TftF The Rules

Jun 8, 2021 9:36 am
THE DICE ROLL
You describe how you try to overcome the Trouble, and what you’re trying to accomplish. The GM may ask for more details if she thinks the situation is unclear, or may ask you to change your mind if you are trying to do something impossible.
When you have decided on your action, grab a number of dice equal to your score in the attribute you use. Then, add dice equal to your level in the appropriate skill. If there isn’t a suitable skill, roll only the attribute dice. If you are not Broken, but have a total of zero dice due to Conditions, you still use one die for the roll. Every six rolled is a success. In most cases, only one success is needed to overcome Trouble
[ +- ] Example
ITEMS, SHAME AND SCARS
You may use Items to add 1–3 extra dice to a dice roll (page 61), as long as you can explain how the Item in question helps you (the GM has final say).
You can also use your Shame once per Mystery to score an automatic success. You can activate your Shame after a failed roll – or even after a successful one – to add a success, as long as it fits the situation. Scars can also be used in this way, but only once. When done so the Scar counts as accepted which makes it possible to remove it by the end of the Mystery (page 97).

DOING THE ALMOST IMPOSSIBLE
In rare cases, more than one success is needed to overcome Trouble. You might be trying to do something almost impossible, such as escaping from the cops on your motocross bike, or persuading your dad to stay home from poker night. This may require two or even three successes. The GM should only demand more than one success in the most extreme cases.

FAILED ROLLS
If you roll no or too few successes, your action fails. An unsuccessful attempt to overcome Trouble should never mean that nothing happens. Somehow, the situation changes – probably for the worse. The GM decides what happens. You might need to check a Condition, you might end up in new Trouble, or you might suffer a Complication (see the boxed on page 74). Below are some examples:
■ You are caught or become delayed.
■ The robot you have built becomes hostile or your
tools break.
■ Your parents are angry with you and ground you
for a week.
■ The wormhole to the other galaxy grows and swallows you instead of closing.

PUSHING THE ROLL
When you fail a roll, you may choose to immediately retry the task, by mentally or physically pushing yourself to the limit of your abilities. This is called pushing the roll, and can only be done once per roll, immediately after performing it. You may push a successful roll to be able to buy more Effects.
When you push a roll, you must first check a Condition. Then you reroll all dice not showing sixes. If the reroll is successful, the GM describes what happens. If the reroll also fails, you may not push again. If the Trouble came with the threat of a Condition, you may have to check two Conditions – one for pushing and one for failing.

HELPING EACH OTHER
One Teen may help another overcome Trouble if it seems plausible in the situation. To help, you describe what you do, and then your friend gets one extra die to roll. A Teen may never get help from more than one of her friends for a single dice roll. The GM has final say on when helping each other is possible. When you help someone, the outcome of the roll will affect you too. If it fails, you suffer the same effects as the Teen who rolled. In some situations, all of the Teens need to overcome the same Trouble at the same time – when trying to sneak into the cinema without tickets, or swimming to shore from a sinking boat, for example. In these cases, you cannot help each other as described above. You can, however, give each other successes from buying Bonus Effects (below).

TEEN VERSUS TEEN
When two or more Kids fight each other, wrestle, haggle, hide from each other, or hit on the same guy, you all say what you want to do and roll the dice at the same time. The one with the most successes wins, and gets to decide what happens.
You can all push your rolls. If you get equal numbers of successes after the push, you may buy extra successes by checking Conditions, one success for each checked Condition. You can make yourself Broken to win if you want to. If there still isn’t a winner, something happens that interrupts the situation – a parent walks in, rain
starts falling, or the lunch break is over.

EXTENDED TROUBLE
Sometimes, at a crucial moment during a Mystery, Trouble can be so climactic that the Teens have to come up with a plan and work together – a single dice roll is not enough to portray the Trouble they are in. Each Teen will have their part to play in the plan’s final success or failure. This is called Extended Trouble and will be explained once it comes up in-game.
Jun 8, 2021 9:37 am
BUYING EFFECTS
If you roll more successes than you need, leftover successes can sometimes be used to "buy" beneficial Bonus Effects. Such Effects are described individually for each skill. The same Effect can be bought several times. The GM decides which Effects, if any, are available in any given situation. You shouldn’t need to buy Effects to achieve what you set out to do. They are a means of getting more than you asked for.
Body
[ +- ] Sneak
[ +- ] Force
[ +- ] Move
Tech
[ +- ] Tinker
[ +- ] Program
[ +- ] Calculate
Heart
[ +- ] Contact
[ +- ] Charm
[ +- ] Lead
Mind
[ +- ] Investigate
[ +- ] Comprehend
[ +- ] Empathize

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