
The superhero tabletop RPG

Roll Combat publishes tabletop RPGs on a single core rules system: two twelve-sided dice, a Threshold to beat, and a choice about what failure costs.
Every Roll Combat game resolves a check the same way. Each game then adds its own Origins, Archetypes, gear and setting on top.
Roll 2d12 and add your Trait’s MOD. If you are Adept, you also add EXP and roll an extra die, keeping the best 2.
The GM sets a Threshold from 5 (Novice) to 30 (Expert). Meet it and you succeed.
Miss it and you can spend Chance to turn the failure into a success. The worse the miss, the more it costs, and the GM adds a Complication.
This is the real Roll Combat check. Set up a Persona, pick how hard it is, and roll.
Nothing rolled yet. The check is 2d12 plus your Trait’s MOD against the Threshold.
Your total has to reach the Threshold. Taller means harder.


The superhero tabletop RPG
The core rules are readable online while the Player’s Guide is finished. Every Effect has its own card.
Effects marked “stacks” build up as charges.
Books, campaign subscriptions and bundles are sold on Roll Combat. The story and the lore live with each game. Lore home: knightverge.com.
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Your library follows you to every game site.
Play
Read the campaign and open the virtual tabletop.