Chapter 1: Core Concepts
Learn the foundation of Frame-Shift: how characters are built, how motivations shape play, and how
scenes are driven by player choice.
Example 1: Starting a Session
Use the introductory questions to establish what the character wants and what the scene tension
will be.
Chapter 2: Contests
Many actions are contested, either by an opponent or by the world itself. When an action is
contested, roll your skill using a number of d6s equal to the tier of the ability. The GM determines
a difficulty for the contest, rolling an appropriate number of d6s against yours. Tally the totals
and compare. Ties go to the person doing the action in directly opposed contests, or to the GM
otherwise.
Skill Tiers & Dice Pools: The tier level of your applicable skill determines the
number of d6s in your dice pool (e.g., Tier 4 rolls 4d6).
Quick Contests: Some contests should be resolved even more quickly; set the
difficulty of the roll to the DC based on the tier of difficulty. Higher tier actions are relatively
more difficult to perform.
| Tier |
1 |
2 |
3 |
4 |
5 |
| Quick DC |
4 |
8 |
12 |
16 |
20 |
Modifying Contests
The math behind contests is fairly strict. Modifiers have a larger impact on the outcome of the
contest than you might expect. For an easy/hard roll add or subtract 1 from the Quick DC. For a very
easy/hard roll add or subtract 2 from the Quick DC.
A Tier 5 contest with a DC of 20 has about a 30% chance of success. Adding the Very Hard tag
lowers that to about 15%, while adding the Very Easy tag raises it to about 50%.
Advantage & Disadvantage: Rolling with Advantage adds +1d6 to your contest roll,
while rolling with Disadvantage subtracts 1d6. Advantage and Disadvantage can stack when multiple
tactical factors or abilities apply, modifying your dice pool to a maximum of 8d6
and a minimum of 1d6.
Critical Success / Failure: If you roll a DC +/- 6, you get a critical success or
failure. Critical successes and failures are narrative and are up to the GM, including confirmation,
unless otherwise specified.
Chapter 3: Skills
Skills represent your character's training and specialized capabilities. Skills follow a branching
logic system from broad attributes down to specific actions:
Skill Branching Logic
- Tier 1 — Attempt Anything: The universal baseline every character possesses
(rolls 1d6).
- Tier 2 — Attribute / Skill Tree: A core attribute or special skill domain
(rolls 2d6).
- Tier 3 — Category of Actions: A major group of actions governed by the
attribute (rolls 3d6).
- Tier 4 — Subcategory: A focused discipline or technique within the category
(rolls 4d6).
- Tier 5 — Specific Action: A highly specific action (rolls 5d6).
Skill Tiers & Dice Pools: The skill tier number equals the exact number of d6s
rolled when taking an action (e.g., Tier 4 Scimitar = 4d6).
Example Skill Trees
Note: These are guidelines and examples.
- Attempt Anything (Tier 1)
- Mental (Tier 2)
- Medicine (Tier 3)
- First Aid (Tier 4)
- Tourniquet Application (Tier 5)
- Fighting (Tier 2)
- Physical (Tier 2)
- Social (Tier 2)
Chapter 4: Actions
Basic actions are the foundation of play. They let characters interact with the world, assist each
other, and respond to danger.
Basic Actions
Attack
You use a weapon or natural feature to attack. Each subsequent attack action is less accurate
and is made at Disadvantage.
Help
When another character tries to do something, you can assist them as a reaction if you are in
a position to help. When you do so, roll an appropriate skill. If any of your dice has a
higher value than the person you are helping, you can replace their lower valued dice with
yours.
Interact
You interact with an object (e.g., opening a door).
Move
You crawl, run, or walk.
Crawl
You crawl five feet.
Run
You move your speed. The default movement speed is 25 feet but Frames may alter this.
Walk
You move ten feet. You gain Advantage when defending against a reaction based on
movement.
Prepare an Action
Designate a trigger and an action, when that trigger happens you perform the action as a
reaction.
Take Cover
You bravely hide behind a stack of crates. Sufficient cover from an attack grants you
Advantage on your defense.
Other
You do something outside of what is defined here. Your GM may decide that what you are trying
to do takes multiple actions, or even rounds.
Complex Actions
Complex Actions allow you to modify how a standard action functions based on the situation:
- Increased Time: You can dedicate extra time to a task (spending multiple
actions or consecutive rounds) to execute a delicate maneuver safely or lower the required
difficulty.
- Increased Difficulty: You can attempt a rushed or high-risk variation of an
action by accepting a higher DC or rolling with Disadvantage.
Example: Complex Attack (Multi-Target)
Normally, a standard Attack action spends 1 action to target a single enemy in
an opposed contest. A Complex Attack modifies the standard action rules to
attempt something more ambitious:
If you face two enemies and want to strike them both in a single fluid move, you declare a
Complex Attack. You still spend 1 action, but your attack roll is made at
Disadvantage (-1d6) against the defense of each opponent individually.
Chapter 5: Combat
Combat in Frame-Shift is fast-paced and tactical. At the start of your turn, you gain three actions.
Characters will trade blows and actions until the combat resolves. Keep in mind that advantage and
disadvantage make a large difference, so seek out ways to gain and inflict them!
Determining Initiative
When combat begins, all participants roll for Initiative to determine turn order:
- Dice Pool: Roll a number of d6s equal to your Character Level
(e.g., Level 2 = 2d6).
- Tally Roll: Tally the total result of your initiative roll. Combatants take
their turns in order from highest total score to lowest.
- Tie-Breaking: If combatants tie on an initiative score, the players decide who
goes first.
Damage
Damage values will be determined by the Frame.
Chapter 6: Your Character
Since each setting has different needs, your character sheet will be defined in the Frame.