Playing Outrunners
Rules, mechanics, and the systems that drive every session.
Skill Checks
When an Outrunner attempts something risky, the GM calls for a Skill Check. Roll the appropriate Stat Die against a Difficulty Check (DC). The result determines not just success or failure, but who gets to narrate what happens.
| DC Range | Difficulty | Example |
|---|---|---|
| 1–3 | Trivial | Tying your shoelaces amidst a slight breeze. |
| 4–6 | Easy | Climbing a wall with plenty of handholds. |
| 7–9 | Moderate | Convincing a reluctant NPC to share information. |
| 10–12 | Challenging | Deciphering a coded message under pressure. |
| 13–15 | Difficult | Spotting a hidden figure in a crowded marketplace. |
| 16–18 | Very Difficult | Disarming a trap while enemies approach. |
| 19–20 | Near Impossible | Leaping between rooftops while dodging obstacles. |
Failure as Storytelling: A failed roll isn't the end — it's a chance to push the story in new directions. A failed roll might reveal hidden information, attract unwanted attention, or create an unexpected complication.
Narrative Control
The difference between your roll and the DC determines who narrates the outcome. This is the heart of Outrunners — shared storytelling driven by the dice.
| Difference | Who Narrates | Description |
|---|---|---|
| +10 or more | Player narrates | You succeed with flair — your adversaries might even applaud. |
| +5 to +9 | Player narrates | You succeed and turn heads while doing so. |
| +1 to +4 | Player & GM | Success with minor complications or unpolished execution. |
| 0 | GM, player softens | A close call — you just scrape by. |
| -1 to -4 | GM, player adds detail | A small setback or complication arises. |
| -5 to -9 | GM, minimal player input | A major issue emerges — you're in a tough spot. |
| -10 or lower | GM narrates | A disaster strikes, with long-term or fatal consequences. |
The Hands of Fate
Fate Points are earned through roleplay, risk, and engaging with your Vision. Spend them to invoke powerful narrative abilities.
Destiny's Sacrifice
Sacrifice something meaningful to automatically succeed on a critical roll.
Divine Intervention
Call on a higher power or cosmic force to shift the narrative in your favor.
Shared Destiny
Link your fate to another Outrunner — if one succeeds, both benefit.
Temporal Shuffle
Rewind a brief moment in time to change one decision or action.
Fate's Favor
Gain advantage on your next roll, no questions asked.
Vision Recall
Recall a forgotten detail from your Vision that provides a crucial clue.
Combat
Combat in Outrunners follows the same Narrative Control system as everything else. There are no initiative rolls or turn orders — the fiction drives who acts when. The difference on the Narrative Control table determines injury levels in combat.
Injuries
Outrunners uses a 5-level injury system instead of hit points. Each level stacks penalties and increases the stakes.
| Level | Repercussions | Healing | Example |
|---|---|---|---|
| 1 | -1 to Attacker or Defender rolls | First aid kit or weak magic. Can heal on its own. | Sprained ankle, bruised muscle, eye-strain. |
| 2 | -2 to any related physical checks | Moderate DC magic or medical attention. May evolve to Level 3. | Minor burn, minor open wound, minor fractures. |
| 3 | -3 physical, -2 mental. Movement limited. | Challenging DC magic or medical attention. May evolve to Level 5. | Broken bone, deep puncture wound, third-degree burn. |
| 4 | -5 to all checks. No magic. Movement extremely inhibited. | Immediate professional medical attention. Very Difficult to heal with magic. | Severed tendon, spinal injury, ruptured organ. |
| 5 | Auto-fail physical, -6 mental. No Aptitudes. | Will result in death if left untreated. | Infected wound, sepsis, internal bleeding. |
Character Death & Endgame
Death in Outrunners is not a failure state — it's the ultimate narrative beat. When an Outrunner falls, their Vision comes full circle. The question was never “will they die?” but “what did they do with the time they had?”
“There are no favors with death.”
Facing the Inevitable
The endgame is when the Harbinger closes in and the Visions sharpen into reality. Players must decide: face their fate head-on, sacrifice for others, or make one last desperate attempt to rewrite destiny. The dice have the final word.