Dice Rolls

Invictus is a conversation first, with a game to support the conversation. Players describe what their Heroes think, say, and do, while the Narrator shows how the world responds. Most of the time you simply agree on the outcome. Dice only appear when no one can be sure what happens next, and when the result will matter.

Invictus uses two sets of six-sided dice (d6s).

Players use their own Hero dice for every Action, Reaction, and Downtime roll. These dice form the core of each Hero’s pool.

Each player should bring a set of six-sided dice in a colour or style that is easy to tell apart from everyone else’s.


In the centre of the table sits a shared pool of Danger dice. These dice show how the Narrator pushes back whenever the situation turns risky.

Choose Danger dice that are clearly different from any player set; solid black is a simple, reliable choice.

Determining an Outcome

When a roll is needed, roll several Hero dice at once and read the single highest result on the Hero dice.

Miss: If the highest die is 1-3, it’s a failure. Things go badly, and the Hero doesn’t get what they want.

The Narrator makes a move or applies the consequences of danger.


Swing: If the highest die is a 4 or 5, that’s a partial success. The Hero gets what they want, but not without a price.

The Narrator makes a move or applies the consequences of danger.


Hit: If the highest die is a 6, that’s a full success. The Hero gets what they want without complications.

Ignore the consequences of any danger.


Crit: If the roll features more than one 6, that’s a critical success. The Hero gets what they want without complications.

Ignore the consequences of any danger. They player also earns a point of Luck.

Types of Rolls

Invictus has a few roll types, each suited to the moment, but every roll does the same job: it settles uncertainty and makes the players’ choices count.

Action Rolls: Used when a Hero acts on purpose to change something. The player picks the Action that best fits their method. The Narrator judges the difficulty and any danger. The roll shows how well the attempt works and what it costs.

In an Action roll, the player chooses the Action that matches their Hero’s approach.


Reaction Rolls: Used when the world acts first and the Hero must cope. The Narrator selects the Attribute that makes the most sense. The roll shows whether the Hero stays in control or is pushed back by events.

In a Reaction roll, the Narrator selects the Attribute that suits the situation.


Downtime Rolls: Used for work between conflicts: research, training, crafting, or social manoeuvres. One roll covers a day‑sized task. The Narrator names an Action or other Trait that fits. Danger is low; the roll mainly shows progress and any side effects.

For Downtime rolls, the Narrator picks whichever trait, Action, Attribute, or other, best fits the long-term task.

When to Roll Dice

Roll only when the outcome is uncertain and matters to the story. Dice add risk and surprise. A roll decides whether and how a Hero’s intent meets resistance. Roll when at least one of these is true:

  • The Action is risky and may cause consequences.
  • Success is not guaranteed; failure or complications are possible.
  • The result could change the direction of the story.

Players choose what their Heroes do and how they attempt it. After the Action is described, the Narrator decides if a roll is needed and outlines what the risks are.

Note: The Narrator never rolls dice. The Narrator sets risks, obstacles, and consequences; players’ rolls determine outcomes. When the Narrator would move against the players they will either rely upon a base set of moves, or use Doom to amplify moves or do more moves against the Heroes.