Easy
8+
A story-driven RPG system
Boundless is a story-first role-playing system. The rules are light by design, so your table spends its time on characters, choices, and consequences instead of the rulebook. It shines in one-shots and short campaigns.
When you use a skill, make an attack, or defend yourself, the GM may ask for a check. Roll 3d6, add the skill that best fits what you’re doing, then apply any bonus or penalty. Skills aren’t locked to their obvious uses. If you can explain why one fits, it probably does.
8+
12+
15+
20+
Tipping the scales is encouraged and often necessary to get through an encounter. Bonuses and penalties adjust a check based on your approach.
+1
A slight edge. Something helps, but it won’t carry the moment on its own.
+2
A clear advantage. You came prepared for this.
+3
Overwhelming odds. Everything is stacked in your favour.
Bonuses and penalties from different sources stack, but the total can never go above +3 or below −3.
Character creation in Boundless is role-play first. Start with a concept you like and its place in the story, then worry about stats and mechanics.
Who is your character, in a phrase? Think about the role they fill in the group and what sets them apart from everyone else.
More than where they’re from. What drove your character before the story began? Come up with one or two memorable moments and a few interests.
Every good character has a problem. Give yours a trouble that gets under their skin and pushes them against their better judgment.
Skills are what your character is good at, shaped by natural talent and background. Each point you put in a skill also raises its attribute by one.
When creating your character, put +3 in one skill, +2 in two others, and +1 in two more. Then choose two areas of expertise related to your concept.
Your raw strength and staying power.
Your coordination, flexibility, and agility.
Your knack for practical and technological tasks.
How quickly and clearly you think.
Your ability to stand up to stress and keep your cool.
The subjects your character knows inside and out.
Pick something specific, like shotguns, court etiquette, or starship engines. Whenever it applies, add +2 to your check, whichever skill you’re using.
An expertise in shotguns adds +2 to Marksmanship when firing one and +2 to Mechanics when fixing one.
These come straight from your attributes, so there’s nothing extra to choose.
10 + Body
Your physical and mental well-being. Once it reaches zero, you’re dead.
Body + Reflexes
Your toughness, armour, and agility.
Intelligence + Composure
Your willpower, wits, and spirit.
Reflexes + Composure
How fast you spring into action when combat starts.
Sometimes fighting is the only option, but combat in Boundless is deadly. Gaining the upper hand is critical to surviving.
When a fight breaks out, everyone rolls a Readiness check, rerolling any ties. Highest goes first, then turns go down the line until everyone has had a go. That’s one round; then it starts again from the top.
You can move 30ft on your turn. If you’re knocked down, getting up takes half your movement. Rough terrain costs double movement and may call for a skill check.
During your turn, you get one action to change the course of combat.
Deal damage.
Restore Health or remove an affliction.
Sometimes you need to go fast. Double your movement this turn.
Wait for the perfect opening. Name exactly what you’ll do and what sets it off. If the trigger comes before your next turn, you act right away without using your reaction; otherwise, the moment passes and your action is lost.
Use your imagination! Describe what you want to do and the GM picks a skill check. Succeed, and you land a bonus for yourself or an ally, or a penalty or affliction for an opponent.
Outside your turn, you get one reaction per round to respond to what happens. It refreshes at the end of your turn, so you won’t have one until after your first.
When you’re attacked, throw yourself clear and add a Medium bonus (+2) to your Defence check.
When an opponent moves past or breaks away from you, attack, grab, or trip them.
An affliction impairs a character or opponent over time. They come from attacks, improvised actions, or the world itself. Their level sets how long they last and how hard they are to remove.
Until you act
A momentary setback. You can shake it off yourself by spending part of your turn.
e.g. Knocked down, disarmed, blinded by smoke.
Until treated
It sticks with you. Removing it takes the Aid action and a skill check, or the right equipment.
e.g. Poisoned, bleeding, a broken arm.
Indefinitely
No cure, only adaptation. It changes how your character gets by for good.
e.g. A lost limb, a ruined eye, a lasting curse.
Any lasting effect can be an affliction, so don’t feel boxed in by the examples. GMs, let great rolls bite: when someone really nails it, player or opponent, make the affliction hurt.
Most equipment is mundane flavour for your skill checks. Items let you do things, but they don’t make you better at them. At the GM’s discretion, special items can grant bonuses:
Can be used a limited number of times. It might give a Large bonus or do something special with a specific skill check.
Gives a permanent bonus to one kind of check, like a finely made firearm or protective armour.
Your character usually has whatever gear fits their concept. There’s no hard limit on how much you carry: if it fits in your arms, your pockets, or bag, you can carry it.
The GM sets the scene, plays everyone the players meet, and keeps the story rolling. Remember that Boundless is story-driven: the rules are there to serve the story, not the other way around.
You have the final word. When the rules are silent, you decide what happens. Make a call that fits the story and keep the game moving; a quick ruling beats a long debate.
The players’ choices should drive the story. When they try something you didn’t plan for, find a way to say yes and let the world react.
Challenges can be hard, but success should always be within reach. Reward clever plans and great role-play with a bonus, a breakthrough, or a special item.