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Mirabilis Beyond

Rule reference

Short summaries of dice, combat, ranges, and vitality for when you already know the basics.

When you roll 3d6, discard one die by ability score before adding:

  • Score 1 — discard the highest die.
  • Score 2 — discard the middle die.
  • Score 3 — discard the lowest die.
  • Score 4 — keep all three.

Spend Resolve before a roll to temporarily raise the Ability used for that test.

Regain Resolve once per day by following a Drive (mark it used on the sheet).

Helping another player grants them advantage. It does not raise their Ability.

Both sides roll, discard by score, and compare totals. The higher total wins. Damage equals the difference, plus any bonuses from abilities, weapons, and spells.

On a tie: no bonuses are added. Both take 1 damage if the defender can answer at that range (or close); otherwise only the defender takes 1 damage.

Abilities usually match — for example, Smarts against Smarts.

Opposed rolls can resolve goals without damage (disarm, shove, outwit, and similar). Higher total succeeds. No damage unless the DM says otherwise.

Roll 3d6, discard by ability, and meet or beat the DC (from the DM or a card).

  • DC 6 — simple.
  • DC 8 — moderate.
  • DC 10 — hard.
  • DC 12 — extreme.

Advantage: resolve twice and take the better result. Disadvantage: resolve twice and take the worse result. Helping grants advantage.

Initiative is a Wits roll, highest first. Each turn has two actions. Movement costs one full action, cannot be split, and is limited to 30 feet.

Close 5 ft · Near 15 ft · Far 45 ft · Beyond more than 45 ft.

Either pool at 0: unconscious. Each turn while unconscious: roll 1d6 against the remaining pool until stabilised. Stabilise stops the drain; revive after the fight sets the empty pool to 1. Both pools at 0: dead.

Charges, buffs, Drives, and once-per-day uses are tracked on the sheet. A ration break restores half of missing Health and Resolve. Ending the day resets daily uses and most charge pools. If a card conflicts with these rules, ask the DM. For gear types, packs, and the Item Vault, open Items from the Rules page.

Common classes at this table: The Witch, The Fighter, and The Scout. Advancement is decided with the DM.

Mirabilis Beyond

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