The Play
Actions that are important to the story being told are called feats. When your character attempts a feat, roll a number of dice equal to the character’s rating in the appropriate stat.
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Each die that comes up 4+ is a success. Most of the time you will only need one success. The game master will decide how difficult the action is – how likely the character is to succeed at whatever task they are undertaking. Feats can be tricky, tough or hard. The GM will roll a number of dice based on the difficulty:
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You and the GM roll your dice and check the results of each die. Each result of 4 or higher is a success. Each success rolled allows the you or the GM to state one thing about the action undertaken. Starting with the person who rolled the most successes, player and GM take it in turns to “spend” their successes by making statements. If you and the GM roll an equal number of successes, the person that rolled the most dice makes the first statement.
Each statement should express a single idea, concept or fact. The very first statement should establish the success or failure of the task. You are not obliged to describe your action succeeding, just as GM’s do not have to describe the feat failing. Decide based on the situation and what will be most interesting. Each statement made becomes fact and cannot be changed, though it can be modified by future statements.
Each statement should express a single idea, concept or fact. The very first statement should establish the success or failure of the task. You are not obliged to describe your action succeeding, just as GM’s do not have to describe the feat failing. Decide based on the situation and what will be most interesting. Each statement made becomes fact and cannot be changed, though it can be modified by future statements.
The following can change the number of dice that are rolled:
If the character’s CONCEPT suggests some implicit benefit to the feat they are attempting, you get an extra dice to roll.
If your character has an EDGE that is somehow useful, appropriate or beneficial to the action being performed you get to roll an additional number of dice equal to the edge’s rating. If the feat is in direct pursuit of the character’s AGENDA, you may roll an extra die. |
Characters are likely to suffer injuries as they go about their business. Each time they suffer an injury note it down. When rolling against a character with an injury, you may call a GREMLIN on that character that allows you to roll an additional die. Once you have called a gremlin on an injury, it is removed. It may not be completely healed, but it causes no further impediment to the character.
The GM may also grant a CHARACTER die to a character as a boon for good roleplaying or for doing something surprising or amusing. |
Characters can spend their Rep to improve their chances of success at an action. Spending Rep allows you to:
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Reputation resets when the group is in a safe place.
Combat is simply a more advanced form of opposed task. Combat attacks are considered to occur simultaneously. Combat occurs in the following steps:
Successful attacks inflict injuries. The player makes statements about the kind of injury suffered. Extra success dice can be used to narrate additional injuries. Likewise, success dice can be used to defend against extra injuries. A character that has a number of injuries equal to their health rating is incapacitated. This might be unconscious or dead, but does not have to be. An incapacitated character can do nothing.
All characters - including incapacitated characters that are not dead - reset their injuries when the group is in a safe place.
- Players and GM declare intentions. Anyone can modify their actions at any point before dice are rolled.
- Actions proceed in the most logical order. There is no initiative sequence.
- All combatants gather their prowess dice plus any dice for modifiers. Spend any or all of these dice on attacks. The remainder are used for defense. Defensive dice are re-used as many times as needed until everyone has acted.
- All combatants roll dice. Attack dice pools are compared against relevant defence dice pools and actions are resolved like any other feat.
Successful attacks inflict injuries. The player makes statements about the kind of injury suffered. Extra success dice can be used to narrate additional injuries. Likewise, success dice can be used to defend against extra injuries. A character that has a number of injuries equal to their health rating is incapacitated. This might be unconscious or dead, but does not have to be. An incapacitated character can do nothing.
All characters - including incapacitated characters that are not dead - reset their injuries when the group is in a safe place.