Fantasy Crux 2.0 · Complete playtest rules
Roll under. Read the situation. Live with the consequence.
Contents
The rules
10 chapters
- 00 Start Here Learn the single roll that drives play, the dice notation, and what the Gamemaster decides before anyone reaches for dice.
- 01 Characters Build a capable adventurer from seven characteristics, derived attributes, trained skills, equipment, Hero Points, and Improvement Points.
- 02 Skills Resolve uncertain actions with capped D100 skills, Bonus and Penalty dice, opposed tests, assistance, and a compact skill list.
- 03 Equipment Weapons, armour, supplies, transport, and prices for outfitting an adventurer.
- 04 Combat Fast, dangerous combat built around one action, one move, one base Reaction, decisive criticals, and lasting wounds.
- 05 Talents Optional techniques and abilities purchased with Improvement Points after meeting their prerequisites.
- 06 Shaping Build freeform magic from a learned Form and Technique, price its outcomes through Magnitude, then cast it with Shaping and Power Points.
- 07 Adventuring Practical procedures for travel, darkness, fatigue, survival, healing, hazards, and damaged objects.
- 08 GM Tools Procedures for the situations that reach past a single character: treasure, sea voyages, battles, playable races, minor NPCs, and epic play.
- 09 Creatures Ready-to-play profiles for animals, monsters, nymphs, spirits, and the undead, with the tags and shared procedures that govern them.