 success and the GM narrates how Zoltan deciphers the text and shares this info with the party.
Some examples of some Opposed Heroic 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) 10. 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 10) 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) 17 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 the attacking creature's appropriate skill +7. If the Hero succeeds then they have avoided the attack.
When the Hero rolls a FUMBLE while attempting a REACTION ROLL, the Hero takes CRITICAL DAMAGE, double the ammount of damage the Hero takes from the hit. If the Hero rolls a CRIT of the reaction roll, they may take 1 Free action.
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 the Starving Wolf's brawl skill a 4+7, which equals a Target Number of 11.
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 gain a CRIT (Critical Success).
The GM narrates the results of the CRIT to the players.
If attacking an opponent in unarmed, melee, throwing, or ranged combat, then a CRIT 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, granting the Hero a CRIT. 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 injures an ally nearby for half of the normal damage.
1 The Hero accidentally injures themself for half of the normal damage.
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 CRITICAL DAMAGE, double the ammount of damage the Hero takes from the hit.
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 - see Crtits above for details
Fumbles
Occur on a roll of a nartural 1 see Fumbles above for details