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Mirabilis Beyond
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Mirabilis Beyond

Quick start

Playing the game

Mirabilis Beyond is played with characters, a DM, and three six-sided dice. Follow these steps in order. After Step 6, use the example roll to see how ability scores change which dice you keep.

  1. What you need

    Each player needs a character sheet. You will usually roll three six-sided dice (3d6) at a time. The DM describes the world and rolls for enemies and other challenges.

  2. Know your four scores

    Your sheet has Toughness, Agility, Smarts, and Wits, each rated from 1 to 4. Each score chooses which ability you use in a contest, and which die you discard when you roll.

    • Toughness — Physical strength and force. Used for power, lifting, and hard strikes — not armour or endurance.
    • Agility — Speed, balance, and precise movement. Used for reflexes, footing, striking, and evasion.
    • Smarts — Reasoning, knowledge, and cunning. Used for puzzles, lore, and reading a situation.
    • Wits — Awareness, instinct, and presence. Used for notice, composure, and social pressure.
  3. Resolve and helping

    Resolve is willpower as well as a pool on your sheet. You can spend it to push harder on a roll, and regain it by following your Drives.

    • Before you roll, you may spend Resolve to temporarily raise the Ability score used for that test (which improves which die you keep).
    • Once per day, you may regain Resolve by following a Drive. Mark the Drive as used on your sheet.
    • Another player may help you on a roll. Helping gives you advantage — it does not raise your Ability score.
  4. Start combat

    When combat begins, everyone rolls Wits (3d6, discarding a die based on their Wits score). Highest total acts first, then the next highest, and so on. That order lasts until combat ends.

  5. Take your turn

    On your turn you have two actions. An action can be an attack, a spell, another ability, or movement. Movement costs one full action, cannot be split across other actions, and is limited to 30 feet. Some abilities grant extra actions; the sheet will say so.

  6. Resolve an attack or contest

    Use this order every time:

    • Declare what you are doing and which ability you use. The defender usually uses the same ability (for example, Smarts against Smarts).
    • You roll 3d6. The defender rolls 3d6.
    • Each side discards one die based on ability score: 1 discards the highest, 2 the middle, 3 the lowest, and 4 keeps all three. Add the remaining dice.
    • The higher total wins. Damage equals the difference between the totals, plus any bonuses from abilities, weapons, and spells.
    • On a tie, no ability, weapon, or spell bonuses are added. If the defender has a matching range attack (or a close attack in close range), both take 1 damage. If the defender cannot answer at that range, only the defender takes 1 damage.

Example roll

Choose an ability score and roll 3d6 to see which die is discarded and what total you keep.

Discard the middle die

254

Discard the middle die.

Kept total: 7

  1. Make a check or save

    For tasks that are not contested rolls — such as climbing, recalling information, or resisting an effect — the DM sets a Difficulty Class (DC). Roll 3d6, discard by the relevant ability, and try to meet or beat the DC. Saves on spells and abilities work the same way, using the DC on the card or the DC the DM names.

    • DC 6 — simple.
    • DC 8 — moderate.
    • DC 10 — hard.
    • DC 12 — extreme.
  2. Non-attack conflicts

    You can oppose someone without dealing damage — for example to disarm, shove past, or outwit them. Both sides still make an opposed Ability roll. The higher total succeeds at the stated goal. No Health or Resolve damage is dealt unless the DM says otherwise.

  3. Advantage and disadvantage

    With advantage, resolve the roll twice and use the better result. With disadvantage, resolve the roll twice and use the worse result. Helping another player grants them advantage.

  4. Ranges

    Attacks and many effects use four range bands:

    • Close — 5 feet.
    • Near — 15 feet.
    • Far — 45 feet.
    • Beyond — more than 45 feet.
  5. Health, Resolve, and dying

    You have two pools: Health and Resolve. If either reaches zero, you are unconscious.

    • On each of your turns while unconscious, roll 1d6 and subtract it from the pool that still has points, until an ally stabilises you.
    • Stabilising takes an action and stops further loss. You remain unconscious until you are revived.
    • After the fight (or when the DM allows), an ally can revive you. The empty pool returns to 1. Stabilising and reviving do not require a Test.
    • When both pools are at zero, you are dead.
  6. Resting

    A ration break (short rest) restores half of the Health and Resolve you are missing, and may restore some spell charges. Ending the day fully restores pools, clears daily uses (including Drive uses), and refills most charge pools. The character sheet tracks these values.

  7. What comes next

    That covers the core rules. Classes at this table include The Witch, The Fighter, and The Scout. New abilities and spells are chosen with the DM as the campaign progresses. For gear, open Items from the Rules page. For short reminders during play, open Rule reference.

Mirabilis Beyond

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