Mirabilis Beyond
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.
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.
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.
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.
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.
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.
Use this order every time:
Choose an ability score and roll 3d6 to see which die is discarded and what total you keep.
Discard the middle die
Discard the middle die.
Kept total: 7
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.
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.
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.
Attacks and many effects use four range bands:
You have two pools: Health and Resolve. If either reaches zero, you are unconscious.
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.
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.