MIR is a role-playing game in which storytelling takes precedence over dice rolls. The rules must always serve the narrative, keeping agents immersed in the story and mood set by the Exarch. If you feel that a scene can be played out without dice rolls, do so.
This is the current version of the rules of the discovery book, this version will be upgraded upon next year before the launch of our core Rulebook.
Current version 8.26
ONLINE VERSION
You can also access the online version of the rules :
Exploring
Tricky actions such as picking a lock all require a roll of the dice. Solving simple actions linked to character skills.
Combat
Combat is a deadly affair, but players can rely on their immensely powerful abilities called Arts to triumph over their foes. How to simulate combat between your players and any enemies encountered during their search for the Twisting of The Ruin.
Intrigue
For simulating moments when, for the good of the Hunt, the agents embroil themselves in the power struggles between the MIR and the peoples of the Pact.
Twisting and The Ruin
The agents have an intimate relationship with The Ruin, and this chapter details how they use its own energy, known as the Twisting, to fight it.
THE EXARCH
The Exarch is the guardian and master of the secrets of the universe. Their role is to tell a story and convey its message through the interpretation of different non-player characters (NPCs). They also settle any disputes between players and adapt the storyline according to the choices they make. The Exarch is responsible for leading their group through a branching narrative, while ensuring that all players have a good time.
THE AGENTS
The Agents, otherwise known as player characters or PCs, are the heroes of the story embodied by the players, whose choices and actions affect the storyline of every scenario. By becoming an agent, players must accept the possibility that their character may die: in MIR, nothing lasts forever, not even heroes. In addition to handling the dilemmas in the Exarch's scenario, agents will also have to deal with conflicts within their group, as each agent strives to accomplish the goals of their Tenet. However, these conflicts should be used to fuel the narrative, not to create tensions between friends!