PDF p.274 / Book p.266
Steps to Making a Dice Check Make a Dice Check when you attempt to do something.
- Create a Dice Pool
- Determine Success Number
- Roll Dice Pool
- Optional
- Use Legendary Status
- Use Focus
- Roll Critical Dice
- Determine Success or Failure
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
- Abilities
- The Ability will tell you which dice to use.
- Skills
- Use your Skill Rank, and the relevant stat. With a Rank of one or higher, use the higher relevant stat. With a Rank of 0, use the lower stat.
- Some Skills cannot be used at Rank 0.
- For weapons onuses, you cannot add more dice to the pool than you have Skill Rank.
- Stats
- Simply just the Stat
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.
- Each die equal to or higher than the SN = Success, Gain 1 Success
- Each die below the SN but higher than 1 = Gain nothing
- Each die equal to 1 = Fail, Lose 1 Success
- Each die equal to 12 = Critical Success, see ‘Roll Critical Dice’ below
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.
- 1+ Successess = Success
- You have succeded at your goal to some degree. For combat, they will usually be equal to the Damage dealt. For tasks that require tracking progress, the Successes will go towards that goal.
- 0 Successes = Failure
- Nothing bad happens, but you don’t do what you were trying to do.
- < 0 Successes = Critical Failure
- Something bad happens. There is no degree of Critical Failure, a -5 is the same as a -1.
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.
Skill Checks Over Time PDF p.282 / Book p.274
Skill Checks Over Time (SCOT) are used for projects that take more time and effort. You and the SG should set a number of Successes required and the pace. There are two types of SCOT.
Consistent SCOTs These require you to roll a Check to achieve at least 1 Success for each interval in a set amount of time. For instance, if you are trying to maintain the engine of a damaged Sun Wing as you make it to your destination, you might need to gain at least 1 Success every in-game hour for six hours. If you fail to gain at least 1 Success on a roll, your SCOT has ended.
Progress SCOTs These require a set number of Successes set by the SG to achieve. At an interval set by the SG, you must roll a Check. Each Success goes towards the required number of Successes. For instance, if you want to improve a device you might need to gain 12 Successes, rolling once every day.
Modifiers PDF p.311 / Book p.303
Modifiers are used to change the Success Number (SN) according to environmental and situational elements.
Basic Modifiers
- Speed: +1 to +3
- Speed Modifiers apply to situations where there is a difference in speed
- Terrain: +1 to +4
- Terrain Modifiers apply when the terrine is hard to navigate.
- Weather: +1 to +4
- Pretty self explanatory.
- Sensory Impairment: +1 to +4
- Examples include smoke, darkness, ears ringing, etc.
- Physical Impairment: +1 to X
- This is also pretty self explanatory.
- Water and other Substances: +1 to +3
- Come on, you should be getting this by now.