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 RangeDifficultyExample
1–3TrivialTying your shoelaces amidst a slight breeze.
4–6EasyClimbing a wall with plenty of handholds.
7–9ModerateConvincing a reluctant NPC to share information.
10–12ChallengingDeciphering a coded message under pressure.
13–15DifficultSpotting a hidden figure in a crowded marketplace.
16–18Very DifficultDisarming a trap while enemies approach.
19–20Near ImpossibleLeaping 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.

DifferenceWho NarratesDescription
+10 or morePlayer narratesYou succeed with flair — your adversaries might even applaud.
+5 to +9Player narratesYou succeed and turn heads while doing so.
+1 to +4Player & GMSuccess with minor complications or unpolished execution.
0GM, player softensA close call — you just scrape by.
-1 to -4GM, player adds detailA small setback or complication arises.
-5 to -9GM, minimal player inputA major issue emerges — you're in a tough spot.
-10 or lowerGM narratesA 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.

LevelRepercussionsHealingExample
1-1 to Attacker or Defender rollsFirst aid kit or weak magic. Can heal on its own.Sprained ankle, bruised muscle, eye-strain.
2-2 to any related physical checksModerate 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.
5Auto-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.