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Reaction Rolls#


A Reaction Roll represents a character’s attempt at avoiding something undesirable, rather than them initiating a course of action. They are called when trouble or harm is about to affect them.

The GM determines when a Reaction Roll is needed, but players may suggest them when they think they’re warranted.

Steps#

The GM first narrates an event affecting a character and calls for a Reaction Roll to withstand it. In turn, the player controlling the character may choose to let the event unfold.

- Ability#

If the player chooses to resist, the GM picks an appropriate Ability. Here are a few examples:

  • Dexterity : for reacting instinctively to something.

  • Agility : for dodging incoming threats or attacks.

  • Insight : for detecting trickery or avoiding traps.

  • Composure : for refuting temptation or baits.

  • Endurance : for resisting physical pressure or disease.

  • etc…

The Ability’s Dice Class then determines which die is rolled.

- Assessing Pressure#

The GM also sets a Pressure, which measures the level of strain exerted on the character:

PressureExample
4Standard - the event tests the character’s resolve, but is manageable.
6Intense - the event significantly challenges the character’s capabilities.
8Extreme - the event is crushing and pushes the character to their limits.

- Resolution#

The player throws their die. Depending on the Pressure and result obtained, an outcome is assessed:

PressureFailureRetrievableSuccess
4<= 23>= 4
6<= 34-5>= 6
8<= 45-6-7>= 8
  • Success : the character withstands the event, they avoid trouble or harm.

  • Failure : the character suffers the event, they face trouble or harm.

  • Retrievable : the character may raise an Emotion by one stage to succeed, else the roll fails.

Raising Emotion#

As stated above, characters must raise an Emotion by one stage when retrieving a roll. Which Emotion to pick depends on context, and the character’s general mindset at the time of the roll:

EmotionDescription
AngerThe character feels irritated or wronged.
FearThe character feels vulnerable or in danger.
SadnessThe character feels jaded or powerless.
GuiltThe character feels remorse or responsibility.

Experience#

A player marks one XP each time they retrieve a roll, provided the Ability rolled isn’t already maxed-out or crippled.

Example#

An enemy attempts to strike Finn. The GM calls for a Reaction Roll, asking Finn to test their agility against a Pressure of 4:

  • Finn has d6 agility, thus rolls 1d6.

  • They get a result of 3, putting them in retrievable range. The player can choose to end on a failure.

  • Instead, they choose to raise an Emotion and retrieve the roll.

  • Finn’s anger is increased by one stage (they harbor strong animosity towards the enemy), and successfully evades the attack.

  • Because they chose to retrieve the roll, they also mark one segment to their agility XP track.

Advantage & Disadvantage#

Sometimes, rules may ask a character to perform a Reaction Roll using Advantage or Disadvantage. If so, the player rolls two Ability Die instead of one:

  • If they roll with Advantage, they keep the highest result of the two.

Usually, this happens if the character is staying particularly alert, or anticipated the event affecting them.

  • If they roll with Disadvantage, they keep the lowest result of the two.

Usually, this happens when the character is caught by surprise, or being distracted by another task.

Context Modifiers#

Context Modifiers also work with Reaction Rolls, by simply increasing or decreasing the dice result obtained when rolling:

WeightDescription
-1 or +1The Modifier has a mild impact on the character’s capacity to react.
-2 or +2The Modifier has a defining impact on on the character’s capacity to react.

Rules for Sources and stacking remain the same as with Action Rolls:

  • Environment : the immediate setting or surroundings (cover, terrain, lighting, timing, weather…).

  • Actors : the people or entities involved (safeguarding allies, hostile people, neutral witnesses…).

  • Means : the tools, gear or techniques available (a shield, a quick-draw holster, a protection spell…).

  • Condition : overall state of the character (fatigue, encumbrance, drug or magic influence…).

For example, a character behind good cover could be granted +2 environment to avoid getting shot, while a character who is exhausted could suffer -1 condition to resist an intimidation attempt.