“Now I shall sing of the second kingdom, there where the soul of man is cleansed and made worthy to ascend to Heaven. Here from the dead let poetry rise up, O sacred Muses. Since I am yours, here let Calliope arise...” Purgatorio I.4-9, by Dante Alighieri

Rules and Mechanics

Like many pen and paper role-playing games, The Second Kingdom uses dice to resolve the outcome of uncertain and dramatic actions. The Second Kingdom employs ten sided dice and each player should have half a dozen to make use of. Players do almost all of the rolling in The Second Kingdom. The gamemaster rarely rolls dice, and then, only in direct response to the actions and rolls of the players.

Challenge Rolls

When a player character attempts an action that is difficult, that is attempted in adverse conditions, or that is opposed by another character, the gamemaster may call upon the use of a challenge roll to determine the outcome of the action. There are three steps to resolving a challenge roll:

1. The gamemaster assigns a challenge rating to the attempted action. A challenge rating is a number between one and ten. The higher the challenge rating, the more difficult the attempted action is to succeed at. The gamemaster also informs the player attempting the action as to which of their character's virtues is most appropriate for the action. Player characters have three virtues: courage, prudence, and temperance. Courage is most appropriate for actions involving feats of physical prowess and daring. Prudence is most appropriate for actions involving intelligence and awareness. Temperance is most appropriate for actions involving resolve or force of will.

2. The player rolls one ten sided die, plus one additional ten sided die for each point there virtue is above the challenge rating. For example: If a player character's virtue is six and the challenge rating of an action is four, then the player would roll three dice total. One die automatically, and then two additional dice because six is two higher than four. If a player character's virtue is eight and the challenge rating of an action is eight, then the player would roll one die total. If a player character's virtue is four and the challenge rating is five, then the player would again roll one die total.

Players may decide to temporarily increase their appropriate virtue by up to three points by spending conviction on a one to one basis. No virtue can be increased over ten in this fashion. For example: If a player character's virtue is four and the challenge rating of an action is five, then the player could spend three conviction to temporarily increase their virtue to seven, allowing them to roll three dice total rather than only one. When a virtue is temporarily increased in this manner, the virtue returns to its normal value as soon as the roll is resolved, but the conviction is spent and gone.

3. Once the dice are rolled, each die that rolls an eight or nine is counted as one success, and each die that rolls a ten is counted as two successes. If a roll results in a total of zero successes, then the action is considered to be a failure. Failed challenge rolls result in outcomes that do not favor the player character. The player character misses, falls short, gives out, makes a mistake, or loses.

If a roll results in a total of one success, then the action is considered to be partially achieved. A partially achieved action results in the player's desired outcome, but also entails a minor setback that makes future action attempts even more difficult. 

If a roll results in a total of two successes, then the action is considered to be fully achieved. A fully achieved action results in the player's desired outcome, with neither any advantageous or disadvantageous side effects.

If a roll results in three or more successes, then the action is considered to be exceptionally achieved. An exceptionally achieved action results in the player's desired outcome, and also entails a minor advantage that makes future action attempts even more rewarding.

Fate Rolls

Fate rolls are used when the player characters or the world around them is exposed to random effects and conditions. Fate rolls involve a player or gamemaster rolling two, ten sided dice, then halving the numbers on those dice (rounding up) and comparing the two dice to an appropriate five by five chart to determine the outcome. Fate rolls determine things like what loot is discovered after combat, where hallways lead in forgotten ruins, how the weather or landscape changes in front of the players, the morale and decision making of monstrous beings, and sometimes the volatile outcome of powerful sorceries.

Attack Rolls

Attack rolls are used to resolve the outcome of both player character and non-player character attacks. There are four steps to resolving an attack roll:

1. The attacker chooses one of their available and valid maneuvers, keeping in mind that certain maneuvers have situational requirements that must be met in order to use them.

2. The attacker rolls three, ten-sided dice and then assigns one die to be the accuracy die, one die to be the speed die, and one die to be the power die. These dice are then increased by the bonuses provided by the attacker's chosen maneuver. No die can be increased over ten in this fashion. The final attack dice results are laid out in a line.

3. The defender, who is the target of the attack and attack roll, rolls two, ten-sided dice. The defender then chooses which two of the attacker's dice they will set their own two dice opposite of. Setting a defense die opposite of an attack die is called "guarding against X" where X is either accuracy, speed, or power. When the defender guards against accuracy and speed, they are considered to be dodging. When the defender guards against accuracy and power, they are considered to be parrying. When the defender guards against speed and power, they are considered to be blocking. The defender's dice are then increased based on the type of defense they have chosen and the defense bonuses provided to them by their armor, relics, and other abilities.

4. The attack dice and defense dice are then compared. If none of the guarded attack dice are equal to or greater than the defense die opposite them, then the attack fails and results in a "full defense." A full defense often allows the defender to counter attack and punish their attacker. If one of the guarded attack dice is equal to or greater than the defense die opposite it, then the attack is a success and results in a "minor strike." A minor strike is the first strike listed for the attacker's chosen maneuver. The attacker applies the minor strike's effects to the defender. If both of the guarded attack dice are equal to or greater than the defense dice opposite them, then the attack is a success and results in a "major strike." A major strike is the second strike listed for the attacker's chosen maneuver. The attacker applies the major strike's effects to the defender.

Deacon's character, Evander, attempts to attack a horde of smoldering demons with his long spear. Deacon selects the maneuver, Iron Gale, which is strong against hordes of enemies and grants +2 accuracy, +4 speed, and -1 power to attack dice. Deacon rolls three dice and gets 2, 6, and 9. Deacon considers the dice and his bonuses and assigns the 2 to speed, the 6 to accuracy, and the 9 to power, for final attack dice of 8 accuracy, 6 speed, and 8 power. 

The gamemaster rolls two dice on behalf of the demon defenders and gets 5 and 7. The gamemaster sets the 5 to guard against speed and the 7 to guard against power. The speed/power defense is a block, and the gamemaster finds the demons' block bonus of +2 to one die and +1 to the other die. The gamemaster applies the +2 bonus to the 5 against speed, and the +1 bonus to the 7 against power, for final defense dice of 7 against speed and 8 against power.

The 7 against speed is higher than the 6 speed attack die, but the 8 against power is only equal to the 8 power attack die. Since one of the guarded attack dice is equal to or greater than the defense die opposite it, Evander's Iron Gale is a success and results in a "minor strike." Iron Gale's minor strike is "pierce." Pierce deals damage to the target equal to the attacker's final accuracy die. Therefore, Evander's attack results in the demon horde taking eight points of damage.

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