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:
| Pressure | Rating | Example | 
|---|---|---|
| Moderate | 1-2 | The burden on the character is manageable. | 
| Severe | 3-4 | The burden significantly challenges the character’s capabilities. | 
| Extreme | 5-6 | The 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:
| Emotion | Description | 
|---|---|
| Anger | The character feels personally wronged or threatened by the event. | 
| Frustration | The character feels irritated by the unexpected or displeasing event. | 
| Anxiety | The character feels vulnerable or in danger. | 
| Guilt | The 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. 
