Dice Rolls
There are two basic types of rolls: Aptitude rolls and Ability rolls.
When you want to make a roll, you use the number assigned to the appropriate Aptitude and/or the number assigned to the designated Ability to create a dice pool, then roll the number of dice equal to the value of those numbers. See the following examples;
Aptitude Rolls
When making pure Aptitude rolls, you double the number assigned to the designated Aptitude and roll that number only. No Ability number will be added. If no number is assigned, the player still gets to roll 1 die. If you have to roll your Brawn and have a score of 2, the dice pool would be 4 die. Ability Rolls
If rolling for an Ability in which you have no score, you would roll the active Aptitude alone. This, however, would still count as an Ability roll and you wouldn’t double the Aptitude, as you would with an Aptitude roll. Dice Pool
A dice pool can never exceed 8. When it does, every extra die is counted as a success after a successful roll has been made. These surplus dice have been locked. When negative modifiers apply, this “surplus” is reduced first. Botched Rolls
If a dice pool is ever reduced to zero or less, the player still gets to roll 1D. If this roll fails, it counts as a “botch”, as the circumstances are so extreme. If a dice roll results in no successes and if half of the dice (or more) are 1s, it’s considered a botch. In this case, the worst possible result occurs. The gun jams or breaks down while firing it, the climber loses his grip and falls, etc. Automatic / Obvious Successes
When there’s no stress, an avatar can automatically succeed at an action. If the player’s dice pool (including modifiers) exceeds or equals the target number, it’s an automatic success (any combat action is considered stressful and thus cannot automatically succeed). The success is minimal and takes the maximum amount of time, but it gets done. If the player wants to hurry things up, he can take a chance with a dice roll. The target number for success is always 7.
Contested rolls are relevant when two opposing parties are pitted against each other. The two involved parties make a roll with the appropriate dice, and whomever acquires the most successes wins. This can also be done as an extended contest, where the involved parties try to accumulate the highest number of successes over a period of time. In the event of a tie, the one with the highest Ability score wins. If it’s still a tie, the one with the highest active Aptitude score wins. If both Aptitude and Ability are tied, each participant rolls 1D and add their Ability score until the tie is broken. Working Together
Up to four people can work together on a problem at the same time. The one with the highest Ability score acts as the anchor, making the roll. Each participant beyond the anchor adds +1 to the roll. Not all actions can be done together, and generally no more than four people can work on the same action at once. The AI must decide what is appropriate, as it varies depending on the situation at hand. Do-Overs
It’s never in play when executing attacks, flight maneuvers, sneaking or in any other situation where a failure will result in a direct and swift consequence, but it should apply when the avatar is engaging in something that is time-consuming and in need of some focus. This includes actions such as picking a lock, fixing an engine or performing a ghost line calculation. If the first roll fails, the player can roll a second time, only he will get a -2 on the roll. If this fails as well, he can try a third time, but now gets a -3 penalty. After this, he’s too frustrated and has to take a step back. If the action has a base time, half of this time is required as a “cool down period” before the avatar can start over with a clean slate.
Aptitude Rolls
When making pure Aptitude rolls, you double the number assigned to the designated Aptitude and roll that number only. No Ability number will be added. If no number is assigned, the player still gets to roll 1 die. If you have to roll your Brawn and have a score of 2, the dice pool would be 4 die. Ability Rolls
If rolling for an Ability in which you have no score, you would roll the active Aptitude alone. This, however, would still count as an Ability roll and you wouldn’t double the Aptitude, as you would with an Aptitude roll. Dice Pool
A dice pool can never exceed 8. When it does, every extra die is counted as a success after a successful roll has been made. These surplus dice have been locked. When negative modifiers apply, this “surplus” is reduced first. Botched Rolls
If a dice pool is ever reduced to zero or less, the player still gets to roll 1D. If this roll fails, it counts as a “botch”, as the circumstances are so extreme. If a dice roll results in no successes and if half of the dice (or more) are 1s, it’s considered a botch. In this case, the worst possible result occurs. The gun jams or breaks down while firing it, the climber loses his grip and falls, etc. Automatic / Obvious Successes
When there’s no stress, an avatar can automatically succeed at an action. If the player’s dice pool (including modifiers) exceeds or equals the target number, it’s an automatic success (any combat action is considered stressful and thus cannot automatically succeed). The success is minimal and takes the maximum amount of time, but it gets done. If the player wants to hurry things up, he can take a chance with a dice roll. The target number for success is always 7.
- Occasionally some Package Bonus Features can modify this number but the goal remains to have as many of the dice as possible to match or exceed the target number.
Contested rolls are relevant when two opposing parties are pitted against each other. The two involved parties make a roll with the appropriate dice, and whomever acquires the most successes wins. This can also be done as an extended contest, where the involved parties try to accumulate the highest number of successes over a period of time. In the event of a tie, the one with the highest Ability score wins. If it’s still a tie, the one with the highest active Aptitude score wins. If both Aptitude and Ability are tied, each participant rolls 1D and add their Ability score until the tie is broken. Working Together
Up to four people can work together on a problem at the same time. The one with the highest Ability score acts as the anchor, making the roll. Each participant beyond the anchor adds +1 to the roll. Not all actions can be done together, and generally no more than four people can work on the same action at once. The AI must decide what is appropriate, as it varies depending on the situation at hand. Do-Overs
It’s never in play when executing attacks, flight maneuvers, sneaking or in any other situation where a failure will result in a direct and swift consequence, but it should apply when the avatar is engaging in something that is time-consuming and in need of some focus. This includes actions such as picking a lock, fixing an engine or performing a ghost line calculation. If the first roll fails, the player can roll a second time, only he will get a -2 on the roll. If this fails as well, he can try a third time, but now gets a -3 penalty. After this, he’s too frustrated and has to take a step back. If the action has a base time, half of this time is required as a “cool down period” before the avatar can start over with a clean slate.
Ability Roll w/o an Ability = Apptitude no.
Ability roll w an Ability = Ability + Apptitude no.s
Apptitude Roll = Apptitude no. doubled
Ability roll w an Ability = Ability + Apptitude no.s
Apptitude Roll = Apptitude no. doubled
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