Boundless RPG Rules
You will find below the complete rules reference for Boundless. You can also download the free PDF version of the game on itch.io:
See the rules changelog for recent text updates.
Translations
- Français (French)
- 한국어 (Korean)
- Español (Spanish) — Soon
- Português Brasileiro (Brazilian Portuguese)
- Русский (Russian) — Soon
- 中文简体 (Chinese Simplified) — Soon
Basics
This game uses six-sided dice (or D). When rolling dice, each 5 or 6 counts as a Hit; all other results are a Miss. If you ever need to roll 0D, roll 1D but only a 6 is a Hit.
Character Creation
Attributes
Attributes represent how capable your character is when facing risky actions. These are:
- Strength: Fortitude, toughness, and melee attacks.
- Dexterity: Finesse, agility, and ranged attacks.
- Willpower: Charisma, focus, spells, and sorcery.
Roll 4D for each Attribute; each Hit adds 1 to the score. You may switch two Attribute scores of your choice. If the total across all Attribute scores is less than 3, start again.
Stamina
Stamina represents your character’s ability to push through physical or mental strain. Start with 6 Stamina.
Hit Points
Hit Points (HP) are a measure of your character’s ability to avoid life-threatening Damage. Start with HP equal to 2 + your character’s Strength score.
Items and Conditions
Items represent the gear your character carries. Start with 3 Items of your choice and a small keepsake for good luck.
Your character has 10 Slots. Most Items take 1 Slot, petty ones none, and bulky ones 2.
When afflicted by Conditions such as fatigue, sickness, deprivation, poison, etc., fill a Slot with the Condition’s name. If no Slot is free, drop an Item to make room. Conditions always hinder characters and can make certain actions more difficult or outright impossible. Certain types of Conditions can worsen, taking more Slots over time. If all Slots are filled, your character drops to 1 HP. If more than half are taken by Conditions, they fall unconscious. Conditions are only cleared through actions in the fiction.
Luck (Optional)
You start each session with 1 Luck. Then roll 2D (4D when playing solo), with every Hit adding 1 extra Luck to your total. Spend or give away 1 Luck to reroll any roll, double the Damage of an attack, or take an extra action in combat.
Playing the Game
Checks
When your character does something challenging, assess the risk. A clever plan, the right Item, an ally’s help, or the fiction may increase the action’s impact, lessen the severity of consequences, or remove the need for a Check entirely.
If the action is still considered risky, make a Check by rolling a number of dice equal to a relevant Attribute score (Strength, Dexterity, Willpower). You may also spend any number of Stamina; each point adding 1D to the roll.
If you would roll 0D, roll 1D but only a 6 counts as a Hit.
- 1+ Hits: Your character succeeds at their action.
- 0 Hits: Your character fails their action.
Extremely difficult tasks may raise the number of Hits required to succeed a Check depending on the situation.
Saves
Failing a Check or other events in the fiction may trigger consequences such as taking Damage, suffering a Condition, or even dying when death is on the line.
If avoiding the consequence is still possible, make a Save by rolling a number of dice equal to your character’s current amount of Stamina.
If you would roll 0D, roll 1D but only a 6 counts as a Hit.
- 1+ Hits: Your character avoids the consequence.
- 0 Hits: Your character suffers the consequence.
After the roll, reduce your character’s Stamina by 1 for every Miss, up to a maximum of 2. Extremely dangerous consequences may raise the number of Hits required to succeed a Save depending on the situation.
Damage & Death Saves
When your character takes Damage, they lose that many HP. When they reach 0 HP, they are in critical danger and you must make a Death Save by rolling a number of dice equal to your character’s current Strength score.
If you would roll 0D, roll 1D but only a 6 counts as a Hit.
- 1+ Hits: Your character is wounded but endures.
- 0 Hits: Your character is out and will die unless helped.
After the roll, reduce your character’s Strength score by 1 for every Miss, up to a maximum of 2. Attribute scores cannot drop below 0. Taking Damage while at 0 HP immediately triggers another Death Save.
Combat
At the start of each round, every participant rolls 1D for initiative and acts in order from highest result to lowest.
Enemies act first on ties, while those caught off guard always act last. Two players may also swap their initiative dice as long as neither has taken a turn yet.
- Weapons: Weapons have a Damage Rating and deal that much Damage when used to harm an enemy.
- Armor: Armor has a number of HP. Damage first reduces Armor HP, then your character’s HP. When depleted, it remains broken until repaired or replaced in the fiction.
- Enemies: Each enemy has a number of HP and a set of Attacks, each with its own Damage Rating. At 0 HP, they are taken out.
A round lasts long enough to perform one action (harm an enemy, cast a spell, retreat, etc.) and move across a room.
Players roll to attack and to defend; enemies never roll dice.
- Attack: Make a Check to harm an enemy. If it succeeds, deal Damage equal to the Weapon’s Damage Rating. For hazards or spells without a set Damage Rating, assign a fair amount based on the situation.
- Defend: Make a Save to defend against an Attack. If it fails, take Damage equal to the Attack’s Damage Rating.
Recovery
- Short Rest: A few minutes of respite restores all Stamina and HP. Resting may waste time or attract danger.
- Full Rest: A week of safety and shelter restores all Stamina, HP, and Attribute scores.
Advancements
After a major milestone in the story, roll 3D; each Hit increases your character’s maximum HP by 1. Then roll 2D; if you rolled at least 1 Hit, raise one Attribute score of your choice by 1, up to a maximum of 6.
Spells
Your character can cast a number of spells per day equal to their current Willpower score given they already know the spell or have the appropriate scroll or book.
To cast a spell, make a Willpower Check.
- 1+ Hits: The spell takes shape and its effect is unleashed.
- 0 Hits: The spell slips from your control. Make a Save to contain it; if it fails, add a fatigued Condition in a Slot.
Fortune Rolls
When the outcome of an event or action is uncertain, and you want to simulate an element of randomness and chance, make a Fortune Roll. Frame the situation as a yes or no question, then roll a number of dice based on how likely the outcome feels in the fiction.
- If it feels likely, roll 3D (or 4D if it is almost certain).
- If it feels even, roll 2D.
- If it feels unlikely, roll 1D (or 0D if the chance is slim).
You may also use an Attribute score as a basis for the roll if a character’s abilities can influence the outcome. In the case where two parties are directly opposed, roll for each side and compare the number of Hits to see who comes out ahead.
- 1+ Hits: The answer is yes; extra Hits amplify the effect.
- 0 Hits: The answer is no.
Pools
A Pool is a set of dice (2D, 4D, or 6D) which is rolled over time to track time, impending events and resources. After it is rolled, it shrinks by one die for every Miss, but never more than its set limit, usually 2.
When emptied, the fiction changes and the Pool is cleared. Use Pools to track when an Item runs out, Weapons wear down, a danger triggers, a faction reaches its goal, etc.
Encounter Rolls
As your character explores dangerous locations or travels overland, they may come across unexpected encounters.
Each time they stop to rest, search an area, or do anything that might draw attention, make an Encounter Roll, rolling a number of dice based on how likely an encounter could occur in the fiction. If unsure, roll 1D.
- 1+ Hit: Your character spots signs of a nearby presence. Create a 2D Pool, and roll it as events unfold. When the Pool is emptied, your character runs into an encounter.
- 0 Hits: Your character finds no sign of recent activity.
Reaction Rolls
When encountering a non-player character or creature whose reaction toward your character is uncertain, make a Reaction Roll, rolling a number of dice based on the nature of the encounter. If unsure, roll 2D.
- 1+ Hits: They are approachable or friendly. The more Hits you roll, the more welcoming they are.
- 0 Hits: They are distant or hostile.
Guidelines
Game Moderator Guidelines
Describe the world honestly and concretely. Reveal danger before it strikes so players have a chance to react. Let smart preparation or clever play succeed outright. Call for Checks only when risk or uncertainty is real. When Checks fail or danger hits, ask for Saves to see if characters can avoid the threat. Keep tension alive with meaningful choices that reshape the world over time. Share the spotlight. Bend rules into your own rulings when needed, trust your judgment, and stay consistent over time.
Player Guidelines
Engage with the world by paying attention, asking questions, and acting through the fiction rather than the rules. Collaborate with others to reach consensus. Avoid fair fights, stack every advantage, and do what it takes to survive. Keep the story moving and play to find out.
Community
Find other Boundless players and creators in Fari RPGs’ Discord server! Come organize games, share ideas, and ask questions.
Join our community at farirpgs.com/discord.
This Game is Boundless
This game is available under an open license, as outlined below, enabling you to distribute and modify the text within the bounds of the license. To make your own Boundless game, please credit us as:
This product is based on Boundless, published by Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas, and is licensed for use under the Open RPG Creative License. This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein.
For more on Boundless, visit boundless.farirpgs.com.