These pages document public dice-based systems used to resolve scenes, events, PvP, warzones, and special vehicle or squadron play. A dice system is a resolution tool; it does not override server rules, PvP rules, staff rulings, DM/QM authority, or required consent.
- Declare the system before rolling. Participants must know which ruleset is being used, who is participating, what success means, what failure means, and what consequences are on the table.
- Declare stakes before rolling. Capture, maiming, permadeath, permanent loss, major event effects, and similar consequences must be stated before the first roll.
- Consent matters. Low-stakes rolls may be handled by mutual player agreement. PvP, capture, maiming, permadeath, mass-combat, and event-impacting systems require DM/QM approval unless the specific page says otherwise.
- Rolls bind once made. Once the system, stakes, and participants are agreed and the roll is made, the result stands. Retcons require all affected players and, when present, the DM/QM running the scene.
- No mid-scene rule changes. DMs/QMs may set HP, rerolls, variants, objectives, modifiers, and stakes before play begins. Changing them mid-scene requires the affected players to agree.
- Dice rolls are public by default. The game already exposes dice rolls mechanically. The important table habit is to state the system and stakes up front, then summarize the final outcome when the exchange ends.
For a simple contested RP or PvP exchange, start with Mastery d100 PvP. For a DM/QM event scene with action points, archetypes, and moves, use RedMenace RP Combat. For large tactical events, use the Intrepid or Prime systems below.
¶ Mass Combat and Warzones
- Prime PvP Warzones - objective-based PvP battlegrounds with d100 contests.
- Intrepid Ground Grid - tactical ground grid combat for infantry, vehicles, walkers, and special actions.
- Intrepid Space Grid - tactical space grid combat for subcapitals, corvettes, capital ships, boarding, and ship loss.
¶ Space and Squadron Systems
- SWLOR Squadrons - squadron-scale starfighter play with specifications, weapons, systems, overdrives, and structure damage.
- Intrepid Space Grid - larger grid-based aerospace and capital ship combat.
- AP: Action Points. A resource spent on actions, moves, systems, or reactions in some systems.
- Contested roll: Two sides roll against each other. The higher result usually wins unless the system says otherwise.
- DC: Difficulty Class. A roll must meet or exceed this number to succeed.
- HP/Wounds: A scene health track. Some systems call these HP, others call them wounds.
- Reroll/RR: A limited resource that lets a player reroll a qualifying die. Each system defines how rerolls are earned and spent.
- Stakes: The declared result of success or failure, including injury, capture, retreat, objective progress, ship loss, event impact, or death.
- Perma-risk: A scene where permadeath is explicitly on the table. This requires clear consent before rolling and DM/QM approval when applicable.