Chapter D: The Dice
The Great Space Butt
All action within the BrikVerse originates in the Farce, and the Farce expresses Itself through the six archetypal Dice. These Dice shower down continuously throughout the lives of all minifigs, determining their every success and failure in an uncaring downpour, but the perception of normal minifigs is not expanded enough to detect them without magikal or pharmeceutikal aid. Few minifigs are granted the vision to see the Dice, and those who do are often driven permanently and horrifyingly sane.

To respectable minifigs, Dice are a myth, superstition, or blasphemy. Minifigs of all ages get their mouths washed with soap if they're caught saying the the four-letter D-word in the wrong company. But to Dieists whose snake eyes have been opened, the Dice are real - the living instruments of the Farce itself, willful and treacherous and definitely not on anyone's side.



Dice and Diemons
Your Parents
If your parents are worried about Diemonic influence, tell them it's actually pronounced Di-é-mon.

It's not true, but for some reason parents tolerate their kids summoning all kinds of violent supernatural monsters as long as there's a mark over the e.
The creation of the infinite BrikVerses are the purview of Humans, but the will of those realities is decided by the Dieties of higher and lower Diemensions who express their influence through the unfathomable Dice.

The only element of BrikWars outside of Humans' direct control, the geometry of a rolling Die is a reflection of its internal Diemons, tiny elemental spirits who act as polyhedral agents of chaos to disrupt the best-laid plans of Humans and minifigs. When minifigs manage to harness the powers of one or more Dice, they can be used to create SuperNatural Effects according to their inner Diemons' elemental properties, but Diemons have a will of their own.

Depending on his abilities, a minifig may be able to summon or release Diemons from his Dice. Less commonly, Diemons can escape on their own, crossing the barriers between Diemensions and leading unpredictable Dice rebellions. When a Diemon appears in the real world, it appears as an elemental Vermin with Size 0" and Armor:0, normally taking the form of a MunchFig or other small one-piece creature. During its turn, a Diemon can either engage in Movement with its own Die roll worth of inches, or take a single Action using its own Die as its Skill rating.

In addition to these attributes, each variety of Diemon has one extra ability or advantage according to its elemental nature.


Diemension4: The Half-Ass Vortex
Diemension4
In the crashing plasma storms of the Half-Ass Vortex, everything is in constant motion and unrest, and the line between Fudge and Poop can be difficult to distinguish.
Faith: Trianglism, a breakaway Bob-ist sect preaching the existence of triangles
(BrikWiki entry: Triangulism)
Monsters: Jaw-Jaws, ravenous coprophages on the hunt for poop
(BrikWiki entry: Dungan Jaw-Jaw)
Dimmies, zombie frat bros who oppose quality or consistency in any form
(BrikWiki entry: Dimmy)
The Corrosive 4pion
SN Die Cost Element Variants Notes
d4 3CP / ½Ű Fire Acid, Poison, Disease d4s are used for Fire and other continuing Damage

The d4 is the likeliest of all the dice to betray its owner, and also the likeliest to multiply and spread out of control. SuperNatural d4s used for Damage always cause some form of continuing Burning effect, whether for fantasy mainstays like fireballs and acid sprays, or for post-apocalyptic nightmare fuel like zombie infection, fundamentalist religious evangelism, and internet drama.

The Corrosive 4pion
Diemon Stats Bonus
4pion Size:0", Armor:0; Skill:d4 or Move:1d4" 1d4 Burning

A d4's Diemon is a 4pion, and it mindlessly consumes everything in its path. 4pions typically take the form of shelled scorpions and other venomous Vermin.

A 4pion burns with its own elemental corrosion, damaging objects it touches. A 4pion is immune to the effects of its own element (an Acid 4pion can't be harmed by acid attacks, for example), but on a poor roll it can burn itself out of existence without warning.

At the beginning of its turn, a 4pion makes a Burning Roll as if it were on Fire (8.5: Field Hazards), rolling 1d4. If the Burning Roll is a 1, then the 4pion burns out and disappears, and its d4 returns to its owner. Otherwise, the Burning works as normal: the Burning spreads to one object the 4pion is in contact with, as long as the object has a Structure Level less than the number rolled on the Burning Roll (7.1: Structure).


Diemension6: The Rainbow Block Grid
Diemension6
The Rainbow Block Grid is an endless block of multicolored architecture spanning to infinity in every direction.
Faith: BrickMasonry, a benevolent fraternity and mystery cult that oversees all conspiracies in the BrikVerse
(BrikWiki entry: BrickMasonry)
Monsters: BlokBots, minifig-shaped block constructions that destroy everything in their path
(BrikWiki entry: BlokBot)
The Solid 6creant
SN Die Cost Element Variants Notes
d6 4CP / 1Ű Earth Bone, Plastic, Wood -

As the blockiest die, the d6 is most closely attuned to the physical structure of a brick-built universe. The SuperNatural d6 is the Die of blocks, and it's dull and steady as dirt.

The Solid 6creant
Diemon Stats Bonus
6creant Size:1", Armor:1d6; Skill:d6 or Move:1d6" Size:1", Structure Level ½, Armor:1d6

The d6's Diemon is the 6creant, who enjoys a physical size and structure that other Diemons lack. 6creants may appear as skeletons, golems, or terrifying minifig-shaped collections of bricks known as BlokBots.


Diemension8: The Playtrix Stream
Diemension8
The PlayTrix Stream is an realm of flowing information, where reality is twisted into 8th-Diemensional pretzels and octofurcated timelines by terrible wordplay.
Faith: The Farce, a humor field that permeates and binds the BrikVerse, divided between a Lite Side, a Snark Side, and a Dim Side
(BrikWiki entry: Farce)
Monster: Pacifass, an inverse Warhead from the NegaVerse who uses PsychoTherapy to facilitate the terrible spread of Peace
(BrikWiki entry: Pacifass)
The Ingenious 8vian
SN Die Cost Element Variants Notes
d8 5CP / 1Ű Air Smoke, Wind, Knowledge, Breath a d8 used for Range may also add +1 Firing Arc

The SuperNatural d8 is the Die of wind, and particularly of sprays and breath weapons. Any time a SuperNatural d8 is used to add inches of Range, the player has the option to add +1 Firing Arc to the final Effect if it's appropriate to do so.

The Ingenious 8vian
Diemon Stats Bonus
8vian Size:0", Armor:0; Skill:d8 or Move:1d8" Spider crawling;
Either Flying Movement or
d8 Specialty, chosen at creation

The d8's 8vian is a Diemon of thought and breath. Taking the forms of birds, bats, and spiders, 8vians vary in nature more than the Diemons of other dice. All 8vians have a spider crawling ability that lets them traverse surfaces at any angle.

When an 8vian is created, it may choose a single d8-based Specialty from any standard minifig specialist (for instance, it might choose the Medik's Ker-Triage! Specialty and act as an 8vian Medik from that moment forward (10.2: The Medik)). Iif the Specialty requires Tools, the 8vians will have to find their own. If the 8vian chooses no Specialty, it gains Flight ability instead.


Diemension10: The Circles of Hellius
Diemension10
In the interlocked Daemonic realms of The Circles of Hellius, warfare and conflict play out in infinite variety and forms, acting as the driving engine of all metal music in the BrikVerse.
Faith: The First Universal Church of Kaboom, an even more violent extremist offshoot of the First UNiversal Kult of Yxplosions (FUNKY)
(BrikWiki entry: First Universal Church of Kaboom)
Monsters: Daemons, abominations of blood, metal, fire, and ice who seek glory and power in the Daemonic Courts
(BrikWiki entry: Daemon)
The Exceptional 10amyte
SN Die Cost Element Variants Notes
d10 6CP / 2Ű Metal Explosions, Glory can add to or subtract from Structure Levels directly;
adds +2" radius to any Effect

The SuperNatural d10 is the Die of Explosions and metal. Regardless of how it's used, d10s add an Explosion-like radius to the target area of any Effect, and they can be used to raise or lower a target's Structure Level.

What happens if a minifig uses a d8 and a d10 in the same Effect? Can he create an Arc of Explosions? SuperNatural Effects are based on a unit's SuperNatural Cliché, not on which dice it happens to be using. If a wizard is casting Spray of Fireballs, then you already know what those d8s and d10s mean. If the wizard is rolling d8s and d10s and trying to make up an Effect after the fact, then the player is doing it wrong.

Diemon Stats Bonus
10amyte Size:0", Armor:0; Skill:d10 or Move:1d10" Can self-destruct at any time
in a 1d10 Explosion

The Diemon of a d10 is the 10amyte, who prefers to take the form of small explosives, a golden idol, or, occasionally, an electric guitar. A 10amyte's special ability is simple: at any moment, for any reason, it can blow itself up in a 1d10 Explosion. This self-destruction is instantaneous and doesn't require an Action. The 10amyte's d10 is then returned to its owner.


Diemension12: The Magistik Czat
Diemension12
The Magistik Czat is a Gnostic realm of SigFigs and other avatars, whose transitory forms are shaped entirely by momentary breaks in Human apathy.
Faith: The Cult of the Player, a secretive and shameful belief in individual Human Demiurges who use chosen minifigs to make war
(BrikWiki entry: Dice Worship and the Cult of the Player)
Monsters: Humans, strange bundles of fingernailed bony sausages who descend from unknowable infinities in order to throw Dice
(BrikWiki entry: Human)
The Elusive 12vard
SN Die Cost Element Variants Notes
d12 7CP / 2Ű Magik Energy, Humanity d12s used for Range ignore obstacles;
d12s used for Damage ignore Deflection

The SuperNatural d12 is the unpredictable Die of magik and energy. Representing pure SuperNatural energy disconnected from any "natural" element, it's available only to the most divine or esoteric beings. A d12 used for inches of Range can allow Effects to pass through obstacles for those inches; a d12 used for Damage ignores Deflection.

The Elusive 12vard
Diemon Stats Bonus
12vard Size:0", Armor:0; Skill:d12 or Move:1d12" Phasing Movement, Stealth

The 12vard is the rarely-seen Diemon of a d12, usually appearing (if it's visible at all) as a ghost or a mysterious ball of light.

A 12vard can phase itself (along with any objects it's carrying) through solid objects during Movement, making it immune to any non-d12 Damage and allowing it to easily bypass physical obstacles. It's phasing range is limited, however; the Diemon must un-phase at the end of each turn. If the 12vard is still inside of an obstacle at the end of its Movement, it's immediately annihilated and its d12 is returned to its owner.

A 12vard has the advantage of Stealth (11.2: Minifig Specialists). A 12vard that's moving while Hidden waits to roll all of its movement d12s until the moment it's revealed, making its movement range increasingly difficult to predict the longer it stays Hidden.


Diemension20: Rl'yego
Diemension20
Rl'yego is a warped realm of hyperbolic geometries and illegal building techniques. Its colors outside of space and time are rumored to have been the source of the Gray Shift.
Faith: The KaThulhik Church, an ancient and entrenched torture-worshipping cult, most often symbolized by an innocent victim nailed to two crossed pieces of wood.
(BrikWiki entry: KaThulhik Church)
Monster: BrikThulhu, a Ragnoroktopus best known for arranging the annihilation of BrikVerses.
(BrikWiki entry: BrikThulhu)
The Inescapable 20kles of BrikThulhu
SN Die Cost Element Variants Notes
d20 Sanity Water Chaos, Extradimensional Geometry d20 is only available to BrikThulhu

Water and chaos are associated with the SuperNatural d20, but minifig Mystiks have yet to encounter one of these mind-shattering Dice without suffering immediate and permanent Ensanity. Along with an irrational number of non-Euklidean dice like the Dodekube of Non-Consensual Enlightenment, the d20 is available only to BrikThulhu.



SuperNatural Powers

In every age, there are minifigs gifted with abilities that defy natural explanation, allowing them to grab the laws of Physix and twist them into pretzels. Some are blessed with arcane knowledge, psychik ability, divine favor, or affinity with the Farce. Others attribute their powers to martial-arts mastery, genetik mutation, or an unforeseen reaction to the rays of a yellow sun. Many have no explanation other than complete Koincidence and dumb luck.

It would be impossible to list every super power, spell, psychik ability, and avenue of divine intervention that might occur to the imaginations of players. Instead, SuperNatural Powers in BrikWars are based on a system of SuperNatural Clichés and powered by SuperNatural Dice.

The SuperNatural Cliché
In the same way that some minifigs become Heroes through the development of an Action-Hero Cliché; others become SuperNatural by pursuing a SuperNatural Cliché. (A few develop both types and become SuperNaturalHeroes, but this is largely redundant and is not considered the most efficient use of their efforts.)

DC Comics and Marvel Comics tirelessly defend their joint trademark on the word "SUPERHERO™." Players who have Heroes that are also Super should avoid making the mistake of ever using the two descriptors in conjunction.

SuperNaturally-powered minifigs draw their stereotypes from the same video games and cartoons as Heroic ones, but their powers are inspired by the supporting cast as often as by the main protagonists and villains.

SuperNatural Clichés
SuperNatural Genre Example Clichés
Wizard Necromancer, Pyromancer, Proxymancer, Pantsomancer
Comic Book Hero Super Strong Guy, Super Fast Guy, Super Spider Guy, Super Wonder Lady Guy
Martial Artist Mystik Ninja, Pedi Knight, Sword Saint, Wandering Monk, Playtrix Hacker
Religionist Zealot BrikThulhian Kultist, Holy Clerik, Rules Lawyer
Psychik Pyrotechnik, Telekinetik, Mindcontrolnik, Psychotherapeutik
Sci-Fi Mad Scientist, Energy-Based LifeForm, Tech Wizard
Abomination Nega-Daemon, Baalvillain, Vampire, Ghost

When choosing a SuperNatural Cliché, it's best to have a specific character in mind - three units with the "Vampire" Cliché might have completely different powers if one is based on Bram Stoker's Dracula, one is pulled from an RPG monster manual, and the third is the sparkly kind.

Where Heroes develop ridiculous accents as an involuntary side-effect of Heroism, SuperNatural units develop funny voices on purpose, in response to years of persecution from jaded skeptics and jealous non-SuperNatural MereMortals. The more SuperNatural power a unit collects, the greater the SuperNatural chip on his shoulder grows, and the more likely he is to limit himself to speaking only in booming echoes, testosterone growls, or mysterious whispers. Before long, he's put together a ludicrous outfit and accessories to match, not realizing that these affectations only lead to being taken even less seriously than before.

This is not a practice drill
Little is known about the Foreman, one of the founding members of the Planetcrackers, but plenty is known about the Foreman's gear. The experimental armor is equipped with jumpboots, a standard portable drill, an energized rock saw, a pair of gravity manipulators, a solidslight shield and the fabled beam-hammer, Stonesmite.
Photo: Zahru II
from "Codex Perwar"
Elements shown: LEGO

SuperNatural Talismans
A SuperNatural unit's ridiculous accessories do more than just make them easy targets for mockery - they're the physical Talismans that bind SuperNatural Dice to their will.

As with Minds, Weapons, and other special devices, each of a SuperNatural unit's SuperNatural Dice must be based in a specific physical element or elements so that enemies have the chance to target them for destruction or theft. An element that carries a SuperNatural Die is called a Talisman, and a separate Talisman is required for each SuperNatural Die. The powers of these Talismans are controlled by whatever Creature possesses them, inevitably making them the subject of violent avarice.

SuperNatural Talismans
SuperNatural Genre Example Talismans
Wizard magic hat, magic staff, magic book, magic beard, magic crystal
Comic Book Character super cape, super hammer, super utility belt, super armor, super crystal
Martial Artist ancient weapon, ancient ninja headband, ancient chest tattoo, ancient crystal
Religionist Zealot holy relic, holy book, holy musical instrument, holy crystal
Psychik glittery pocketwatch, glittery tinfoil hat, glittery focus crystal
Sci-Fi shiny nanotech mod, shiny cybernetic implant, shiny energy crystal
Abomination cursed amulet, cursed mutant body part, cursed crystal

Any object can be used as a Talisman and imbued with SuperNatural power. SuperNatural abilities can be placed directly into a minifig's body parts - skulls, beards, and mustaches are popular Talismans - but machines, animals, fancy outfits, and random inanimate objects can be Talismans as well, through enchantment, possession, alien teknology, or by a minifig's failure to realize the power was within himself all along.

The more SuperNatural Dice under a unit's control, the more Talismans it has to carry. It's hard for SuperNatural objects to be subtle, especially when glowing crystals are so often their main ingredient. SuperNatrual units, devices, and Vehicles become increasingly more ostentatious and ridiculous as they become more powerful.



SuperNatural Effects
Your Parents
If your parents are worried about Diemonic influence, tell them it's actually pronounced Di-é-mon.

It's not true, but for some reason parents tolerate their kids summoning all kinds of violent supernatural monsters as long as there's a mark over the e.
The power of a SuperNatural creature or object is determined by the SuperNatural Dice under its control. A unit spends its Dice, singly or in combinations, to produce SuperNatural Effects appropriate to their Cliché. SuperNatural Effects can be used to create or modify the Actions, Movement, or attributes of units, vehicles, and equipment, or to affect the results of die rolls as they happen.

Each SuperNatural Die may be spent once per turn to add to (or occasionally subtract from) one Aspect of a SuperNatural Effect, described further below. Similarly to spent Actions, a spent SuperNatural Die returns at the beginning of its controlling unit's turn and becomes available to spend again, unless the unit decides to keep it active in a Lasting Effect or as a summoned Diemon.

For every SuperNatural Die a unit has spent, the unit suffers a cumulative -1 Skill Penalty until that Die is returned, usually at the beginning of its next turn. The more Dice it spends, the more difficult ranged Effects or even normal Actions become. SuperNatural units can counteract this by spending a Die or two to grant themselves Skill bonuses to compensate, or they can focus on using their powers to buff allied units who can handle all the Actions for them.

The power of the Great Creator compels you
In the Konfederacja and the Republik of Magyar, priests of the Church of the Great Creator accompany troops to provide spiritual guidance and morale. Armed with Holy Staves, these cleriks are known for bringing about wonders that even the most educated are unable to explain.
Photo: Duerer
from "Iudex Heavy Drone and Priest"
Elements shown: LEGO
Effect Delivery
By default, minifigs can channel their SuperNatural powers by touching a target with their Bare Hands. For willing targets or inanimate objects, this is automatic and requires no Action.

To touch a hostile target, the SuperNatural unit must successfully Shove or Grab them Close Combat. For targets that aren't close enough to touch (or who are too difficult to Shove or Grab), he has to add SuperNatural Range inches to move the Effect from himself to the target. In either case, aiming SuperNatural Effects at a hostile or distant target costs the SuperNatural unit's Action.

Wands and Staves
Weapon Cost Use Range Damage Notes
Bare Hands - 0* CC, 0" Shove 2"
or Grab
* Automatic Hit for Shoves and Grabs
Wand (S) 1CP 2 CC, 6" - extends the reach of SuperNatural Effects
by touch, melee attack, or ranged attack
Staff (M) 2CP 3 CC, 10" - Two-Handed;
extends the reach of SuperNatural Effects
by touch, melee attack, or ranged attack

Wands and Staves are special categories of minifig weapons that have no Damage rating of their own, but can be used to extend the reach of a minifig's SuperNatural Effects by a successful touch, melee attack, or ranged attack. A Wand is a Small-sized weapon that can be used in one hand, while a Staff is Medium-sized and is Two-Handed. Wands and Staves can be used in both Ranged and Close Combat, and are often made Talismans in their own right.

Lasting Effects
Under normal circumstances, spent SuperNatural Dice are returned to their owner at the beginning of his next turn, and the -1 Skill Penalty for each spent Die comes to an end. In some cases, however, he may wish to leave one or more of the Dice on their targets as a Lasting Effect. The Die is kept next to the affected target and its Effect continues for as long as it remains - an extra Armor d6 for a soldier, an animating Mind d4 for an undead skeleton, or a Curse d10 on an enemy Hero can all extend indefinitely, no matter how far away the target wanders, until the SuperNatural Unit is incapacitated or decides to cancel the Die's Effect on his own.

Lasting Effects are limited by the SuperNatural Dice left behind. For example, a unit may spend 1d8 Arc Range + 1d6 Skill to Bless multiple units in an Arc during his turn, but since he only has the single d6 to leave behind, only one of the targets can keep the Blessing as a Lasting Effect on the following turn.

A SuperNatural unit can cancel any of its Lasting Effects at any time, including during an opponent's turn, but the unit only gets its SuperNatural Dice back (and ends the Skill Penalties for having spent them) at the beginning of its own next turn. The unit is allowed to sustain a previous turn's Lasting Effect right up to the beginning of its turn and then cancel the Effect to get the Dice back immediately.


Rolling SuperNatural Dice
“This only is denied to God: the power to undo the past.”
- Agathon

SuperNatural units don't need to decide ahead of time how many SuperNatural Dice they're going to spend, if any. SuperNatural Dice are spent and rolled one by one as needed. However, SuperNatural Dice can only affect events as they occur - they can't change what's already taken place and been resolved.

It's important to know exactly when and where an Effect is targeted. If a BattleMage has his hand on the shoulder of an allied bowman firing an arrow, the BattleMage can spend a Die to boost the bowman's Attack Roll directly. Because he's touching the bowman and not the weapon, he would have to buy Range and spend an Action to have an Effect that reached the bow itself - turning the arrows into Explosive or Fire Arrows, for instance. If the bowman's attack hits, but the Damage Roll isn't high enough, then it's too late to boost the attributes of the bow - the arrow has already struck the target. The BattleMage must now buy Range all the way out to where the arrow is striking if he wants to add additional Damage Dice.

Charmed Dice
All die rolls, whether SuperNatural or mundane, have a chance to "explode" on a Critical Success - every Bonus Die can roll another Critical Success to earn another Bonus Dice, repeating ad infinitum.

If players are using the SuperNatural Abilities rules, rather than rolling a Bonus Die earned from a Critical Success rolled on a previous Bonus Die, players can keep the die and turn it into a SuperNatural Die instead, imbuing it into the unit who rolled it, the vehicle or equipment the unit was using, or the target of the roll, depending on which seems most appropriate.

The lucky recipient of the Die is now Charmed, and can keep the SuperNatural Die with the Cliché of being an even better version of whatever it already was.
SuperNatural Bonus Dice
Like regular dice, a SuperNatural Die can earn Bonus Dice whenever it lands on its highest-numbered face - but the SuperNatural Bonus Dice behave differently, due to the chaotic nature of the Farce that powers them.

SuperNatural Bonus Dice are always the same type as the SuperNatural Die that spawned them. A roll of 8 on a SuperNatural d8 earns a SuperNatural Bonus d8, for instance. And these SuperNatural Bonus Dice can earn SuperNatural Bonus Dice of their own.

Unlike regular Bonus Dice, players who earn SuperNatural Bonus Dice don't get to decide how or whether to spend them. A SuperNatural Bonus Die automatically adds to the same Aspect as the SuperNatural Die that spawned it. These supercharged Aspects are normally beneficial, but occasionally disastrous - a couple extra inches of Explosion Radius, for instance, can lead to all kinds of unintended consequences if the player wasn't planning for them.

Fumble Dice
Whenever a SuperNatural Die rolls a "1," it does not add anything to its Aspect. Instead, it turns into a traitorous Fumble Die, and is handed over to an opponent of the player's choice to use in sabotaging the Effect. The enemy may use the Fumble Die for any Aspect, adding or subtracting in whatever way seems best designed to turn the Effect in his favor - for instance, sending the Effect in the wrong direction, or causing it to strengthen a target rather than harm it. The only limitation is that the opposing player must come up with a story to explain why the Effect Fumbled in that particular way.

A Fumble Die that rolls its highest-numbered face can spawn SuperNatural Bonus Fumble Dice for the enemy player. A Fumble Die that rolls a "1" is double-Fumbled right back to the original SuperNatural unit's control.

Regardless of how it's used, the Fumble Die returns to the SuperNatural unit's control at the beginning of the next turn as usual, often feeling deeply sorry for its momentary transgression.

Physikal Manifestation
Many SuperNatural Effects occur as invisible stat boosts or penalties, having no visual or physical existence that minifigs can detect. More tangible Effects might involve a SuperNatural Object, like a ball of fire, energy beams, wings, claws, a solid wall, or loaves and fishes, or a SuperNatural Creature, like a steel golem, a lightning rat, a swarm of duck-sized horses, or a manic pixie dream alligator.

SuperNatural Objects and SuperNatural Creatures only last as long as the SuperNatural unit maintains the Effect. When the Effect ends, the objects and creatures disappear, and their SuperNatural Dice return to the controlling unit at the beginning of its next turn.

SuperNatural Objects

SuperNatural Objects
Object Cost Use Range Damage Size Notes
Object From Scratch 0 0 0"/CC 0 * * Maximum Size or XSize equal to number of Dice in Effect
Purchased Object (SN Die) (base object's stats) *

A SuperNatural Effect can take whatever form is appropriate to its nature. By default, a SuperNatural Effect can freely produce a generic object of Size 0", with no weight or substance, and zeroes for all stats - a SuperNaturally-created knife that does no damage, a rope that can't support any weight, or a helmet that protects against nothing, for instance.

By themselves, these are fine for creating dramatic illusions or spooky sounds, but if they're going to be used for any real tangible effect then their stats will need to be boosted with SuperNatural Dice. For each SuperNatural Die used in an Effect, the maximum Size of the created object increases by one inch (or, for Explosive devices, the maximum XSize is increased by one).

SuperNatural Objects created from scratch have no Use requirement; their effectiveness is based entirely on the SuperNatural Dice powering them. A SuperNaturally created sword that spends its lone SuperNatural d6 on Damage scores an automatic hit, but it has none left over for Parries, Shoves, or Counterattacks on enemy turns.

For objects whose properties can't be directly created through SuperNatural Dice, units can instead use SuperNatural Dice to buy regular objects as if they were spending CP. The player chooses the object to purchase, and then spends SuperNatural Dice to roll against the object's purchase price. If the roll is equal or higher, the unit receives the object. If the roll is lower, the dice are wasted. (If the roll is a 1, then the die has Fumbled (see further below) and the unit may discover that it's summoned something it didn't want to.) The unit can then spend additional Dice to modify the purchased object's stats as desired (as well as increasing the size limit on the purchased object - like objects created from scratch, purchased objects are limited in Size or XSize by the number of dice spent to purchase them).

SuperNatural Creatures
The power of the Great Creator compels you
Kaptain Jy'udi, Heroine of Esduin, takes advantage of an abandoned Frostborne campfire to commune with the spirits of fire and summon a fire matriarch.
Photo: Kommander Ken
from "Waves of Krimson Gold - Turn Two"

SuperNatural Creatures
Creature Cost Size Armor Skill Move Notes
Summoned Diemon 0 * 0 (SN Die)
Diemons receive bonus abilities according to Diemon type
* Maximum Size equal to number of Dice in Effect
Purchased Creature (SN Die) * (base Creature's stats)

SuperNatural Effects can also take the form of summoned creatures. Like SuperNatural Objects, SuperNatural Creatures can be created from scratch, starting with the stats of the summoned Diemon associated with a spent SuperNatural Die, or by using a SuperNatural Die roll to purchase a creature as if using CP. The unit can continue building upward from there, making its summoned creature as large or as ridiculous as the unit's remaining Dice allow.


SuperNatural Effect Aspects
SuperNatural Effect Aspects
Aspect Effects Die-Specific Bonus Effects
Range +/- Die" of Range to Effect or ranged weapon
d8 optional +1 Firing Arc to Effect or ranged weapon
Damage +/- Die of Damage to Effect or existing weapon Damage
d4 Fire Damage
d8 Blast Damage, +1 Firing Arc
d10 Explosion Damage
d12 ignores Deflection
Armor
+/- Die of Armor to object
+/- Deflection versus Damage of same die type or smaller
d10 +/- one Structure Level
(max SL:5, min SL:½)
Movement
+/- Die inches of non-flying Move
+(1/2 Die) or -Die inches of flying Move
move loose object (1" or smaller) Die inches
apply Die inches of Thrust to any loose object
Skill
+/- Die Bonus or Penalty to a single Skill Roll
+/- one Blessing or Curse Die on a smaller or equal Skill or Specialty Die
d8 +1 d8-based Specialty
Mind
+ one Action with Die Skill
- one Action to unit with a smaller or equal Skill Die

Each SuperNatural Die may be spent on one of six SuperNatural Aspects. The effects of these Aspects are combined to create a SuperNatural Effect that fits into the unit's SuperNatural Cliché.


Common uses for Range Dice :
  • Buying inches of Range between the SuperNatural unit and the target of the Effect
  • Adding Range to a weapon or ability's existing range, or subtracting Range from an enemy weapon or ability
  • Adding or subtracting Range from less common effects, like the Range at which a Hidden unit might be Detected
Range
Increase/Decrease Range: +/- (Die)" Range to SuperNatural Effect or ranged weapon stats
d8 d8s of Range can add an optional +1 Firing Arc to SuperNatural Effect or ranged weapon stats
d10 a d10 used for any Aspect adds +2" Effect Radius to a SuperNatural Effect

For any Effect, the first order of business is making sure the Effect can reach the target.

Depending on the nature of the SuperNatural Cliché, a SuperNatural unit may center an Effect on itself, it may be able to transmit Effects through physical contact (by touching an ally or inanimate object directly, or making a successful Grab on an enemy target), or it may be able to channel Effects through a weapon or tool (by touching an ally or object with the weapon, or making a successful Close Combat or Ranged attack on an enemy target).

If the SuperNatural unit isn't able to touch or hit the target directly, then it will have to spend SuperNatural Dice as Range Dice to reach it. Each Range Die is rolled to add inches of Range (spending a Range d6 adds +1d6" of Range, for example), either measured directly from the unit's hands or added to the existing Range of a weapon. Hitting a target with a Ranged Effect automatically costs an Action, but doesn't require a Skill roll unless it's part of an attack with a weapon with a Use rating (including Wands and Staves, described below).

When rolling Range Dice, the Dice are rolled one at a time and placed on the table in the position where the Effect has been moved to. This is done in case a Fumble Die is rolled before the Effect reaches its target, and the players need to know the Effect's current position to Fumble from.

Besides covering the distance to a target, Range can also come into play when trying to hit multiple targets or to cover a very large target. By default, a standard Effect affects up to a single minifig-sized (Size 1") target, or a minifig-sized section of a larger target. A SuperNatural Effect can be made to cover a larger area by spending SuperNatural d8s to cover a wider Arc, or d10s to cover a larger Radius.

When d8s are used as Range or Damage Dice, each one gives the option to add +1 Firing Arc to the Effect or to the stats of an affected weapon or device, if applicable.

When d10s are used for any Aspect, each one increases the final Effect's radius by two inches, similar to the radius of an Explosion.


Common uses for Damage Dice :
  • Damaging a target directly
  • Increasing or decreasing a weapon's Damage stat
  • Increasing or decreasing regular Damage done to a target
A hard knight's work
A mysterious Quantumstalker powers up his staff for a devastating attack, before blowing his Heroic Feat roll and landing face-first in the snow. Even the doots of mr skeltal's trumpet are unable to help him.
Photo: Kommander Ken
from "Chilled to the Bone"
Elements shown: LEGO
Damage
Increase/Decrease Damage: +/- (Die) Damage to SuperNatural Effect or weapon stats
d4 Fire Damage (or equivalent)
d8 Blast Damage, +1 Firing Arc
d10 Explosion Damage
d12 ignores Deflection

The most common application of SuperNatural Dice is as Damage Dice . Each type of SuperNatural Die delivers a specific Damage type:

  • Damage d4s deliver Fire Damage, or other corrosive Damage types like poison or acid (8.5: Field Hazards).
  • Damage d6es deliver standard Damage.
  • Damage d8s deliver Blast Damage, automatically increasing the Firing Arc by 1 and losing -1 Damage for every inch between the source of the attack and the target (8.3: Automatic Weapons).
  • Damage d10s deliver Explosion Damage (8.4: Heavy Explosives). Like regular Explosion Damage d10s, each d10 adds +2" to the radius of the Explosion.
  • Damage d12s deliver SuperNatural Damage which bypass Deflection.

When used to subtract Damage, SuperNatural Dice simply subtract from the Damage total without any type-specific side effects.

If a subtacted SuperNatural Die matches the die type of one of the dice in the Damage rating (for instance, using a SuperNatural d6 to subtract a Short Ranged Weapon's Damage rating of 1d6), players can simply cancel both dice completely, along with any associated side effects.


Common uses for Armor Dice :
  • Bolstering or weakening a target's Armor
  • Using d10s to bolster or weaken a target's Structure Level
Armor
Increase/Decrease Armor: +/- (Die) Armor to target object
d10 when using d10s, this also affects the Structure Level (max SL:5, min SL:½)

Increase/Decrease Deflection: add or subtract one level of Deflection against all Damage dice of equal or smaller size

Rather than dealing or nullifying Damage directly, it can be more advantageous to SuperNaturally weaken or strengthen a target's Armor instead.

Supernatural Dice can be spent as Armor Dice to affect a target's Armor or Deflection. SuperNatural d10s spent on Armor will also affect the target's Structure Level.

Armor Dice are kept with the affected target for as long as the Effect persists. If they're used to add or subtract from an Armor stat directly, they are rolled again any time the Armor stat is called for.

Adding or subtracting an Armor d10 affects the target's Structure Level directly. The Structure Level changes to match the new number of d10s in the target's Armor rating, up to a maximum Structure Level of 5 at 5d10 or down to a minimum Structure Level of ½ at 0d10 (7.1: Structure), even if it raises an object's Structure Level past the limits determined by its Effective Size. The new SuperNatural Structure Level is used in the place of the regular Structure Level for any rules that require it, affecting such things as the object's Momentum, resistance to Fire, and ease of Repairs.

Subtracted Armor Dice can never lower a target's Armor below zero, and can never damage or destroy a target outright.

When an Armor Die is used to affect a target's Deflection, it only adds or removes Deflection for Damage dice of the SuperNatural Die's size or smaller. A d8 added to Deflection would provide one level of Deflection against d4s, d6es, and d8s of Damage, but not against d10s. A d6 used to weaken a target's Deflection would remove one level of Deflection against d4s and d6es of Damage, but not d8s or d10s. (Deflection is never effective against d12s.)


Common uses for Movement Dice :
  • Speed or slow the Move of target Creatures and Vehicles
  • Move loose objects directly, if they're Size 1" or smaller
  • Apply Thrust to loose objects of any Size
A clean sweep
In defense of the Magician Alliance’s school, the Bavarian Professor Hölzer uses elemental wind to sweep a Trattorian Recovery Force commander off his feet.
Photo: Colette
from "A Certain Amperian Loop"
Elements shown: LEGO
Movement
Increase/Decrease Move: +/- (Die) inches of non-flying Move or +(1/2 Die) or -(Die) inches of flying Move to target Creature or Vehicle
Direct Movement: move target loose object (Size 1" or smaller) up to (Die) inches
Thrust:
apply (Die) inches of Thrust to object

SuperNatural Dice spent as Movement Dice can be used to affect the Move rating of mobile units, Creatures, and Vehicles, or to move targets directly.

Increasing or decreasing a mobile target's Move rating is the simplest use of a Movement Die. The Die roll is added to or subtracted from the inches in its Move rating. (Move ratings can't be reduced below zero inches.)

Flying Move is decreased as easily as regular Move, but increases to Flying Move are only half as effective. Rolls on added dice of Flying Move are divided in half, rounded up.

Changes to Move ratings can also be used to give movement to inanimate objects. This is best limited to objects with a clear movement style already in place - stone statues and end tables can start walking around, shopping carts and boulders can start rolling, but attempts to animate a suspension bridge or a shipping crate might just result in confusion for everyone involved. An object animated in this fashion won't be able to use its new Move inches unless it has a set of Controls (allowing it to be used as a Vehicle) or it's given a Mind (turning it into an Animated Creature).

SuperNatural Units can also use Movement Dice to move a loose objects directly, if they're Size 1" or smaller, for as many inches as are rolled on the Movement Dice. (Larger objects are possible, if the Effect covers them completely with radius inches from d10s or arcs from d8s.) This can be used for Effects ranging from hurling rocks, pulling levers, lifting kilts, or tossing enemies over a cliff.

If a SuperNatural Unit doesn't have enough dice to move a large object directly, it can use Movement Dice to create inches of Thrust to push things around instead (9.3: Thrust Vectors). Thrust Effects are not Size Dependent and can be effective against even very large targets.

Movement Dice can't be used to separate objects from their moorings. A door can be opened and closed, but not removed from its hinges; an enemy soldier can only be tossed around until he manages to grab hold of something and stabilize himself. A unit who actively resists being moved does so with its usual Physical Opposition dice (9.5: Collisions), subtracting its POP roll from the number of inches moved.


Common uses for Skill Dice :
  • Adding a Bonus or Penalty to a unit's Skill or Specialty Roll
  • Blessing or Cursing a unit's Skill or Specialty Die
Skill
Skill Modifier: +/- (Die) Bonus or Penalty to a single Skill or Specialty Roll
Blessing or Curse: +/- a re-roll to target's Skill or Specialty Die; the SuperNatural Die must be at least as large as the Skill or Specialty Die
d8 a Skill d8 can be spent to add one d8-based Specialty

A SuperNatural Die spent as a Skill Die can be used to enhance or impair a single Skill Roll, simply adding to or subtracting from the roll. This can be especially useful for more powerful SuperNatural units to use on themselves, since they can suffer heavy Skill penalties after spending several SuperNatural Dice at once.

Subtracted SuperNatural Skill Dice don't affect whether or not a particular Skill Roll results in a Critical Failure, even if they reduce the result of the Skill Roll to zero or less. A Critical Failure only occurs when a unit's Skill die rolls a natural result of "1," regardless of added or subtracted SuperNatural Dice or other modifiers.

While Skill Dice can be used as modifiers on an individual roll, they can't be added to or subtracted from a target's Skill rating directly. A unit's intrinsic Skill rating must always be a single die with no modifiers (d4 or d8 are legal Skill ratings; 2d6-1 or d8+d4 are not).

Instead, SuperNatural Skill Dice can be applied as a Blessing or a Curse, with the potential to replace the results of the target's regular Skill die each time it's rolled. In order to Bless or Curse a target's Skill, the SuperNatural Skill Die must be at least as large as the target's natural Skill die. (A SuperNatural d8 can be added as a Blessing on a Skill Rating of d4, d6, or d8, for example, but a d4 can't be used to Curse a Skill of d6.) Whenever the affected unit makes a Skill Roll, it rolls the dice for both its own Skill Rating and the SuperNatural Skill Die (or Dice). If the unit is Blessed, it can use the highest-rolling die as the result of its Skill Roll; if Cursed, it's forced to use the lowest-rolling die instead.

When a target unit is larger than the Effect area of a Blessing or Curse, a SuperNatural unit will have to settle for affecting a smaller portion of the target - a single arm, a weapon, or the Creature's head. Only the Actions that involve that part of the target will feel the Effect of the Blessing or Curse.

Blessing and Curse Dice suppress each other. A unit that is both Blessed and Cursed ignores one Blessing Die for every Curse, and one Curse Die for every Blessing.

SuperNatural Skill Dice can also be used to affect Specialties that are marked with a d8, treating the Specialty d8 as a variant type of Skill for the purpose of adding bonuses or penalties to a Specialty Roll, or for putting a Blessing or a Curse on the Specialty d8. A SuperNatural d8 can even be spent to give a unit a standard Specialty (11.2: Minifig Specialists), if it's appropriate to the SuperNatural Cliché.



Common uses for Mind Dice :
  • Giving an Action to an object to animate it
  • Giving extra Actions to units and animated objects
  • Incapacitating a unit or taking over its Mind
A hard knight's work
Deceived by Pacifass's horrifying illusion of Peace overtaking the battlefield, this knightly King is tricked into slaying all of his own men in a panicked frenzy.
Photo: Quantumsurfer
from "Skullduggery and Shenanigans"
Elements shown: LEGO
Mind
Add/Suppress Action: +/- one Action with (Die) Skill

A Mind Die can be used to grant an Action to an inanimate object, or to give an extra Action to an existing unit, as though it were an additional Mind with a Skill rating equal to the size of the Mind Die. The target keeps its existing stats (such as Armor and Move) and physical abilities (such as number of attacks); a Death Tank with three Minds can still only fire its main cannon once per turn, but the two extra Minds mean it can also launch its missiles at a secondary target and fill out questionnaires on Death Tank dating sites at the same time.

If a SuperNatural unit uses a Mind Die to animate an enemy Vehicle while one or more enemies are still piloting it, it's treated the same as a Vehicle with opposing Operators at the controls (9.4: Piloting). The animated Mind and the enemy Operator can each use their Action on whichever systems they have access to in order to prevent the other from Operating them at all.

A Mind Die can also be used to attempt to suppress an Action in a unit or animated object. The Mind Die must be at least as large as the die of the Skill Rating being suppressed. If the SuperNatural unit rolls higher on its Mind Die than the target rolls on its Skill die, then the Action is suppressed. Otherwise, the Mind Die is spent but has no effect.

An animated object with all of its Actions suppressed turns into a regular inanimate object again, while a living unit with its Actions suppressed will fall into a comatose stupor. In either case, the SuperNatural unit that suppressed the Action can then spend another Mind Die to Mind Control the target, giving the target a new Mind with that Skill Die under the SuperNatural unit's control. The Mind Control is broken if anything interrupts the suppression of the victim's own Actions, or any time the controlled Mind Critically Fails a Skill Roll.