The game follows the following fundamental rules.
1. Describe what you intend to do. If you are the active player and what you want to attempt has a chance to fail, it is described in these rules as taking an action.
2. When taking an action, assemble your dice pool as listed above.
3. Roll the dice.
4. Set aside any dice showing 1s; they cannot be used in the action. These dice are called opportunities and can be triggered after the roll resolves for a variety of effects by an opposing party.
5. Pick any two remaining dice; add their values to-gether for your total.
6. Pick any one other dice to use as your effect die. Only the size of the die matters for your effect die, not what number it is showing. If you have no remaining dice for your effect die, the default is a d4.
7. Decide if you spend Plot Points (PP) (page 194) to add additional remaining dice to your total, or add
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another effect die (with some restrictions). SFX and Limits may also allow you to modify rolls.
8. Choose whether your effect die (or dice) will be used to inflict stress (and what kind), inflict a complica-tion, or create an asset.
9. The opponent then assembles a dice pool similarly.
If the action does not directly affect another target, the opposition is the doom pool (page 217). The opposition rolls a reaction, which also generates a total and effect die.
10. If the action’s total equals or exceeds the reaction’s total, the action was a success. If the reaction’s total is higher, the action fails.
11. If reaction’s total was higher, a counterattack may be possible—see below.
12. An opposing party can buy any opportunities (anyone directly involved in the roll gets the first chance, then if they decline, others may buy them instead). The DM buys player opportunities to add dice to the doom pool (page 217), and players may buy DM opportunities for stunts/resources in their next action/reaction.
Extraordinary Success: If a total beats the opposition’s total by more than 5, the effect die is stepped up. The effect die is also stepped up for every 5 above after that. Once an effect die hits d12, you get to add an additional effect die from the unused dice of your pool for every additional difference of 5 in total. If you don’t have any more dice, you can add a d4 effect if you want.
PLot Points
Plot Points (PP) are normally acquired in one of the fol-lowing ways:
• Using a Distinction as a d4.
• Rolling opportunities, if the GM buys them to add to the doom pool.
• Invoking a Limit from a Power Set that grants PP.
Only players have PPs. The GM uses the doom pool for similar situations (see page 217).
Plot Points can normally be used in the following ways before you roll:
• Add an extra die from a category you’re already using (like using a second Specialty).
• Create a stunt based on one of your Power Sets or Specialties, which adds a d8 to your roll (or a d6 if you can’t tie it into a Power Set or Specialty).
• Activate an SFX that requires a PP.
Plot Points can normally be used in the following ways after you roll:
• Add another die to your total.
• Add another effect die. Extra effect dice cannot be used to inflict stress multiple times on the same target in the same roll.
• Activate a SFX that requires a PP.
• Activate an opponent’s opportunity to create a d10 stunt for your next roll that follows narratively from the attack (or a d8 if you can’t tie it into a Power Set or Specialty).
• Activate an opponent’s opportunity to create a resource based on one of your Specialties, which is stepped up and lasts until the end of the current Scene. (See page 205 for details on Specialties.)
• If you make a successful reaction, you may activate an opponent’s opportunity by spending a PP to counterat-tack. A counterattack inflicts stress or a complication on your attacker or creates an asset equal to your effect die.
Plot Points can also be spent during Exploration and Social Scenes to create resources (see page 206) or extend the duration of resources or assets.
stress And CoMPLiCAtions
Inflicting stress on an opponent is the most common use of an effect die. The stress becomes attached to the oppo-nent if the action is successful. If a target would take stress and already has some, it becomes the size of the effect die, if the effect die is higher; otherwise, it is stepped up. The stress die is added to the dice pool of anyone opposing the stressed character if the action or reaction described would benefit from it.
Fantasy Heroic Roleplaying uses three kinds of stress:
• Physical Stress: The most common type represents wounds and other injuries (strains, exhaustion, etc.) inflicted as part of adventuring.
• Mental Stress: Psychic attacks, concentration-disrupt-ing effects, and emotion-affectconcentration-disrupt-ing spells all inflict mental stress.
Unlike in Marvel, FHRP does not compare effect die sizes to determine the final effect die size. The effect die for the action does not get stepped back if the reaction’s
effect die is greater. This counterattack rule is slightly different from Marvel Heroic Roleplaying to better fit the Fantasy setting.
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• Social Stress: When trying to convince someone of your cause, or applying social pressure, inflict social stress. This type is primarily used in Social Scenes.
If stress on a target is increased past d12, the target is considered stressed out. The target can no longer act in the scene, and gains d6 trauma of that type, or steps up existing trauma if it exists. Physical trauma represents long-term injuries that have difculty healing, mental trauma represents major psychological damage, and social trauma represents being disgraced and humiliated in a major way among your peers.
If a character’s trauma is ever increased past d12, the character is out of the game. Having physical trauma past d12 means the character is killed. Mental trauma past that point represents someone that has lost all higher mental faculties and can no longer think or act. Such intense social trauma means such a complete loss of confidence, reputation and self-esteem that the character no longer has the ability to interact with others.
Complications operate similarly to stress, but bear a specific name linked to the situation at hand. For ex-ample, a wizard casting a spell to cover an area with sticky webbings inflicts a complication called Webbed on his targets while a Barbarian brawler might inflict a Grappled complication on the Orc Wrestler she’s dueling against. Just like stress, if a target ever has a complication that exceeds d12, that target is knocked out of the scene, but suffers no trauma.
Actions can target complications in order to decrease or remove them from play. The active player rolls against an appropriate pool for the opposition (or the doom pool if there is no active opposition) plus the complication die.
If the effect die equals or exceeds the size of the complica-tion, it is eliminated. If the effect die is smaller, the com-plication is stepped back. Comcom-plications are also removed if they no longer make narrative sense.
reCoVerY
During the first Exploration or Social Scene after a Combat Scene, stress automatically steps back. Heroes may also make recovery rolls to reduce them further.
Heroes may use their action during an Exploration or Social Scene to recover their own or another hero’s stress.
Heroes may not recover their stress during a Combat Scene unless they have an SFX that specifically allows it.
To recover stress, the hero assembles an appropriate dice pool to recover. Heroes recovering their own physi-cal stress almost always use their Stamina. Heroes help-ing to recover another’s physical stress use the Healhelp-ing Specialty, along with other applicable powers. Recovering your own or another’s mental stress may require the use of magic, or specific kind of counseling with healing or diplomacy. Recovering your own or another’s social stress usually involves the use of diplomacy or performance in order to rally.
To roll to try and recover stress, assemble a dice pool as normal, opposed by the doom pool plus the stress die to be recovered. If your effect die is equal or greater than the stress, it is eliminated. If it is less, the stress is stepped back one step (or removed if it is d4). If the roll fails, the GM may spend a doom die to step up the stress, or inflict a related complication for the next Scene (for example, Ankle Sprain d8).
Some SFX help recover stress during a Combat Scene by specifying that they require a PP and an effect die. This only works on a successful action (not a reaction), and the effect die you use is compared to your existing stress as described above.
Trauma steps back between Quests automatically, and cannot be further affected unless an SFX specifically says it does. This means that high enough trauma will likely last more than one Quest.
stUnts, Assets, And resoUrCes
Stunts, assets, and resources are all beneficial effects cre-ated by the heroes (or occasionally, by GM characters) in different ways that provide bonus dice.
Stunts are temporary effects based on the use of your Power Sets or Specialties. They represent unusual ways to use those powers based on the situation. They help you for a single roll.
For example, a Rogue could use a wall to ricochet a sling stone off and hit an enemy behind the head. A Wizard could divide a fireball in smaller flaming missiles to attack his targets from multiple sides at the same time, limiting the effect of cover.
Stunts don’t have to be complex things; they can also be as simple as a Lizardfolk springing off her tail while attacking, a Warlock tapping into the elemental nature of a node for a short boost, or a Ranger using Scouting to kick some gravel into a Cave Bear’s eye.
An asset is created by using an effect die as part of your action, and represents a longer lasting bonus that carries a risk in making it. Examples include crafting an experimental potion, summoning a dire badger while Fantasy Heroic Roleplaying is specifically a low
lethality game for heroes since a hero needs to be stressed out past d12, then gain trauma past d12 to be considered killed. If you want a more lethal type of game, you should consider lowering the trauma threshold from past d12 to just d12 or d10.
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being assaulted by orc archers, or tossing the screaming dwarf Warrior at a giant’s face. Once created, assets usu-ally last for the rest of the Scene (unless they are no longer appropriate or get destroyed). You can, however, spend a PP to extend their duration to the end of the next Scene.
In certain cases, the GM may rule that assets may be stepped up in much the same way complications can be.
In rare situations, the assets may even be stepped up past d12 in a way that ends the Scene, such as the evil cultists making a Dark Sacrifice Ritual or the heroes Getting The Heck Out of There. All such cases should be inte-gral parts of Scenes or established as feasible before set-ting up the first action roll.
A resource comes from a Specialty, and draws on a hero’s innate training and contacts in a tangible way.
Resources last longer than a stunt, carry no risk in their creation, but may only be created at specific times. See page 206 for examples of resources.
tYPes oF sCenes
Marvel Heroic Roleplaying uses Action and Transition Scenes. Fantasy Heroic Roleplaying op-erates similarly but uses additional Scene types, namely Combat, Exploration, and Social Scenes.
COMBAT
Combat Scenes feature action-heavy scenes, usually against opponents trying to physically hurt your heroes.
Combat Scenes can also be used in situations where timing matters, since these scenes operate in action order.
At the start of a Combat Scene, the GM determines who acts first, depending on how the action has begun in the Scene or other situational elements. After a character has taken an action, the player (or GM) controlling it chooses who goes next, until every character has acted in a round.
Whoever goes last in a round may determine who goes first in the next round (including themselves).
More advice on framing Combat Scenes as a GM is on page 222.
EXPLORATION
Exploration Scenes have heroes moving overland into uncharted territory, cutting through a dangerous forest, or navigating a dark dungeon. Exploration rolls take place during Exploration Scenes, and are described on page 219, along with other details of how to handle Exploration Scenes.
Heroes may each take the following actions during an Exploration Scene:
• Roll to recover your own or another’s stress. (See page 195.)
• Make an Exploration-based resource by spending a PP.
(See page 206.)
• Roll to search for magic items or create an asset. (See page 211.)
• Roll to explore. (See page 220.) SOCIAL
Social Scenes are used for those times when the heroes are negotiating, shopping, or just relaxing by the fire.
Social Scenes generally last as long as they need to while the heroes are still talking. They may also take one action each during a Social Scene:
• Roll to recover your own or another’s stress. (See page 195.)
• Make a Social-based resource by spending a PP. (See page 206.)
• Roll to recruit an ally asset or hireling. (See page 211.) Some Social Scenes will feature conflicts in the form of contests of wills, critical performances, and swaying of other people’s opinions. Instead of the rules listed above, such Scenes play out like Combat Scenes, using the action order. Heroes involved in such Social conflicts will likely have more than one action each, depending on how the Scene is framed.
Social scenes are further detailed on page 224.
Power trAits
Power traits describe the martial, magical, and other abil-ities used by heroes and GM characters. They are added to a dice pool when they benefit or support the action being taken. Whether they’re appropriate to the situation or not is up to the narration of the situation. If the players and GM agree on its usage, one can be added to an action or a reaction’s dice pool. The same power trait may be added multiple times to a pool if multiple power sets possess the same trait and they would both apply.
The strength of power traits is represented by its die value, from d6 to d12. A d6 power is the weakest power available, representing the human average range of power.
A d8 power trait is Enhanced, distinctly above the norm for humanoids. A d10 power is Exceptional, and few heroes and creatures possess abilities more powerful than that. A d12 power is Godlike, the topmost level of performance possible, able to rival the powers of the gods themselves.
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The following basic traits are used for heroes and GM characters, more can be added to your game as you feel necessary:
Attack power (including Blast, Weapon): Attack powers are almost always used on attack dice pools, though certain weapons might work on defense pools (for example, a sword attempting to parry an axe). They are often used to inflict physical stress.
Durability: Durability is almost always used in reaction dice pools. Durability represents resistance to injury and harmful effects, often through armor or tough-ened skin and scales.
Elemental Control Powers: Elemental Control may be used in either action or reaction dice pools. Elemental Control powers represent ability to manifest or oth-erwise alter a specific kind of element into a variety of forms. Elements may also include other types of forces, like nature (including plants and animals), force, Necromantic Energy, etc.
Intangibility: Intangibility is usually used in reaction dice pools. It is the ability to pass through solid matter.
Invisibility: Invisibility is usually used in reaction dice pools, or in actions to create assets. Invisibility is the power to avoid being seen, whether it’s an invisibility spell or an advanced form of stealth.
Magical Aptitude: Magical Aptitude may be used in action pools. Magical Aptitude is a creature’s innate potential to sense and handle magical forces. Magical Aptitude cannot be used to create magic effects on its own, and must be paired with another power trait to be of use. While Magical Aptitude is the raw power possessed, Sorcery (see below) is the trained ability to wield those forces into something tangible.
Mimic: Mimic is most often used in action or reaction pools to make assets. Mimic is the ability to copy the abilities of another creature.
Movement Powers (including Speed, Flight, Swimming, etc.): Movement powers are used in both action and reaction dice pools. Movement powers confer the ability to move greater than normal speed. Speed is ground or surface travel, flying is air travel, and other movement modes (like Swimming) indicate how fast the creature can move in that mode. All Movement powers also grant the ability to survive long term in that environment.
Psychic Powers (including Mind Control, Telepathy, etc.): Psychic powers are usually used in action dice pools. Psychic powers encompass multiple kinds of magical abilities that can read or influence the thoughts of others. Mind Control usually inflicts
complications that can either be resisted (with the complication opposing) or obeyed (so the complica-tion doesn’t apply for that roll). If the complicacomplica-tion is stepped up above d12, the target can no longer resist for the remainder of the scene. Telepathy, meanwhile, is usually used to create assets.
Reflexes: Reflexes may be used in either action or reaction dice pools. Reflexes represent a greater response time, physical agility, and aim than the average humanoid.
Resistance Power: Resistance power traits are almost always used in reaction dice pools. Resistance powers grant the innate ability to withstand harm or other attack from a specific type. Mystic Resistance, for example, is the innate ability to reject magic of all kinds.
Senses: Senses may be used in action or reaction pools, though they rarely are used to inflict stress without working with another power trait. Senses are more acute, keen, or developed than the average human-oid. Sometimes senses are just more powerful version of the five senses, and sometimes they are specifically described (like magical senses).
Shapeshifting: Shapeshifting may be used in either action or reaction dice pools, usually to create assets.
Shapeshifting is the ability to alter the way you look or take on the form of something else you have ex-perienced, like when a druid shifts into a bear, or a wizard conjures the form of a dragon.
changing powers (Growth, Shrinking): Size-changing powers may be used in either action or reaction dice pools. These powers allow growing or shrinking in size, usually through magic or mon-strous ability. They do not grant further abilities from changing in size, which may be represented through
changing powers (Growth, Shrinking): Size-changing powers may be used in either action or reaction dice pools. These powers allow growing or shrinking in size, usually through magic or mon-strous ability. They do not grant further abilities from changing in size, which may be represented through