Four adventurers cross a rain-soaked marsh toward a lonely candlelit tower at sunset while a creature lurks behind a dead tree.

Fantasy Crux 2.0 Beta · Complete playtest rules

Roll under. Read the situation. Live with the consequence.

Contents

The rules

11 chapters

  1. 00 Start Here Learn the single roll that drives play, the dice notation, and what the Gamemaster decides before anyone reaches for dice.
  2. 01 Characters Build a capable adventurer from seven characteristics, derived attributes, trained skills, equipment, Hero Points, and Improvement Points.
  3. 02 Skills Resolve uncertain actions with capped D100 skills, Bonus and Penalty dice, opposed tests, assistance, and a compact skill list.
  4. 03 Equipment Weapons, armour, supplies, transport, and prices for outfitting an adventurer.
  5. 04 Combat Fast, dangerous fights. Each round you get one action, one move, and one Reaction. Critical hits are decisive and wounds last.
  6. 05 Talents Optional techniques and abilities purchased with Improvement Points after meeting their prerequisites.
  7. 06 Shaping Freeform magic. Combine a Technique and a Form you know, rate the effect's dials, then cast it with your Shaping skill and Power Points.
  8. 07 Adventuring Practical procedures for travel, darkness, fatigue, survival, healing, hazards, and damaged objects.
  9. 08 GM Tools Procedures for the situations that reach past a single character: treasure, sea voyages, battles, playable races, minor NPCs, and epic play.
  10. 09 Creatures Ready-to-play profiles for animals, monsters, nymphs, spirits, and the undead, with the tags and shared procedures that govern them.
  11. 10 Gazetteer Enter the Crownless Realms, where old roads, failing wonders, and new bargains hold together the space where an emperor once stood.