Resistance Rolls

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Resistance Rolls #


Resistance Rolls represent a character’s attempt at withstanding undesirable events, rather than them actively initiating a course of action. Players may call for one anytime they want to negate something affecting their character; with the roll always succeeding provided the character isn’t in a Breakdown state. For instance, if a character is struck by an enemy, they may perform a Resistance Roll to dodge the attack.

However, the decision on what can or can’t be resisted is left at the GM’s discretion. And they reserve the right to deny a player’s request if deemed inappropriate. The GM may also suggest a player to perform a Resistance Roll at any point during a game, but cannot enforce it.

- Choosing an Ability #

If a Resistance Roll is initiated, the GM must first pick an appropriate ability for it. Here are some examples:

  • Dexterity : when reacting instinctively to danger.

  • Agility : when dodging incoming threats or attacks.

  • Knowledge : when refuting attempts at persuasion based on misinformation or quackery.

  • Insight : when refuting attempts at persuasion based on trickery or lies.

  • Composure : when refuting temptation or seduction.

  • Endurance : when resisting complications arising from wounds or diseases.

etc…

Depending on its score, the Ability determines which type of die is rolled.

- Assessing Pressure #

Pressure measures how much strain is being exerted on the character. It’s a representation of the level of effort or resolve needed to resist the event:

PressureRatingExample
Moderate1-2The burden on the character is manageable.
Severe3-4The burden significantly challenges the character’s capabilities.
Extreme5-6The burden is overwhelming and pushes the character to their limits.

The GM sets this value, which in turn determines the number of die rolled by the player.

- Resolution #

The player rolls a number of Ability die equal to the roll’s Pressure, with results of 1 and 2 counting as Trouble Die. Subsequently, the character raises one of their Emotions by the amount of Trouble Die obtained, and the event or consequence is negated.

Raising Emotion #

As stated above, characters must raise an Emotion when obtaining Trouble Die. Which Emotion to raise depends on context, and the character’s general mindset at the time of the roll:

EmotionDescription
AngerThe character feels personally wronged or threatened by the event.
FrustrationThe character feels irritated by the unexpected or displeasing event.
AnxietyThe character feels vulnerable or in danger.
GuiltThe character feels somewhat responsible for the event affecting them.

Example #

Finn wants to evade an attack performed by a rival character:

  • Considering Finn’s animosity towards the character, the GM states that this may raise Finn’s anger, and test his agility against a Pressure of 2.

  • Finn has an agility score of 3, so the player rolls two d8s.

  • They get results of 4 and 2, with 2 counting as one Trouble Die. Finn’s anger is increased by 1 and the attack is succesfully dodged.


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