Collecting the dice pool from area of your character sheet. To make effect in your attempt. Two dice are put together to make the total to beat.
and one dice all alone as the effect die. The effect your character is doing in the scene.
Hitches & Botches:
When you roll a 1 that is a Hitch. If you roll three ones on your dice that is a Botch.
For every Hitch the player receives a plot point. Max of three.
Hitch- when you a roll a one the G.M. buys that hitch from you and the G.M. can increase a difficulty in the scene you are in or save it for the next scene. This is very effective if there is a hitch in the Effect slot or the total slot. If a one is in the bank the G.M. can still buy the hitch and add a condition or increase the difficulty in the scene or save for the next scene. It like the G.M. get an advantage against the player in the scene.
When a Hitch is not a Hitch:
The only two time that hitch is not a hitch is the Big Hero Die or the plus die to the d12.
The Hero can Not fail. a 1 on this die is simply a +1 to the total or the damage roll. If the Hero die is a bigger effect die than the one already in the effect slot you use the bigger die as the effect.
Plus die to the d12 cannot fail as well. The G.M. is looking at the d12 that the player place either in the total slot or the effect slot. Plus die is the bonus to the 12. Example if a player rolls their stat of d12+d6 and the d12 is 9 and the d6 is a 1 then the G.M. counts that as 10.
Test and Contest:
Test- are always the character against the environment or task they have to accomplish by themselves.
Contest- are always the character against another character. Either in combat or drama scene.
Plot Points:
The currency of the game. Player can spend these in a variety of different ways.
Players gain these in Hitches and sometimes talents. They are often used to change something within the scene or activate a special effect.
Player can use them to Activate an Opportunity. That happens when the G.M. rolls a Hitch. the player can use it to step down a difficulty in a scene or complication on your character.
Can also use it to step up an asset you are using or can activate in the scene.
The player can activate a hero Dice.
Create a temporary asset in the scene.
The player can also pull dice from the bank to add to the total or the effect.
Spend the plot point to stay in the fight.
Bank:
This is used if the player has more than three dice to roll. They still move the two dice to the total and one for the effect. the rest go into the bank. Players can spend plot points to move the die out to a their total or their effect. If the player uses it to the effect and the die type is higher than the one already there than that is the effect level being used in the scene. Whatever die is bigger. If the player uses it for the total this is treated like a second wind strike or third wind strike if another plot point is spent.
by Glantri Mage
by Glantri Mage
Advantages:
This happens when the plot character or boss rolls a hitch. (Also known as the G.M. characters.) The player can buy the hitch against the boss or plot character to gain the die to their pool against the boss or plot character.
Advancing areas of your character sheet.
At the end of every session the G.M. (Game Master) will give out advance points on a scale 1-9. 1 being a bad session and a 9 being a great session. Of course, the player may add their milestones if they used then during the session. These points accumulate over time. This way the player can advance the character's stats on the character sheet.
Stats and Signature Assets are time four the dice.