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Never played Invictus before? Here's the shape of it.
This isn't the rulebook. It's a quick orientation to how Invictus actually plays.
Not every scene runs on the same rules. Invictus moves between three rhythms, each with its own toolkit, and everyone at the table can tell which one they're in.
Ordinary Scenes
Conversation and choiceMost of the game happens here. Time is loose, questions get asked, and the story grows from what Heroes choose to do.
When Danger Bites
Turns and consequenceOnce a fight or a ticking crisis starts, the game tightens. Turns are strict, dice carry weight, and every choice can cost something.
Between Adventures
Rest and pursuitsAfter the danger passes, Heroes recover, chase their own goals, and let the fallout of what happened settle before the next spark.
When a Hero attempts something uncertain or risky, roll some dice. You get one die per level in your trait, and maybe a couple more from friends and advantages. The situation might nudge the result up or down, but the result is always the highest die.
Nearly every other mechanic in Invictus builds on that one instant.
Miss
You don't get what you want, and something goes wrong.
Swing
You get what you want, but a complication comes with it.
Hit
You get what you want, cleanly.
A dice pool doesn't have to stop at what your trait gives you. You can add up to two more dice before you roll.
Ask an ally for help, and they can use their Will to pass you one of their dice. For a second, push yourself by exerting your own Will, or tempt fate by handing the Narrator a Fate token.
Two more things can shape a roll. Difficulty nudges a die after it lands; Danger raises the stakes before you even pick it up.
Raise any die by one.
Your approach fits the situation, and the Narrator gives you the edge for it.
Drop the highest die by one.
Your approach fights the situation, and it costs you.
When failure would actually cost something, Danger Dice join the roll too, up to three of them. They stay silent on a Hit or a Crit. On a Swing or a Miss, the highest one decides how badly it bites.
Four things track your Hero's state from moment to moment. Two spend down under pressure, two are earned.
Health
How much punishment a Hero can take before they're out of the fight.
Will
What a Hero spends to push past their limits, for themselves or an ally.
Flare
The fire that fuels a Hero's powers, fed by victory rather than worn down by use.
Luck
What turns a bad roll back in a Hero's favour, right when it matters.
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