Rules

Invictus is a fantasy role-playing game where players create stories with clear endings. Some scenes are quiet, some are full of conflict. The system supports immersive, decisive storytelling.

The Players

Each player controls one Hero. They decide what their Hero does, who they care about, and how they respond to the world. Heroes act, and their actions shape the story.

Players also help describe the world. They add details, suggest ideas, and respond to events. Over time, they learn more about who their Hero is.

The Narrator

The Narrator describes what the world is like, plays all non-Hero characters, and keeps the story moving. They manage pacing and mood, aiming for a satisfying end.

The Narrator doesn’t control the outcome. When players act, the Narrator shows what happens next. They add challenges and changes, and ask questions to keep things going.

The Heroes

Heroes are skilled, determined characters. Numbers and gear show what they can do. Their goals and flaws shape their journey. Every action moves them closer to an ending: success, failure, or change.

The Party

The party is the group of Heroes working together. They share risk and rewards. The party can build shelters, earn favours, and attract danger or fame.

Playing a Chapter

Invictus is a group storytelling game. Each player speaks for their Hero. The Narrator presents the world and guides the action.

Play happens as a conversation. Players say what their Heroes do, the Narrator responds with results, and the story moves forward. Rules come into play when success or failure is uncertain.

A session usually lasts two to four hours and covers one chapter of the story. Throughout the session, players experience and play out scenes, largely allowing the game to flow as a conversation and using dice to resolve risky actions.

Game Structure

Invictus has a structure to that flows from one phase into another. By default, the game is in Play, but when the game shifts into action it moves into Fray, only to slow down for moment of Stay.

Play represents the normal phase of exploration and conversation. The Narrator presents situations; players choose what to do. Time is loose and not measured in turns. The Narrator adds new details to keep things moving.

Fray represents high‑risk scenes. Time is divided into turns. The Narrator states the danger; players respond with clear actions and resources. Each turn resolves one action.

Stay represents downtime between conflicts. Covers days or weeks. Heroes rest, work on projects, or follow personal goals. The Narrator summarises routine events and focuses on results. One activity roughly equals a day.

The three phases let the table zoom the story in or out. Play handles wide‑angle scenes and loose pacing, Fray drills down to turn‑by‑turn danger, and Stay pulls back to cover days or weeks. Shift between them as needed: each phase offers a game style tuned to its particular scale.