Dice Checks

PDF p.274 / Book p.266


Steps to Making a Dice Check

Make a Dice Check when you attempt to do something.


Creating Dice Pool

The Dice Pool is the number and type of die used for a check. There are two kinds of dice; Standard and Critical. Any references to dice that don't specify Critical are Standard. You need nine Standard Dice of one color and three Critical Dice of another color. There are three general categories


Determine Success Number

The Success Number (SN) is the number you must roll on a die to get a Success. The default is 8. The final number is decided by the Story Guide (SG). Abilities and Skills might specify a SN, while Gear, Effects and Additional Modifiers might alter the SN.


Roll the Dice Pool

Roll the Dice. There are four possible outcomes based on the numbers on the dice.


Use Legendary Status

If you have Legendary Ranks may use each rank to adjust the value of a die up or down by 1 point. You cannot adjust Fails.


Use Focus

Spend any number of points from Mind to adjust the value of any number of dice up or down by 1 point. Cannot be used to adjust Fails, or adjust the value above 12.


Roll Critical Dice

If you roll any 12s, or alter a die to 12, roll a number of Critical Dice equal to the number of Critical Successes. Each die that rolls lower than the SN counts for 1 Success, even if it rolls a 1. Each roll equal to or higher than the SN counts for 2 Successes. If any Critical Dice roll a 12, repeat this step.


Determine Success or Failure

Add together all of your Successes and then subtract the Fails.


Story Event

On a Critical Success or a Critical Failure, the SG decides on any special effects, or story events that play out as a result.


Going Above 12

If, for some reason, the SN is above 12, the player can only adjust a value above 12 by sacraficing another 12.




Backlinks: Rules Rules:Damage, Death & Healing