Complete Tidal Blades RPG Rules
The definitive guide to dice mechanics for players and island masters
Complete dice mechanics for every core action
Whenever you attempt a risky action, attack a Mono, or perform a Forge ritual, roll a Tidal Check:
Standard Challenge Depths:
Accuracy (To-Hit): Your d20 roll must exceed the target's Evasion score.
Tidal Surge (Natural 20): Automatic Success + Double Damage/Effect!
Riptide (Natural 1): Automatic Failure (unless you have the Unwavering champion path).
During a Short Rest at a sacred shore, you may ascend your weapon through the Tide-Forging ritual.
Overclock Effect: Gain +1 Move Action this scene
Overclock Effect: Gain +3 Armor until next rest
Overclock Effect: Weapon range is doubled
Overclock Effect: Next attack is automatic critical
If you roll a FAILURE on your d20 Forge roll, immediately roll a d100 Resilience Save:
Base Weapon Damage by Tier:
Healing & Restoration:
Armor Mechanics: Subtract your Armor value from all incoming Damage. Any leftover damage affects your Resilience pool.
Example: You have Armor 3 and take 8 damage. You subtract 3, taking 5 damage to Resilience.
Complete encounter scaling and hazard systems
Use these dice-based values to scale threats instantly for any size champion group.
| SQUAD SIZE | SWARM UNITS | ELITE HP | BOSS HP | BOSS ACTIONS |
|---|---|---|---|---|
| Small (1-3) | 5 Units (1 HP) | 15 HP | 50 HP | 1 Action |
| Medium (4-6) | 15 Units (1 HP) | 35 HP | 125 HP | 2 Actions |
| Tournament (7-8) | 40 Units (1 HP) | 75 HP (Armor 2) | 300 HP (Armor 4) | 4 Actions |
Island Master Tip: Adjust these numbers based on your champions' tier levels. For T3 champions, consider adding +25% to HP values or giving enemies special abilities.
Roll at the start of each round during a Tournament (7-8 players) encounter to add environmental tension:
Optional Rule: For smaller groups (1-6), roll d100 only on rounds divisible by 3 (round 3, 6, 9, etc.) to maintain tension without overwhelming players.
After a major scene or encounter, roll 1d20 to determine squad rewards:
| ROLL | RARITY | REWARDS |
|---|---|---|
| 1-7 | Low Yield | 6 Common Shells |
| 8-14 | Average Haul | 10 Common Shells / 3 Prism Shells |
| 15-19 | High Treasure | 14 Common Shells / 6 Prism Shells / 2 Tide Shards |
| 20 | Jackpot! | 20 Common Shells / 10 Prism Shells / 2 Glimmer Shells |
Tournament Bonus: During tournament-scale encounters (7-8 players), add +2 to the d20 loot roll.
Shell Economy:
If a champion's weapon is Shattered (d100 roll 81-95), they must collect 30 Resonance Points (RP) to restore it at a Tidal Spire.
| ACTION | RP GAIN | MECHANIC |
|---|---|---|
| Minion Kill | +2 RP | Per minor Mono defeated |
| Elite Kill | +5 RP | Per elite Mono defeated |
| Tidal Attunement | d20 + Spirit | Shattered player rolls at end of their turn |
| Assisting Allies | +1 RP each | Per ally using Help action on attunement |
The Ascension creates a visible pulse of energy that can be seen across the islands, marking the champion's legendary recovery.
Mission Structure: This is a 3-round combat encounter at a Tidal Spire. The shattered player cannot attack but can use actions to boost their attunement roll. Allies must protect them while collecting RP.
Essential utilities for Naviri Ascension gameplay