The Dice

Exodus NDS uses a custom set of polyhedral dice. Each die face shows one or more symbols. At the end of a roll, symbols are read together to determine the outcome of an action.

The Six Symbols

There are three opposing pairs of symbols. Symbols within a pair cancel each other out, except where noted.

Success and Failure

The primary result of any check. Net Successes mean the task is accomplished. Net Failures mean it is not. A check with zero net Successes or Failures is still a failure. You need at least one Success to succeed.

Boon and Bane

Secondary effects that layer onto the primary result. Boons represent things going unexpectedly well, even a failed check can generate Boons. Banes represent complications, even a successful check can generate Banes. Universes and the GM define what Boons and Banes mean in specific situations.

Breakthrough and Calamity

Exceptional results. A Breakthrough contributes one Success to the pool and triggers a significant positive effect. A Calamity contributes one Failure to the pool and triggers a significant negative effect. The contributed Success or Failure may be cancelled by opposing symbols in the normal way, but the special effect always triggers regardless of whether the check succeeds or fails. Each appears on only one face of the highest-tier dice.

Designer Note

Boons and Banes do not determine success or failure, only Success and Failure symbols do that. Boons on a failed check and Banes on a successful check are both common and intended.

The Six Dice

Dice come in three size pairs. Each pair shares a die shape, distinguished by color and symbol distribution. Positive dice build your pool. Negative dice represent difficulty and opposition.

Die Type Shape Role
Boon Die Positive d6 Situational advantage
Bane Die Negative d6 Situational disadvantage
Ability Die Positive d8 Base characteristic pool
Trial Die Negative d8 Base difficulty
Mastery Die Positive d12 Trained skill pool
Crisis Die Negative d12 Upgraded difficulty

Die Face Reference

Boon Die (d6)
Faces Result
1–2 Blank
3 Boon
4 Boon + Boon
5 Success + Boon
6 Success
Bane Die (d6)
Faces Result
1–2 Blank
3–4 Bane
5–6 Failure
Ability Die (d8)
Faces Result
1 Blank
2–3 Success
4 Success + Success
5–6 Boon
7 Success + Boon
8 Boon + Boon
Trial Die (d8)
Faces Result
1 Blank
2–3 Failure
4 Failure + Failure
5–6 Bane
7 Failure + Bane
8 Bane + Bane
Mastery Die (d12)
Faces Result
1 Blank
2–3 Success
4–5 Success + Success
6–8 Success + Boon
9 Boon
10–11 Boon + Boon
12 Breakthrough
Crisis Die (d12)
Faces Result
1 Blank
2–3 Failure
4–5 Failure + Failure
6–7 Failure + Bane
8–9 Bane
10–11 Bane + Bane
12 Calamity
A Breakthrough or Calamity should always produce an effect that is meaningfully stronger than standard Boons or Banes. These results represent turning points, sudden reversals, or decisive moments in the narrative.