Learn the single roll that drives play, the dice notation, and what the Gamemaster decides before anyone reaches for dice.
Fantasy Crux 2.0 Beta is a gritty percentile game about capable adventurers. Violence is dangerous, preparation matters, and Hero Points leave room for epic reversals.
Scene. A scene is one continuous episode within a shared immediate situation, such as a negotiation, search, chase, or fight. The Gamemaster announces when a meaningful break or change begins a new scene.
D100 Percentile
When failure matters, state what you want and roll D100. A result at or below your skill succeeds.
D100 Percentile. When failure matters, state what you want and roll D100. A result at or below your skill succeeds. Also known as basic roll, percentile test, when to roll, dice notation, rounding, metres.
Dice notation
D4, D6, D8, D10, and D12 name a die by its number of sides. A number before the D is how many to roll and add: 2D6 means two six-sided dice. A flat modifier follows, as in 1D6+2.
For D100, roll two ten-sided dice, one for tens and one for units. A tens die of 5 and a units die of 9 read 59. A zero on the tens die gives a single digit, such as 07, and 00 reads as 100.
+1B means one Bonus die and -1P one Penalty die. They add tens dice to a D100 test; they never change the skill. Bonus dice always keep the better result; Penalty dice always keep the worse. See Bonus and Penalty Dice.
Make a test
State the approach and intended outcome. The Gamemaster clarifies what success achieves and what failure risks.
Set modifiers. Add Bonus and Penalty dice for circumstances, cancel opposites, and cap the net at +3B or -3P.
Roll D100. A result at or below the skill succeeds. Read the dice as rolled; never add modifiers to the percentage.
Resolve. Apply the outcome agreed in step 1. When two characters compete directly, use an opposed test.
Do not roll for routine actions, impossible actions, or actions whose failure has no meaningful consequence. The Gamemaster simply states the outcome.
Result grades
Roll
Grade
From 01 through the skill’s tens digit
Critical
At or below the skill
Success
Above the skill
Failure
99–00 below 100% skill; only 00 at 100%
Fumble
The critical ceiling is the integer tens digit, minimum 01 for any skill above 0%. A 5% skill is critical only on 01, 59% on 01–05, and 60% on 01–06.
Let the fiction lead
Rules settle uncertain moments; they do not replace physical sense. The Gamemaster can grant dice for a strong advantage, rule that scale or anatomy makes an action impossible, or let an obvious approach succeed without a test. State such rulings before the roll whenever possible.
Measures and rounding
Distances are in metres, and durations use ordinary seconds, minutes, and hours. On a grid, the group can treat each square as 2 metres.
Round to the nearest whole number; round exact halves up. Damage never goes below 0 after all reductions.