Rolling the Dice

From RPGS surrounding the Labcats
Revision as of 23:29, 9 March 2012 by Avram (talk | contribs)

Dice Pool

For Free

  1. You always get at least two dice: one (or three) for the Value involved in the conflict, and another (or three more) for the Relationship involved:
    • If you're acting in accordance with the Value or Relationship, pick up a die for that Value.
    • If you're challenging the Value, pick up three dice for that Value or Relationship. Also, remember to step down that Value or Relationship at the end of the Conflict.
  2. If you've got an appropriate Ability or Distinction, get a die for that, too. (Only one for free.) Heritages count as Distinctions, but they're tougher to bring in on rolls; generally only on a roll that involves knowing, understanding, or being a representative of that Heritage.
  3. If your opponent has Stress of an appropriate type, get a die for that.
  4. If you're making use of your opponent's Limit, you get three dice of the type associated with that, too. (And if you win the Conflict, you can Shutdown your opponent's Ability for one Plot Point, or for free if you Stress them out.)

For Plot Points

  1. You can spend Plot Points to bring in the dice for more Abilities, Distinctions, Relationships, anybody's Stress.
  2. You can buy Useful Details for one Plot Point each. These give you a d6. The Useful Detail sticks around for the rest of the scene, and can be brought in (for free, I think) as relevant.
    • When the Watchtower creates a Useful Detail, she can either use the standard d6, or pull a die of some other size out of the Trouble Pool (page 9, blue box at the top right).

Side Dice

  1. You can grab up the dice from your Resources (Locations and Extras) for free if they're on your sheet (and haven't been used up yet), or for one Plot Point each if they're not. These are rolled separately from the main dice pool.

Rolling the Dice

  1. Roll the main dice pool, setting aside any dice that come up 1 as Complications. These mean something went wrong, even if you succeed overall. If you roll all 1s, you fail. Ouch.
    • If a player is rolling, the Watchtower can pay a Plot Point to add a Complication die to the Trouble Pool (page 9).
    • If the Watchtower is rolling, the player she's rolling against can pay a Plot Point to remove a die (of that size or smaller) from the Trouble Pool (page 9).
  2. If you've got a side pool from Resources, roll that too, but separately, or use different colored dice. (These don't become Complications, even if they roll 1.)
  3. Add together the two highest dice from your main pool. Also add the highest die from your Resources.
  4. And you can spend Plot Points to add more dice out of your main pool to your result.