SURGE! Core Rulebook
THE DIGITAL WIKI
THE DIGITAL WIKI
Game Written By:
Greg Allison
Drew Matthews
Welcome to the SURGE! Core Rulebook Digital Wiki! We will be improving the user experience over time. Thank you for your patience.
The SURGE! Roleplaying Game is a collaborative storytelling experience across high-fantasy, modern-day, sci-fi, and everything-in-between worlds. Combining the elements of make-believe with the framework laid out in this wiki will empower you to picture scenes and how your character might traverse the challenges in presented scenarios.
There are two roles in a game of SURGE!: the GM and the player. The GM is the referee, narrator of the storyline, and has the final say over all matters of the game. The players are the “leading roles” in that the story is effectively about them and their adventures.
The typical order of events is that the GM will present the players with a description of the environment, with some cues into what players may interact with. Next, players will attempt to navigate the hazards of the scenario presented.
As previously stated, there is a standard order of operations that must take place in order to play this game.
1. The GM describes the scenario. The GM should describe the environment in as much detail as each player’s character can see, starting with the time of day, brightness, the theme of the environment (cave, outside, kind of room—what are the walls made of? etc..), furnishings, and creatures (if applicable). Then, if players may interact with any obvious items of interest, list them so they have cues to work with.
2. Players describe their actions. Now that the GM has illustrated the environment, the players are welcome to interact and explore their surroundings. Players will need to inspect their environment to see if any hidden elements were not initially disclosed by the GM. This is rectified with dice rolls called “Challenges”, where attempts to do things are made with no guarantee of success.
3. The GM describes the results. For each action players take, the GM responds with a given consequence of that action. Where Challenges are concerned, the GM provides a pass/fail result for whether they were successful in their attempt.
This game requires only six-sided dice to play. On rare occasions, the GM may need to roll another kind of dice, but isn’t a part of the base dice set for a player.
It is recommended that a player have several d6 dice as the number of dice increases with the level of each Attribute or Skill. When rolling the dice, the number that appears on the top is the value rolled, and then a modifier may be applied, which will add or subtract from the rolled dice’s overall value. Some modifiers may be applied from the statistic score of an Attribute or Skill, and some may be applied from other statistics or equipment. When reading dice rolling instructions, the syntax begins with a number, then the type of die. The first number refers to the number of dice you need to roll.
Reference the Dice Rolling Table (left on PC; above or below on mobile) when rolling dice for an Attribute or Skill, noting the ability score of each on a character sheet. The left column indicates the level of the ability score and the right indicates the number of dice rolled, plus any modifiers. For example, a Level 3 Strength roll is the sum of the rolled 1d6 plus 2 to calculate the result. While the maximum rolls tend to increase rather drastically, the roll table was developed to increase the minimum roll possible for each level as an attribute or skill progressed.
SURGING is absolutely the most amazing thing a player can do in the game with dice, and it needs to be celebrated!
Rolling the highest value on any of the dice allows a player to roll that die again and add that number to the sum of all dice rolled. There is no limit to the number of SURGE rolls that can be achieved, and SURGING can be applied to every roll. SURGE rolls can also be applied to rolls at the discretion of the GM and used to reward players for their roleplaying achievements. However, they should not be awarded frequently and only in cases where the player has done something of significant merit. If used too often, it will lose its special meaning and purpose.
There are two types of rolls players will typically make during a SURGE! adventure: Challenges and Contested Rolls.
Challenges are rolled against a pre-determined value, based on the Difficulty Rating (DR). If the player rolling a Challenge meets or exceeds the value of the DR, then the attempt succeeds. The values associated with DR ratings can be found on the Difficulty Rating Table (left on PC, below on mobile)
Group Challenges
For some challenges, group rolls are possible. All players involved in the challenge may roll their dice and combine the totals of all their rolls. These are known as “assists”.
Contested Rolls are player rolls against an NPC or another player. These could be physical, intellectual, dexterous, magical, or other contests as deemed necessary by the GM. The most typical type of Contested Roll is attacking and defending.
Attacking and Defending
Attacking or defending requires a unique contested roll for each attack action made during combat. The attacking creature will roll either Martial Combat for melee attacks, Marksmanship for ranged attacks with a physical weapon, or Mystic if casting a spell. A defending creature will contest the attacking roll with a defending roll. Martial Combat is typically used for defending against melee attacks, Dexterity is typically used to defend against physical ranged attacks, and defense against spells is spell-specific.
Player VS. NPC
If a player is rolling a Contested Roll against an NPC, the result always favors the player in the event of a tie.
Player VS. Player
If a player is rolling a Contested Roll against another player, the attacking player must roll a value that exceeds the defending player’s roll value. Ties favor the defender.
A creature’s stat block, an event, an encounter, or an item may augment the rules found in this book. Whenever this occurs, the specific text associated with the augmentation is prioritized as the correct ruling for as long as it remains in play, or until the condition exists where it is no longer true. The GM has the final say on these matters.