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Imagine That TTRPG™
🧠 What Is Imagine That TTRPG™?Imagine That TTRPG™ is a cinematic, logic-driven tabletop roleplaying system created by Marcus Alan Hayes, designed to let you do anything you can truly imagine.This isn’t just fantasy.
This is cosmic storytelling.
This is rules that feel like reality.
This is Worlds Apart™, and thirteen living worlds are waiting.🎲 The Core of the System: Roll Logic You Can FeelImagine That TTRPG™ uses a blend of d100 and d20 mechanics — but not like any system you’ve seen before. Each type of roll has a specific flavor, purpose, and rhythm in gameplay:Crisp Rolls™→ d20-based resolution
→ Roll highUsed for:
• Attacks
• Initiative
• Saving Rolls™
• Reactions
• Attribute Checks (formerly “Ability Checks”)Fast, sharp, kinetic. These are the moments when time slows and choices hit. They’re called Crisp Rolls™ because they slice through doubt and determine what you do.Crunch Rolls™→ d100-based resolution
→ Roll highUsed for:
• Talents
• Skills
• Proficiencies
• Luck Checks
• Imagine This Rolls™ (ITRs™)Detailed, dense, layered. Crunch Rolls™ reveal what you’ve trained, studied, survived, or adapted to do. They’re percentile-powered reflections of mastery — or mystery.Smash Rolls™→ Variable dice (d2–d30)Used for:
• Damage
• Duration
• ConsequenceFinal. Loud. Real. Smash Rolls™ measure what happens when a Crisp or Crunch connects with the world. It’s the aftershock, the wound, the reverberation of impact.
You’ll feel it.🌌 The Core Principle: "If it doesn’t make sense, it isn’t true."This isn’t just a rule — it’s a philosophy.In Imagine That TTRPG™, logic and internal consistency are king.
You don’t roll to fly just because it’s dramatic.
You fly if the narrative, physics, and your capabilities say it could happen.That’s where the Imagine This Roll™ (ITR™) comes in.✨ Imagine This Roll™ (ITR™)A completely original mechanic.
An ITR™ happens when you’re doing something that isn’t clearly covered by any existing rule — but still makes sense within the story, setting, and mechanics.• It’s not a “rule zero.” It’s a logic key.
• It’s how you do the impossible, when the impossible still obeys cause and effect.🛠️ Built for Imaginarians™ and Players AlikeImagine That TTRPG™ is fully modular. Whether you're running epic cosmic fantasy, grounded political horror, post-human science fiction, or wild dream logic, the rules flex to fit the story.Imaginarians™ get tools for:
• Encounter building
• Monster creation
• Cinematic resolution
• Morality & metaphysics adjudicationPlayers get tools for:
• Deep character creation
• Custom Talents and Abilities
• Role-driven mechanics
• Narrative realism without railroading
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Core Attributes- Mig — Might: Raw physical power and force of exertion.
- Leg — Legerity: Agility, reflexes, precision, and physical grace. Fuel for Agility Saving Rolls.
- Hea — Health: Vitality, stamina, and resistance to physical harm. Fuel for Endurance Saving Rolls.
- Acu — Acuity: Intellect, command of logic, clarity of thought, sharpness of wit, ability to cogitate and learn.
- Ins — Insight: Wisdom, memory, reasoning of intuition, clarity of sensory synthesis, and perception. Primary fuel for Defiance Saving Rolls.
- Per — Personality: Charm, presence, and force of will. Governs leadership, seduction, intimidation, and empathy. Can serve as alternate fuel for Defiance Saving Rolls.
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🔒 Ownership and CopyrightImagine That TTRPG™, Crisp Rolls™, Crunch Rolls™, Smash Rolls™, Saving Rolls™, Imagine This Roll™ (ITR™), and Worlds Apart™ are the property of Marcus Alan Hayes.
© 1998–2025 Marcus Alan Hayes. All Rights Reserved.
This material is protected under U.S. copyright and trademark law.
For publishing inquiries or usage rights: [email protected]🚀 Join the MovementThe book is coming.
The Worlds are stirring.
And your imagination is your greatest weapon.Imagine That TTRPG™
You’ll never play the same way again.
IMAGINE THAT TTRPG™
🎲 What You Get?
Imagine That TTRPG™ is a dynamic d20/d100 hybrid tabletop roleplaying game system that redefines heroic fantasy, blending deep tactical gameplay with cinematic storytelling and expansive character freedom.
Play as heroes, villains, or anything in between. Explore ancient dungeons, wage psychic war, unravel arcane conspiracies—or create worlds of your own. You can also weave modern-day mysteries or synthesize futuristic sagas. With dozens of feats, skills, races, and classes, every choice matters and every roll tells a story.📚 The Core Rulebooks
🧭 Player’s Manual
The Book You Need to Begin
Everything a player needs to create characters, learn the rules, and dive into thrilling quests.
→ 26 Classes, 18 Races, 40+ Skills, 450+ Spells and Psionic Powers🧠 Imaginarian’s Guide™
Master the Game
Narration tools, monster creation rules, prestige paths, encounter building, magic items, and more.
→ For Imaginarians™, the Worldbuilders.🐉 The Ominous Omnibus™
The Monster Tome
A staggering bestiary of fiends, horrors, wild beasts, and mythic foes. Includes rules for monster PCs.
→ Includes advanced monster tactics and templates
Imagine That TTRPG™ Sample Game PlayAllikai twilight clings to Thallice’s Unlucky Bogs. Knee-deep in tannin water, Sir Hozai’s Ebonite plate drinks the gloom, his cloak’s torch-and-arc logo glowing faintly. Six raiders slosh from reed cover, flaunting a crude counterfeit of that emblem.Opposed Initiative – Crisp Roll
Each side rolls d20 + Leg modifier. Hozai’s Leg 14 gives +2. Raiders use +2 as well. Highest total acts first. (Ties reroll.)Your d20 + 2: ______ Raiders’ d20 + 2: ____The first spear-raider closes. To land a blow he must beat Hozai’s Armor Value 21. Rolling 13 + 6 = 19 he fails; that miss triggers a Tactical Advantage Opportunity. Hozai may use up to Leg modifier (2) TAOs per round—choose either a free 5-foot step or one melee attack; you expend 1 TAO to reposition onto firmer ground.Second spear drives in: 17 + 6 = 23, exceeding AV. Hozai selects a Reaction. Dodge is nullified by armor penalty, Block risks shield integrity, Deflect is unavailable, so he Parries.Reaction – Parry
Parry roll = d20 + Base Attack Modifier 13. Beat 23 to negate damage.Parry roll: ______Parry success cancels the hit. Failure deals Smash 1d8.Your turn begins. Seeking stable footing on a root-snag, you test balance.Crunch Roll – Balance
Target 60. Sure-Footed talent grants +5 synergy. Roll d100 + 5.d100 + 5: ______ (60+ = normal speed; under 60 = speed halved.)You grapple the nearer raider with a Martial Maneuver. Grappling in Imagine That uses Might-based MMM versus the foe’s OMM (his BAM + Mig: +8).Crisp Roll – Grapple (MMM vs OMM)
Roll d20 + Hozai’s MMM (+18). Raider’s OMM static 18 (10 + 8). Exceed to gain control.d20 + 18: ______Success grants control; the captive provides soft cover against missiles and sets up a stunt. Failure means he breaks free; resume standard combat next round.Proposing a move beyond written rules—“I plant Nayazim, pivot, and hurl the grappled raider with lever-force into a forming sink-pit, knocking a crossbowman in after him”—requires an Imagine This Roll™ (ITR™).ITR™ – Leverage Stunt
Challenge 75. Roll d100.ITR roll: ______Success sends both raiders into the peat. Failure deals 1d6 non-lethal to Hozai, ends the grapple.A crossbowman fires: 14 + 5 = 19, failing versus AV 21; no Reaction needed. Had it struck, Hozai could have chosen Parry, Dodge, or Block.Hozai now closes.Crisp Roll – Strike with Nayazim
Attack bonus +18 against AV 15.d20 + 18: ______Smash Roll – Damage
On a hit, roll exactly 2d10 + Mig 5.2d10 + 5: ______Ebonite edge discharges violet Negative-energy arcs, harmless to Kestricans yet agonizing to flesh.Remaining raiders must still clear AV 21. Each miss may trigger another TAO—up to your remaining allotment this round (Leg modifier total is 2). Use them for brief steps or instant ripostes.Murk settles. Bubbles rise where two foes drowned. From ruined huts a villager emerges, chalk trembling, sketching the true torch-and-arc across a cypress trunk. “We imagined you might come,” she whispers. Hozai scores the emblem deeper, aligning its flame toward the slaver camp the last raider betrayed.One skirmish ends; another waits beyond the reeds. In these minutes you employed opposed initiative, AV as primary defense, valid Reactions, MMM vs OMM, Balance with synergy, fixed Smash damage, TAO limits, and a single ITR™—unfiltered Imagine That logic beneath the emblem’s glow.Imaginarian-guided micro-scene for Imagine That TTRPG™. You—the reader—roll for Sir Hozai, Lv 13 Black Knight. All mechanics adhere strictly to core rules: Armor Value, Reactions (Parry, Dodge, Block; Deflect listed but unavailable), exact Smash damage, Tactical Advantage Opportunities (TAOs = up to Leg modifier uses per round), MMM vs OMM grappling, opposed-initiative, and a single ITR™.Ith™, Kestrica™, Thallice™, The Unlucky Bogs™, Ebonite™, Imagine That TTRPG™ and Worlds Apart™ are the property of Marcus Alan Hayes.
© 1998–2025 Marcus Alan Hayes, All Rights Reserved.
This work, including game mechanics, image, and literature, is the intellectual property of Marcus Alan Hayes. Unauthorized use, reproduction, or distribution of this material without express written permission from the author is strictly prohibited. This includes but is not limited to reposting, copying, modifying, or using this content for commercial purposes.