Midnight City uses a d20-based system. In moderated sessions, successes and failures are determined by rolling a 20-sided die (d20) and adding bonuses determined by your character’s stats and skills.

In a moderated session, the GM will tell you when you need to roll, and what you need to roll. Rolls and their outcomes are different each time, based on difficulty and degree of success (see sections below).

In freeform roleplaying, dice are not required. However, some players may agree to use dice at their own discretion - to settle who wins a fight or a card game, or to add an element of chance to their RP. This is permissible as long as they do not flood the main room with dice rolls while others are trying to RP.


For every task, there is a different level of difficulty. Sometimes these levels are set by the GM, and sometimes they are determined by the stats of a character. The lower the number, the easier the task. In order to succeed, your roll must be greater than or equal to the target difficulty.


Target Roll




Anyone can do this, no roll is required



An average person can do this easily, a roll may or may not be required



An average person will need to apply some focus



An average person will have difficulty; a trained person can do this with minor focus



An average person will fail most of the time; a trained person must apply their full attention



Even trained people often fail



Impossible without skills or great effort



Not physically possible unless augmented beyond normal human physiology



Extremely difficult even for augmented humanoids



If you can do this they’ll write songs about you



Practically godlike



Frank is trying to kick down a door. The door is a heavy wooden door with a solid frame, so the GM sets the difficulty level at 17. The GM then calls Frank to make a strength check.

Frank has a +3 to his strength roll. This means that he rolls a d20+3

Frank rolls a 1 d20+3 and gets an 18. This means that Frank succeeds in kicking down the door.


The degree of success is how far over the target difficulty you rolled. The greater the degree of success, the easier it was for your character to complete the task or the cooler they looked doing it. Degree of success is applied by GM discretion. In some cases, a GM may simply say that a success is a success, while in other cases they may use degrees to add more flavour to the quest.


Frank rolled an 18 for a target of 17. His degree of success was 1. This means that it was difficult for him to kick down the door. He had to boot it several times and stumbled into the room as the door swung open.

Had Frank rolled a 20, he could have kicked the door open smoothly with little difficulty.


Your character receives bonuses to roll based on their stats and skills (see the Stats page for bonus charts). The stronger a character’s attribute, the better they are at performing a related task, which is then reflected in their bonus to roll - giving them a better chance of success, and the ability to perform more difficult tasks.

Bonuses may be calculated in several ways:

Straight Bonus: This is when ONLY the stat bonus is added to the roll. For example, only strength. For this roll a GM will request a ‘Straight Strength’ or ‘Straight Dex’ roll.

Stat/Level Bonus: This is when the stat bonus and the level bonus are added together (+3 strength and +1 level means a total +4 bonus to roll). For this roll a GM will request ‘STR/LVL’ or ‘DEX/LVL’

Combined Bonus: This is when two stats are added together and may or may not include the level bonus, based on the GM’s discretion. For example, ‘STR/END’ or ‘DEX/INT/LVL’

For all of these types of rolls, skill or class bonuses may be added based on the task. The GM will not ask specifically for skill/class bonuses. You should be aware of your character’s skills and when the additional bonuses are applicable. For example, a skill that grants +1 to all strength rolls will apply whether the roll is Straight Strength, STR/LVL, or STR/END.


A critical failure occurs when your character rolls a natural 1. A natural 1 is a roll of 1 when you remove all bonuses.


Frank’s strength roll is 1 d20+3. If Frank rolls a 4, that is a natural 1, because 4 - 3 = 1.

A critical failure can result in many poor outcomes, usually harming the character or a party member. Someone could drop their weapon, accidentally shoot a friendly, cut themselves, and so on.

Continuing with the example above, Frank rolls a 1 d20+3 and gets a 4. As he kicks the door, it does not budge an inch. He flies backward and falls, smacking the back of his head on the floor for 10 DMG.


The opposite of a critical failure, the critical success occurs when your character rolls a natural 20. That is, a 20 when all bonuses are removed.


Frank rolls for strength, 1d20+3. He gets 23. This is a natural 20. 23 - 3 = 20.

A critical success results in a particularly advantageous outcome for the character - they may do extra damage, get the drop on the enemy, and so on.

In Frank’s case, a 23 could result in him kicking the door clean off its hinges - with the door flying into some enemies inside the room, knocking them down.


Opposed rolls generally occur when one character is trying to do something and the other character is trying to stop them. One character’s roll must surpass the other.


Frank is trying to sneak into a building. Joe is guarding the building.

Frank must make a dexterity roll to sneak. Joe must make a perception roll to spot him.

Frank rolls a 1 d20+2 (his dexterity bonus) and rolls a 14

Joe rolls a 1 d20+4 (his perception bonus) and rolls a 16

Joe rolled higher, which means he spots Frank before Frank can sneak in.

A natural 20 will always be a success regardless of if the other number is higher, just as a natural 1 will always be a failure.


Sometimes, events just happen by sheer chance or luck. In this case, a GM may ask a player to roll a d100.


Frank is walking across a rickety wooden bridge. It has a 50% chance of breaking. The GM determines that a roll of 1 to 50 means the bridge collapses and 51 to 100 means the bridge holds.

Frank rolls a 1d100 and gets 63

The bridge holds and Frank walks across

In this case there are no bonuses or modifiers.

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rez rez  Jan 04, 2020 / 2:02 PM
art added to the races pages

guest guest  May 06, 2019 / 6:36 AM

rez rez  Feb 24, 2019 / 12:03 PM
hacking/theft rules and driving/vehicle combat rules are up! now on to crafting

rez rez  Apr 25, 2018 / 8:09 AM
Assorted updates have been posted. Check the forum for details!

Boone Boone  Aug 25, 2017 / 7:25 AM
shiny new sidebar!

rez rez  Aug 16, 2017 / 10:01 PM
duel rules done wheeee

rez rez  Aug 13, 2017 / 1:37 AM
added 2 new classes, operative and street preacher

rez rez  Aug 08, 2017 / 11:19 PM
combat rules are done (mostly). paladin class name changed to defender. paladin group description done. itshappening.gif

rez rez  Jul 30, 2017 / 1:00 PM
doing a big overhaul of combat rules. basically using D&D 5e as the framework and changing where necessary. much simpler than trying to start from scratch -__-

Boone Boone  Jul 23, 2017 / 1:23 PM
doot doot

chadamas chadamas  May 28, 2017 / 12:22 AM
Glad you had a good time! (And good bread and cheese.) Hope to hear more about it soon.

guest guest  May 26, 2017 / 2:03 PM
europe was excellent and so very full of bread and cheese

guest guest  May 09, 2017 / 11:27 PM
Have fun in Europe! -Chad

guest guest  May 07, 2017 / 12:56 AM
in europe atm. work begins again when i return -rez

Boone Boone  Apr 02, 2017 / 11:19 AM
he lives!

guest guest  Apr 02, 2017 / 1:41 AM
Yeah, this is Chad, btw :)

guest guest  Apr 02, 2017 / 1:41 AM
I'm still alive and am still working on this when I can! Promise to have more for you soon.

Boone Boone  Mar 29, 2017 / 8:23 PM
Slowly but surely picking away at the groups

Boone Boone  Mar 15, 2017 / 11:58 PM
No worries! Hope things settle down for you soon.

chadamas chadamas  Mar 15, 2017 / 9:41 PM
Nice! Wanted to pop in here and say that I haven't forgotten about this...just a hectic time right now. I'm still working when I can, though, and am hoping to push a few new things live as soon as possible.

Boone Boone  Mar 13, 2017 / 3:04 PM
started on the engineer skill tree

Boone Boone  Mar 11, 2017 / 10:55 PM
got channels registered on darkmyst, #vancity for IC and #2277 for OOC

Boone Boone  Mar 05, 2017 / 10:50 PM
awesome. I'm mainly working on organization and posting up all the rest of the stuff from the docs right now. I think maybe next weekend I'll see about getting the rooms set up. Should be enough info up to do some test RP.

chadamas chadamas  Mar 05, 2017 / 10:01 PM
Yeah, absolutely! I didn't really have any time this weekend to work on stuff, but should have time to dig back in probably around the middle of next week.

Boone Boone  Mar 03, 2017 / 1:53 PM
question: would it be possible to have a notification/link that shows up to unregistered users and directs them to the newbie/starter guide that I haven't written yet? sort of a "Hey, it looks like you're new, please go here instead of stumbling around in confusion" thing

Boone Boone  Mar 02, 2017 / 9:41 PM
haha, I was going to ask you how I could tweak the css for the blockquotes, but it looks perfect now. also I haven't finished the udemy course yet, still kind of getting through all the stuff I already know since it starts from the ground up, but it's really well structured so far. I signed up for a bunch of other ones to do after it. JS, Python, SQL

chadamas chadamas  Mar 02, 2017 / 8:22 PM
Also: I like the new dice page! Made a quick change to the blockquotes so your examples are more visible.

chadamas chadamas  Mar 02, 2017 / 8:20 PM
Btw, how was the udemy course?

chadamas chadamas  Mar 02, 2017 / 8:18 PM
OK, cool. Really, any time you want to should be fine. If you want to wait a little longer until more of the game-related stuff is ready, though, I'm good with that. I've been paying for this website forever and there has been practically nothing on it for years, so it's not hurting me any to keep it here as long as we need, haha.

Boone Boone  Mar 02, 2017 / 12:40 PM
btw, let me know when it's time to set up the real hosting and buy the domain and all that. i do have a free year of hosting that came with a web dev course on udemy, but i think it'll be a little pricier (to renew) than bluehost and also doesn't come with a domain.

Boone Boone  Mar 02, 2017 / 9:21 AM
ooo, shiny

chadamas chadamas  Mar 02, 2017 / 12:02 AM
Oh, by the way, there is another admin theme installed for Processwire if you want to check it out. When you're in there, click your name in the top-right corner, go to Profile, and then switch to Reno. If you don't like it you can always switch back, but I much prefer it :)

chadamas chadamas  Mar 01, 2017 / 11:56 PM
Thank you--I like the work you've been doing too! I went ahead and added a profile switcher in the sidebar as well. I could see scenarios where it would be annoying to navigate to an entirely separate page to switch accounts and then try to find your way back to where you were. This should switch you right there on whatever page you're viewing.

rez rez  Mar 01, 2017 / 11:53 AM
this profile switcher is snazzy

Boone Boone  Mar 01, 2017 / 12:19 AM
no worries! The game system isn't even finished yet, lol, so it's not like anything's being held up

chadamas chadamas  Mar 01, 2017 / 12:13 AM
One more thing that just occurred to me to mention: I know I'm spending a lot of time on the interface/player front, but I promise I haven't forgotten about the game itself. I am working on character generation, level-up functionality, shops, etc. as well...am just trying to get a solid foundation here to build on as we progress.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Oh, the changes might require a hard refresh or cache clearing again.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Went ahead and uploaded some new stuff--mostly account page-related. You should be able to select your active profile directly from there now. Edit functionality is still in the works but should be coming soon. Also, if you're seeing the Admin Dashboard link in the nav next to Processwire, the Site Setting portion should actually allow you to change the site title and the homepage text for now.

chadamas chadamas  Feb 28, 2017 / 7:25 PM
Sounds good and should be fine. Anything and everything here will be exportable. Page looks good, by the way! Going to try to finish up a couple of things in the next day or so and then will push some more updates live.

Boone Boone  Feb 28, 2017 / 8:38 AM
google drive is blocked at work so I'm doing some updates to the race descriptions directly on here >.>

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Cool...shoutbox still works :)

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Just a test after some updates

Boone Boone  Feb 18, 2017 / 9:17 AM
Oooh, I really like that level up indicator! Also like the changes to the navigation

chadamas chadamas  Feb 18, 2017 / 12:05 AM
Haven't pushed a whole lot more live yet, but there are a few new UI-related things ready for review. Might require a hard refresh or cache clearing. Mostly just in relation to heading and form label fonts, subtle navigation menu changes, and sidebar updates. The sidebar shows one idea of how to show that a character has earned enough XP to level up and is ready to upgrade stats.

chadamas chadamas  Feb 15, 2017 / 10:30 PM
Yeah, I'm liking it too. Good suggestion! I've done some more work locally but haven't uploaded it yet. Working back and forth between an admin editor so that you can create/edit pages and a more robust character generator with stats included. Hopefully have more for you to see this weekend.

Boone Boone  Feb 15, 2017 / 10:11 PM
really digging the greyscale sidebar

Boone Boone  Feb 14, 2017 / 9:35 PM
sounds good. I can do something in Illustrator and scale as needed

chadamas chadamas  Feb 14, 2017 / 9:31 PM
For the logo size, not sure off the top of my head what would work best, but I'd go large initially if you decide to go ahead and start working on something. Much easier to scale down than up. To work in the menu for this layout, probably something with a greater width than height would work best.

chadamas chadamas  Feb 14, 2017 / 9:28 PM
Glad you're liking it and glad to see that you were able to successfully create a character account! Edit functionality is coming soon. I like the idea of the grayscale pattern with a thin blue border. I will give that a try!

Boone Boone  Feb 14, 2017 / 9:24 PM
this is so cool. also re: logo, let me know the size and I'll whip something up. As for the sidebar, maybe just a grayscale of that techy pattern with a thin blue border?

blah blah  Feb 13, 2017 / 11:13 PM
Also just discovered that there was a problem with sub-profile creation related to avatars. You should now be able to create new characters from the account page with or without a profile picture.

chadamas chadamas  Feb 13, 2017 / 10:20 PM
Think the navigation is looking a little better now. A nice logo to replace the "Vancity" text would probably bring the whole thing together. Wondering about that blue in the sidebar now too, though...not sure it's needed with a cityscape background in the header.

rez rez  Feb 13, 2017 / 3:35 PM

chadamas chadamas  Feb 13, 2017 / 1:13 AM
Oh yeah, and the navigation menu looks pretty bad right now. That's on my radar and will be pretty high on my to-do list.

asdf asdf  Feb 13, 2017 / 12:58 AM
It's all extremely rough, the stuff in the sidebar is static and non-functional (just as a placeholder) for now, but I think we're building on a solid foundation here. And hopefully having a live example that we can play with will let us collaborate more quickly and efficiently. See something wrong or have an idea? Shout it!

chadamas chadamas  Feb 13, 2017 / 12:53 AM
Eventually, many, many things (like this shoutbox) will load asynchronously, so that the entire page doesn't have to be reloaded.

chadamas chadamas  Feb 13, 2017 / 12:51 AM
Just here testing a shout.

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