Roll for Rocket Boots!
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Roll for Rocket Boots β Core Rules
1) The Core Loop
When a player does something risky or uncertain, the GM calls for a Skill Check:
- Pick the most relevant skill.
- Roll the dice for that skill level.
- Add up the total.
- If the total meets or beats the GMβs Difficulty, you succeed. Otherwise, you fail.
2) Skills
| Skill Level | Dice Rolled |
|---|---|
| Level 1 | 2d6 |
| Level 2 | 3d6 |
| Level 3 | 4d6 |
| Level 4 | 5d6 |
Starting Skill
- Everyone starts with Do Anything 1.
- Do Anything can never level up.
Gaining New Skills
- If you succeed using Do Anything, you gain a new skill based on what you did (named however you and the GM like).
- Using the right specific skill usually means the GM sets a lower Difficulty than doing it with Do Anything.
3) Difficulty Scale (GM)
The GM sets a target number based on how hard the action is:
| 1β4 | Trivial |
| 5β7 | Average |
| 8β9 | Difficult |
| 10β12 | Very Hard |
| 12β15 | Very Very Hard |
| 16β20 | Extremely Hard |
| 20β25 | Mind-Bogglingly Hard |
| 26β29 | Starting to push the limits of reality |
| 30 | Almost impossible; may change reality |
4) Traits
Traits are tags the GM attaches to Skills, Items, and Conditions.
How Traits Work
- Conditions only affect skills that share at least one matching trait.
- Items only affect skills that share at least one matching trait.
- If there is no shared trait, the condition/item does nothing for that roll.
GM Creates Traits
- The GM makes up traits when handing out skills, items, or conditions.
- The GM decides how many traits something gets.
- It is recommended to include at least one general trait and one specific trait.
Example (Item): A machete might have: Melee (general), Cutting (semi-specific), Brush-Clearing (very specific).
5) Conditions, Items & Situational Modifiers
The GM can apply bonuses or penalties through conditions, items, and the situation.
Conditions
- Conditions represent things affecting your character (injury, fear, exhaustion, adrenaline, etc.).
- Conditions should have traits.
- A condition only affects a check if it shares at least one trait with the skill being rolled.
Items
- Items are things your character possesses that can alter a skill check.
- Items should have traits.
- An item only affects a check if it shares at least one trait with the skill being rolled.
- Do Anything can be attempted with any item, even without matching traits, but the results are uncertain and determined by the GM.
Situational Modifiers
- The GM may apply modifiers based on environment, timing, positioning, preparation, or narrative advantage/disadvantage.
6) Aiding Another Player
A player can help another playerβs check if it makes sense in the fiction.
- The helper contributes half their skill dice (rounded down) from a relevant skill.
- Add those aiding dice into the main roll.
Leveling While Aiding
- When you are aiding, your dice only contribute to a level-up if all aiding dice come up 6.
- Only the person being aided can level up from that roll.
7) XP
Gaining XP
- Whenever you fail a check, you gain +1 XP.
Spending XP
- XP can be spent at any time to level skills, unlock specializations, or buy Luck.
XP Costs to Level Skills
- Level 1 β 2: 2 XP
- Level 2 β 3: 3 XP
- Level 3 β 4: 4 XP
- Level 4 β Upgrade/Specialization: 5 XP
8) Level 4 Cap β Upgrades / Specializations
- Skills cap at Level 4.
- At Level 4, instead of leveling, you unlock an Upgrade / Specialization of that skill.
- You unlock that upgrade by spending 5 XP or by rolling the level-up trigger (see Luck and blow-ups).
- Upgrades are more specific skills, and the GM should usually give them easier difficulties.
9) Luck
Luck lets you push rolls beyond what your skill normally allows.
Spending Luck
- Spend 1 Luck to roll +1d6 and add it to your total.
- You can spend Luck whenever you want, including after seeing the roll.
- You can spend as much Luck as you want, as many times as you want, on the same check.
Luck and Blow-Ups (Exploding Bonus Dice)
- If a Luck die comes up 6, it blows up: roll +1 bonus d6.
- If that bonus die is a 6, roll another. Keep going until you roll something other than 6.
- All those bonus dice are added to the total.
Luck and Leveling
- If you roll a 6 on a Luck die, the skill youβre using levels up (if itβs not Do Anything).
- Luck dice count toward any all-6s thresholds used for leveling and blow-ups.
Refreshing Luck
- At the start of each session, each player gets 1 Luck.
- You can also buy Luck: 2 XP = 1 Luck.
10) Wounds (4 Levels)
Wounds are a condition track. The GM decides when you take wounds.
- Superficial β Clears with basic first aid or a nightβs rest.
- Seriously Injured β -3 to all checks. Requires advanced medical care to clear. May cause permanent damage.
- Unconscious / Bleeding Out β You canβt act. Requires immediate advanced medical attention or you die. Causes permanent damage.
- Death β If you take more wounds after Level 3, you die.