Detailed rules for new players
How the Game Works
As previously mentioned, the Arcadian Institute Roleplaying Game uses a simple d20-based system designed to keep gameplay fast, cinematic, and focused on superhero action.
Whenever your character attempts something difficult, dangerous, or uncertain, the Game Master (GM) may ask you to make a roll.
Most actions are resolved using:
1d20 + Relevant Attribute + Relevant Skill + Any Bonuses
If your total equals or exceeds the Difficulty Class (DC) set by the GM, you succeed.
The harder the task, the higher the DC.
The Core Rule
Whenever you attempt something important:
Roll:
1d20 + Modifiers
Beat the DC:
Difficulty. DC
Very Easy. 5
Easy. 10
Moderate. 15
Difficult. 20
Very Difficult 25
Heroic 30
Legendary. 35+
Attribute Checks
Sometimes raw natural ability is enough.
In these cases, roll:
1d20 + Attribute Modifier
Examples:
-
Forcing open a door (STR)
-
Balancing on a narrow ledge (DEX)
-
Enduring poison (CON)
-
Solving a puzzle (INT)
-
Spotting an ambush (WIS)
-
Impressing a crowd (CHA)
Skill Checks
When a character has specialised training, skills are added to the roll.
Example
A student attempts to convince a crowd to evacuate.
Roll:
1d20 + CHA Modifier + Persuasion Skill
Opposed Rolls
Sometimes two characters directly compete against one another.
Both roll.
Highest result wins.
Examples:
-
Deception vs Empathy
-
Stealth vs Perception
-
Leadership vs Intimidation
-
Technology vs Technology
Combat
Combat is divided into rounds.
Each round represents roughly six seconds of action.
Every character acts in Initiative order.
Initiative
At the beginning of combat, roll:
1d20 + DEX Modifier + Bonuses
Highest result acts first.
Actions During Combat
On your turn, you may normally take:
One Action
Examples:
-
Attack
-
Use a Power
-
Assist an Ally
-
Activate Equipment
-
Perform a Special Ability
One Move
Move up to your Movement Speed.
Free Actions
Brief speech and simple interactions.
The GM determines what counts as a Free Action.
Attacking
When attacking:
Roll
1d20 + Attack Bonus
If the result equals or exceeds the target's Defence, the attack hits.
Melee Attacks
1d20 + Melee Attack Bonus
Used for:
-
Punches
-
Kicks
-
Claws
-
Weapons
-
Super Strength attacks
Ranged Attacks
1d20 + Ranged Attack Bonus
Used for:
-
Energy blasts
-
Firearms
-
Thrown objects
-
Projectile powers
Damage
When an attack hits, roll damage according to the attack, weapon, or power used.
Examples:
-
Energy Projection
-
Elemental Control
-
Weapons
-
Power Attacks
Damage reduces the target's Health.
When Health reaches 0, the character is incapacitated.
Critical Successes
A natural roll of:
Natural 20
Is a Critical Success.
Benefits may include:
-
Double damage
-
Automatic success
-
Additional effects
The GM determines the most appropriate outcome.
Critical Failures
A natural roll of:
Natural 1
Is a Critical Failure.
Something goes wrong.
The exact result is determined by the GM.
Saving Throws
Some powers and effects allow a target to resist.
The three Saving Throws are:
Fortitude
Represents physical resilience.
Used against:
-
Poison
-
Disease
-
Biological powers
-
Exhaustion
-
Environmental hazards
Formula
1d20 + Fortitude Bonus
Reflex
Represents reaction speed.
Used against:
-
Explosions
-
Area attacks
-
Falling debris
-
Speed-based effects
Formula
1d20 + Reflex Bonus
Will
Represents mental strength.
Used against:
-
Telepathy
-
Fear
-
Illusions
-
Mind control
-
Psychological attacks
Formula
1d20 + Will Bonus
Resistance
Some powers target a character's overall resilience rather than a specific Defence score.
Formula
Level + CON Modifier + WIS Modifier + Bonuses
Resistance may be used against:
-
Mutation effects
-
Environmental dangers
-
Certain special abilities
Hero Points
The GM may award Hero Points for:
-
Exceptional roleplaying
-
Heroic actions
-
Clever ideas
-
Significant story moments
Hero Points may be spent to:
-
Reroll a failed roll
-
Gain a bonus on an important check
-
Avoid certain narrative setbacks
-
Perform extraordinary feats
The exact use of Hero Points is determined by the GM.
Powers
Every mutant possesses unique powers.
Most powers require:
-
An Action to use
-
A successful attack roll or saving throw
-
Appropriate range and line of sight
Powers are organised into categories and ranks.
Higher ranks grant stronger abilities.
Teamwork
The world is full of powerful mutants.
The strongest heroes are rarely the ones who fight alone.
Players are encouraged to:
-
Work together
-
Combine powers creatively
-
Protect teammates
-
Think tactically
-
Solve problems as a group
The Arcadian Institute is built on cooperation, friendship, and growth.
The greatest victories often come from teamwork rather than raw power alone.
The Most Important Rule
These rules exist to help tell exciting stories.
Whenever a situation arises that is not covered by the rules, the GM will make a ruling that best fits the story, keeps the game moving, and ensures everyone has fun.
After all, this is a game about young mutants discovering who they are, learning to master their powers, and deciding what kind of heroes they will become.
The rules provide the framework.
You provide the story.
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