Aug 14, 2024 9:21 pm
Actions
When you want to take an action, roll two dice and take the highest one. If they end up the same, add them together. This number represents how well you did. It’s then compared to a Difficulty Number set by the Game Master or to a roll made by someone else. If you beat it, you succeed!
Two dice are your basic pool, but it can increase or decrease depending on Bonuses or Penalties:
* Bonuses: When you have an appropriate Ability for the thing you're trying to do, add a number of dice equal to your level in that Ability, sometimes, more than one Ability are relevant for an action, in this case, you use the bonuses of both or more! Otherwise, situational Bonuses can also work in your favor, these are decided by the GM.
* Penalties: The same way Abilities give you dice, Weaknesses take them away from you, and the situation also can give you a Penalty.
More dice are handled the same way. With doubles, add them together and compare the sum to any other number rolled. If the added dice are highest, use them. If not, use the other highest die. Triples, quadruples, and so on are all added together.
Going by the rules, you may soon realize it’s possible to have fewer than one die to roll. Don’t panic; all is not lost! When dice are reduced this low, you roll Negative Dice instead. At zero, roll two dice and take the lowest. For each number below zero, roll an additional die and again take the lowest. Duplicate dice are never added together when rolling this way.
Difficulty
Except on opposite rolls, your Difficulty Number for a check is as follows:
Drama Dice
If you feel success is vitally important, you may spend Endurance to help improve your result. For every 5 points you spend, you may roll one additional die, a Drama Die. These dice can be gained even after you have rolled! But be careful, as Endurance spent in this way cannot be regained in the usual manner. This drive to succeed at any cost takes a piece of your character’s very soul, and recovering that can only happen between adventures or another lengthy stretch of time determined by the GM.
Miracles
By expending 30 Endurance, a character may guarantee the success of a single action. If the degree of success is important, as for an attack, add six dice to your roll. Regardless of the actual outcome, you succeed by at least one. The Game Master may refuse a miracle if the scenario is not appropriate.
Special Considerations
Amazing succes
Rolling above max difficulty grants an Amazing Success, which means that the character just achieves something above what they were aiming for. This can be related purely in the narration, but it may also change the local circumstances in a way beneficial to the PCs. If a character rolls an Amazing Success in an opposed roll and their opponent does not, the PC can choose to inflict a Complication on their opponent, like giving him a temporary flaw or triggering one of his own flaws.
Declarations
Declarations are effectively when a player proposes their own challenges. Normally, the GM sets the challenges and opposition for the PCs, but sometimes the players themselves want to be sure of the concrete benefits of their Abilities, so they may propose taking an action they're not sure about, like whether they can really afford that fancy mobile HQ with Wealth, or track down that very rare, very illegal item with Connected. If there is doubt, the GM can set a difficulty and make the player roll- and if they player succeeds, that just becomes a thing that the PC can explicitly do.
Extended Actions
Extended Actions are lengthy activities that can use a broad skill set and can involve the entire party- a Difficulty number is set, and the party has to achieve a certain number of successes before they hit a certain number of failures.
Teaming up
Teaming up is basically aid another, but handled fairly simply- one character is designated the leader, and then rolls all of their dice plus one extra for every extra person helping out.
Rolling all ones
Ones don't add together, and a roll of all ones is always a catastrophic failure. At negative dice, any roll of 1 is considered as this.
When you want to take an action, roll two dice and take the highest one. If they end up the same, add them together. This number represents how well you did. It’s then compared to a Difficulty Number set by the Game Master or to a roll made by someone else. If you beat it, you succeed!
Two dice are your basic pool, but it can increase or decrease depending on Bonuses or Penalties:
* Bonuses: When you have an appropriate Ability for the thing you're trying to do, add a number of dice equal to your level in that Ability, sometimes, more than one Ability are relevant for an action, in this case, you use the bonuses of both or more! Otherwise, situational Bonuses can also work in your favor, these are decided by the GM.
* Penalties: The same way Abilities give you dice, Weaknesses take them away from you, and the situation also can give you a Penalty.
More dice are handled the same way. With doubles, add them together and compare the sum to any other number rolled. If the added dice are highest, use them. If not, use the other highest die. Triples, quadruples, and so on are all added together.
Going by the rules, you may soon realize it’s possible to have fewer than one die to roll. Don’t panic; all is not lost! When dice are reduced this low, you roll Negative Dice instead. At zero, roll two dice and take the lowest. For each number below zero, roll an additional die and again take the lowest. Duplicate dice are never added together when rolling this way.
Difficulty
Except on opposite rolls, your Difficulty Number for a check is as follows:
Difficulty | DN |
Easy | 2 |
Moderate | 4 |
Challenging | 6 |
Difficult | 8 |
Very Difficult | 10 |
Nigh Impossible | 12 |
Drama Dice
If you feel success is vitally important, you may spend Endurance to help improve your result. For every 5 points you spend, you may roll one additional die, a Drama Die. These dice can be gained even after you have rolled! But be careful, as Endurance spent in this way cannot be regained in the usual manner. This drive to succeed at any cost takes a piece of your character’s very soul, and recovering that can only happen between adventures or another lengthy stretch of time determined by the GM.
Miracles
By expending 30 Endurance, a character may guarantee the success of a single action. If the degree of success is important, as for an attack, add six dice to your roll. Regardless of the actual outcome, you succeed by at least one. The Game Master may refuse a miracle if the scenario is not appropriate.
Special Considerations
Amazing succes
Rolling above max difficulty grants an Amazing Success, which means that the character just achieves something above what they were aiming for. This can be related purely in the narration, but it may also change the local circumstances in a way beneficial to the PCs. If a character rolls an Amazing Success in an opposed roll and their opponent does not, the PC can choose to inflict a Complication on their opponent, like giving him a temporary flaw or triggering one of his own flaws.
Declarations
Declarations are effectively when a player proposes their own challenges. Normally, the GM sets the challenges and opposition for the PCs, but sometimes the players themselves want to be sure of the concrete benefits of their Abilities, so they may propose taking an action they're not sure about, like whether they can really afford that fancy mobile HQ with Wealth, or track down that very rare, very illegal item with Connected. If there is doubt, the GM can set a difficulty and make the player roll- and if they player succeeds, that just becomes a thing that the PC can explicitly do.
Extended Actions
Extended Actions are lengthy activities that can use a broad skill set and can involve the entire party- a Difficulty number is set, and the party has to achieve a certain number of successes before they hit a certain number of failures.
Teaming up
Teaming up is basically aid another, but handled fairly simply- one character is designated the leader, and then rolls all of their dice plus one extra for every extra person helping out.
Rolling all ones
Ones don't add together, and a roll of all ones is always a catastrophic failure. At negative dice, any roll of 1 is considered as this.