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:
| Pressure | Example |
|---|---|
| 4 | Standard - the event tests the character’s resolve, but is manageable. |
| 6 | Intense - the event significantly challenges the character’s capabilities. |
| 8 | Extreme - 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:
| Pressure | Failure | Retrievable | Success |
|---|---|---|---|
| 4 | <= 2 | 3 | >= 4 |
| 6 | <= 3 | 4-5 | >= 6 |
| 8 | <= 4 | 5-6-7 | >= 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:
| Emotion | Description |
|---|---|
| Anger | The character feels irritated or wronged. |
| Fear | The character feels vulnerable or in danger. |
| Sadness | The character feels jaded or powerless. |
| Guilt | The 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:
| Weight | Description |
|---|---|
| -1 or +1 | The Modifier has a mild impact on the character’s capacity to react. |
| -2 or +2 | The 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.
