OOC:
Hey, everyone! Sorry about the delay… work was a little insane.
Let’s clear up some of the confusion on how tests work! Using the Montage items described above as our example, each task has a difficulty measured in polyhedral dice from d20 (Simple) to d4 (Impossible). When faced with any test you roll your Difficulty and add +1 for any details, whether they are character details, scene details, or temporary details, that fit your character’s actions. If you roll 8 or higher, on any die (adding your appropriate Details), you succeed. If you roll 14 or higher, you get a Great Success (more on this in a moment).
The Impact Die isn’t actually rolled. It measures your character’s current influence, or impact (hence the name), on the current scene, setting the highest/largest die you can roll. All of the characters start with a starting Impact Die of D12, meaning the largest die they can roll, regardless of the task, is D12. If they are given a Simple task (D20), but have an Impact Die of D12, they can only roll a D12. If the task if Routine (D12) they can roll a D12 for that task, but if they attempt a Tricky (D10) or Difficult (D8) task, they will roll that die, not their Impact Die.
When your character is injured, whether it is physically or socially or spiritually, their Impact Die will be affected, being lowered by one die for each setback (so, D12 would become D10, D10 would become D8, and so on).
In most cases, I’m going to trust each of you to tell me which Details are appropriate to your action and can be included. No need for me to make a call, but if you pull out something super weird ("My character is a Moon Sign, and since the moon is out…") I may call a veto. Remember your team were given a whole stack of Temporary Details during the briefing (as Harrigan pointed out in his post, the Service Van and Deutsche Marks) that you can use, but if you get permission from each other, you can also use the Details of other characters. This is how character’s cooperate. So, if Hank says he’ll pay people some of the team’s Deutsche Marks to create a distraction (+1), hides the team in the Service Van (+1), and relies on Maxine’s Streetwise to figure out how to effectively speak with the guards (+1, assuming Qralloq agrees), Harrigan will roll D12 + 3.
It is, admittedly, a little tricky to get a 8 or higher regardless of which die you are using (even if you are rolling a D20 or D12, but the assumption is that you’ll be relying on your character’s strengths and situational details to give yourselves an edge. Most rolls will likely have between +2 and +4 thanks to the Details you use. And, please don’t forget, if you are using one of your Core details (Details with a "+") you get to add +2 for using it in your roll.
Windy, your question about "What time of day is it?" is one of the strengths of the montage… I’m handing over some of the narrative duties to you and letting you decide! So, if you decide to tell me its snowing like crazy which is affecting visibility on the streets, making it harder to be tailed, you’ve just created your own Temporarily Detail and get to use that +1 on your roll. I’m asking all of you to do a little more as players, but you get to have fun with it (hopefully), and come up with whatever you think would be cool.
It sounds like the "turn" order you’ve decided on is:
1. Hank - Sneak into East Berlin (d12)
2. Laura - Navigate the streets of East Berlin (d20)
3. Friday - Bypass building security (d12)
4. Maxime - Sneak into the building (d12)
Is that right? Did I miss any questions?
EDIT: Maybe I should say this explicitly, rather than just hint at it, but my approach to this system is really to give all of you a great deal of freedom. RPGs are, after all, a collaborative storytelling exercise and I’m counting on all of you to bring your ideas and build on each other’s posts, so… do it! Don’t ask for permission. If you go too far, we can talk about it and bring it back ("I get a +1 because I call in an air strike on the gate!" "Umm… maybe let’s not do THAT."), but I trust you all.