Quick Reference Sheet
The Dice
Roll d100 (percentile dice): Roll two ten-sided dice, one for tens and one for ones.
- Compare result to your skill rating
- Roll equal to or under your skill to succeed
- Lower is better; rolling doubles (11, 22, 33, etc.) can be critical or fumble
Success Levels
- Critical Success: Roll doubles under your skill (e.g., 22 when skill is 55%)
- Success: Roll under your skill
- Failure: Roll over your skill
- Fumble: Roll doubles over your skill (e.g., 77 when skill is 55%)
Difficulty Grades
Difficulty modifies your skill rating:
| Grade | Modifier |
|---|---|
| Automatic | No roll needed |
| Very Easy | +40% |
| Easy | +20% |
| Standard | +0% |
| Hard | -20% |
| Formidable | -40% |
| Herculean | -60% |
Core Mechanic
- GM sets difficulty grade
- Apply modifier to your skill percentage
- Roll d100
- If result ≤ modified skill: Success!
Opposed Rolls
Both sides roll their skill:
- Both succeed: Higher roll wins (unless a critical)
- One succeeds: That side wins
- Both fail: Stalemate or GM decides
Combat Basics
Combat Actions
Each round you may take:
- 1 Action (attack, cast spell, etc.)
- Up to 1 Proactive Action (movement, ready weapon)
- Unlimited Reactive Actions (parry, evade)
Attack Roll
- Roll your combat skill (Close Combat, Unarmed, etc.)
- Opponent chooses to Parry or Evade (rolls defense)
- Compare success levels
Special Effects
If you win an opposed roll and rolled better (not just succeeded), you gain a Special Effect:
- Offensive: Bypass Armor, Impale, Trip, etc.
- Defensive: Disarm, Riposte, Pin Weapon, etc.
Choose one from your style’s available effects.
Hit Locations
Roll d20 to determine hit location:
| d20 | Humanoid Location |
|---|---|
| 1-3 | Right Leg |
| 4-6 | Left Leg |
| 7-9 | Abdomen |
| 10-12 | Chest |
| 13-15 | Right Arm |
| 16-18 | Left Arm |
| 19-20 | Head |
Each location has hit points (usually SIZ+CON divided among locations) and armor.
Damage & Wounds
- Armor Points (AP): Reduces damage
- Hit Points per Location: When reduced to 0 or below, location is wounded
- Serious Wound: Location at 0 HP or below
- Major Wound: Location at negative HP equal to its starting HP
Common Skills
Standard skills all characters have (at base %):
- Athletics — Running, jumping, climbing, swimming
- Brawn — Raw strength feats, lifting, shoving
- Conceal — Hiding objects on person
- Deceit — Lying, bluffing, disguise
- Endurance — Stamina, resisting fatigue/poison
- Evade — Dodging attacks and dangers
- First Aid — Basic medical treatment
- Influence — Persuasion, intimidation, bargaining
- Insight — Reading motives and lies
- Locale — Knowledge of local area
- Native Tongue — Speaking your language
- Perception — Noticing details and dangers
- Ride — Controlling mounts
- Stealth — Moving unseen and unheard
- Swim — Swimming and water movement
- Unarmed — Fighting without weapons
- Willpower — Mental resilience and resolve
Professional Skills (require training)
- Art (specific form), Craft (specific trade), Commerce, Courtesy, Culture (specific), Language (specific), Lore (specific), Musicianship, Navigation, Seamanship, Survival, Track
Combat Styles (vary by character)
Each style represents training in a group of weapons (e.g., “Gladiator,” “Legionary,” “Street Fighter”)
Full Rules: Mythras Imperative PDF