The Basics

This page gives you the big picture of how Progeny plays. Each concept introduced here is covered in full detail on its own page. This is the overview that ties everything together.

Roles

Players each control a character. You describe what your character does, make choices about risk, and roll the dice.

The Deus Machina (DM) describes the world, portrays NPCs, and presents challenges. The DM never rolls dice. All randomness comes from player rolls.

The Core Loop

Every moment of active play follows this five-step pattern:

1. Choose the Spotlight. Players select which character acts this turn. No player can hold the spotlight twice in a row. If the group can't decide quickly, rotate clockwise.

2. Declare Action. The spotlight player describes what their character wants to accomplish and how. The DM evaluates the goal:

  • Trivial: It just happens. No roll needed.
  • Impossible: Can't be done right now. Choose a different goal.
  • Possible: Requires an action roll.

For possible goals, the spotlight player chooses an action (their approach) and whether to attempt it safely or riskily.

3. Instant Window. Before the roll, other players may each use one instant talent: a quick, reflexive ability that helps the spotlight player or sets up their own next turn. The spotlight player may either cross one zone edge (move) or use an instant talent, but not both. Characters who are Exhausted (Vigor at minimum) cannot use instant talents.

4. Roll and Resolve. The spotlight player makes their action roll. Results fall into four categories:

OutcomeWhat HappensWhat's Next
Critical SuccessAchieve your goal plus a bonusPlayers keep the spotlight
SuccessAccomplish exactly what you intendedPlayers keep the spotlight
FailureDon't achieve your goal; gain a balance tokenDM gets the spotlight
Critical FailureFail with complications; gain a balance tokenDM gets the spotlight and gains an interruption token

Bonuses and Complications. The DM determines what the bonus or complication is for critical results. When nothing specific comes to mind, use the standard: critical success grants +1 to a capacity score of the player's choice, critical failure costs -1 to a capacity score of the DM's choice (or the DM gains an additional interruption token instead).

5. Continue or Transition. If the spotlight player succeeded, return to Step 1 with a new player. If they failed, the DM takes a turn. The DM can also interrupt a success by spending an interruption token.

Failing forward. Failure never means "nothing happens." It means the goal isn't achieved and a new complication, revelation, or opportunity emerges. The balance token gained from failure becomes fuel for future success.

Dice at a Glance

Progeny uses d12s. Before rolling, you choose both your action (which of nine approaches you're using) and your approach (safe or risky).

Safe rolls: Roll 1d12. Succeed if the result is equal to or under your action proficiency (action rating + capacity score). Reliable, skill-based.

  • Roll of 1 = Critical Success
  • Roll ≤ proficiency = Success
  • Roll > proficiency = Failure
  • Roll of 12 = Critical Failure

Risky rolls: Roll multiple d12s equal to your action luck (action rating + 2). Succeed if any die shows a 1. All-or-nothing.

  • Any 1 = Critical Success
  • No 1s = Critical Failure

Full details on all roll types are in Action Rolls.

Balance Tokens

When you fail, you earn a balance token: wisdom gained from setbacks. Their core use: spend a balance token during your own roll to reduce any single die result by 1. This can turn a near-miss into a success or a critical failure into a critical success.

Balance tokens also fuel calling abilities, certain talents, and can even prevent death. You can hold a maximum of 6 at once, and you cannot gain them while Demoralized (Zeal at minimum).

Capacities

Your character has four capacities that define their broad capabilities:

CapacityGovernsActions
VigorPhysical prowess, enduranceClash, Maneuver, Overwhelm
WitMental acuity, perception, creativityAugur, Craft, Judge
ZealForce of personality, spiritual connectionAssert, Cultivate, Seduce
ProtectionDefensive ability (armor, reflexes, luck)N/A

Each capacity has a current score, maximum, and minimum. Your current score fluctuates during play. When it hits its minimum, you suffer a debilitating condition (see Capacities & Actions).

States of Play

Play flows between two states:

Scenes cover all active gameplay: investigation, social encounters, combat, chases. The core loop above drives scenes. The same mechanics apply whether you're negotiating with a god or fighting a celestial beast. Once per scene, you can declare a breakthrough: a moment of sudden growth that makes your character stronger.

Intermissions are downtime for recovery and maintenance. All capacity scores return to their maximums. Characters pursue cutscenes: short montages that let you heal wounds, repair equipment, acquire gear, and earn divine boons.

See Scenes & Breakthroughs and Intermissions.

Harm

Damage comes in two forms:

Light hits reduce your Protection score by 1, wearing down your defenses.

Hard hits force a Protection roll. Failure marks a segment on your wound clock. When the wound clock fills completely, you must bargain with the Fates for your character's fate.

Full details in Harm & Healing.

Talents

Talents are specialized abilities that define what makes your character unique. They come in four types:

  • Passive: Permanent augmentations (always active)
  • Active: Specialized techniques requiring dice rolls
  • Instant: Quick abilities that are usable during the instant window
  • Reactions: Reflexes that are triggered by specific effects, can be used at any time

Talents come from your lineage, calling, domains, weapon training, and divine boons. See Talents & Equipment.

What You Need to Play

  • Two or more d12 dice (six or more is ideal)
  • A character sheet per player
  • Something to track balance tokens (coins, counters, etc.)
  • Something to draw zone maps on (paper, whiteboard, digital tool)
  • This document