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.