Action Rolls (Part 2)#
Advantage & Disadvantage#
Sometimes, rules may ask a character to perform an Action Roll using Advantage or Disadvantage:
- If a character rolls with Advantage, results of 3 are not ignored. They count towards the total Success Score.
Usually, this happens when the character has a strong incentive or motivation to perform the action.
- If a character rolls with Disadvantage, results of 3 are not ignored. They count as Trouble Die.
Usually, this happens when the action goes against the character’s motivations, interests or beliefs.
If a character has multiple instances of Advantage and Disadvantage, each Advantage cancels out one Disadvantage and vice versa.
Drive Actions#
A character may perform a Drive Action when attempting a task that is directly aligned with one of their Drives or their current Quest. When they do, they roll with Advantage:
| Drive | Action |
|---|---|
| Revenge | When attempting vindication or retaliation against a perpetrator. |
| Authority | When addressing an obstacle through confrontation or hostility. |
| Wealth | When tackling a challenge where money or valuables are at stake. |
| Status | When leveraging connections or trying to receive exclusive benefits. |
| Validation | When trying to stand out while addressing a challenge or obstacle. |
| Influence | When solving a problem through persuasion, negotiation or manipulation. |
| Curiosity | When venturing into the unknown, exploring or trying to gain information. |
| Production | When creating, building or designing items, contraptions or pieces of art. |
| Solution | When solving a problem through rational thinking or technical skill. |
| Care | When providing assistance or support to someone in need. |
| Peace | When mediating disputes or resolving conflicts through reconciliation. |
| Duty | When carrying out responsibilities to their family, gods or companions. |
Conversely, a character rolls with Disadvantage any time an action they perform contradicts a Drive or their current Quest.
A character may attempt as many Drive Actions as they want during a scenario. But after achieving a success (perfect or limited), they have to wait for the next day to attempt a new one.
Context Modifiers#
Modifiers represent different benefits or drawbacks affecting a character. They stem from circumstances and modify the total Success Score of an action:
Positive Modifiers increase the total Success Score. They represent advantageous circumstances.
Negative Modifiers decrease the total Success Score. They represent detrimental circumstances.
For example, if a character has a Modifier of -2, they turn an action with a Success Score of 15 into 13. Conversely, if they have a Modifier of +4, they turn an action with a Success Score of 11 into 15.
Weight#
Modifiers exist in different Weights, indicating their level of impact. A lower Weight means a smaller bonus or penalty, while a higher Weight means a bigger one:
| Weight | Description |
|---|---|
| around -3 or +3 | The Modifier has a mild impact on the action’s outcome. |
| around -8 or +8 | The Modifier has a defining impact on the action’s outcome. |
- Sources#
Modifiers are classified into Sources that describe where they come from. These exist in four categories:
Environment : represents the setting in which the action takes place. This includes tangible aspects like physical structures or weather, as well as intangible aspects like social atmosphere or timing.
Actors : represents the individuals or entities involved, either aiding or opposing the character’s action. These can include friends, people with conflicting interests or simple bystanders.
Means : represents the assets available or unavailable to a character, such as weapons, tools, pieces of information or any other relevant item or resource associated with the action.
Condition : represents the overall state of the character, factoring their fatigue, carry load, hygiene, drug influence or any other comfort or affliction that may affect their body or mind.
Examples#
| Context Modifier | Description |
|---|---|
| +4 environment | The character is shooting a bow from a high ground position. |
| +6 actors | The character and his crew are mugging a lone individual. |
| -3 means | The character is repairing a contraption with improvised tools. |
| -7 condition | The character is performing a drunken acrobatic maneuver. |
Stacking#
If a character gains Modifiers from multiple Sources, these are considered cumulative and added together. But if various Modifiers have the same Source, they do not stack. In that case only the highest Weight counts (with equal opposing Weights cancelling each other). For example:
+3 means and -8 condition results in -5.
-2 environment and +6 environment results in +6.
+4 actors and -4 actors results in no Modifier being applied.
If a Modifier total happens to match or overcome a roll’s Challenge, the character automatically achieves a perfect success.
Opposed Rolls#
Opposed Rolls are made when two characters directly compete while performing an action. Each one makes an Action Roll, and the higher Success Score wins.
Risk and relevant context Modifiers still apply.
Steps#
Both players throw their initial 4 die together.
They choose if they want to continue with a Daring Throw or not.
Daring Throws (if any) are performed together.
The player with the highest Success Score wins the contest. However, anyone who matches or exceeds its Risk must also face a negative consequence.
XP is granted only if both characters chose to perform a Daring Throw, regardless of outcome.
If the contest ends in a tie, the GM may ask each player to select one of their die and roll it again.
