Trouble
From RPGS surrounding the Labcats
See pages 8 and 58.
Watchtower rolls Trouble when she needs to oppose the players and there isn't a Feature handy. It's generally rolled in Tests, and in Contests with Extras.
- Starts with 2d6 at the beginning of the episode.
- Watchtower always rolls Trouble and announces her result before the player makes a roll for a Test.
- Instead of spending a Plot Point to add a die to her result, Watchtower adds the die, and then removes it from Trouble.
- When creating a Useful Detail, Watchtower can choose to use a die from Trouble (presumably d8 or larger, otherwise why bother?) instead of a d6 from the general dice supply.
- When a Trouble die rolls a 1, a player can turn it into a complication and remove it from Trouble. This does not cost a Plot Point. Also, if there are only two dice in Trouble, step one down instead of removing one.
- When a player's die rolls a 1 (there are exceptions to this), it can become a Complication, and Watchtower can pay the player a Plot Point to put the die into Trouble.