Difference between revisions of "Check"

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{{Meaningful Checks}}
 
{{Meaningful Checks}}
 
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Checks resolve uncertainty when an outcome matters and there’s some doubt about the result.  
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Checks resolve uncertainty when there's a question about the outcome and the result '''matters'''. Roll dice equal to your score in the most applicable [[facet]]. Each facet lists examples of appropriate checks. The referee has final say on which facet is most appropriate for a situation. You may add dice for "bonus" modifiers (see below), or add Interference dice for "penalty"  modifiers.  
  
Roll dice equal to your score in the most applicable [[attribute]] or [[skill]]. Each lists examples of appropriate checks, but you can negotiate which one makes most sense for a situation based on your approach. The referee has final say on which score to use, depending on the situation.  
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==Rolls==
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A higher result is better, and more of the same result (the "Gain") are better. Rolls of 1, 2, and 3 are set aside as "Fails" and do not impact the outcome at all. Rolls of 4 or better is a "Win" and count towards success. The highest number rolled is the Result. Any matching rolls are taken with it to make its Gain. Any remaining Wins (4 or better) count towards the Momentum Pool. A roll of 6 "Explodes": keep it and roll an extra die. If the new die explodes again, keep rolling!
  
For a basic check look at the highest value of any die rolled:
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==Retries==
*Failure: The highest die is green (1, 2, or 3).
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Retries allow you to re-roll some or all of the dice in a roll. After explosions are resolved you may attempt any eligible re-rolls. Note that retries occur after checking for explosions, so no more dice are added. The new roll is always taken, and is "frozen" for other retries. Retries from different sources don't have to be rolled all at once, but each die may only be re-rolled one time. A few things allowed retries:
*Success: The highest die is blue or red (4, 5, or 6).
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*6's are eligible for re-rolls, letting you reduce your Gain in hopes of Momentum (see below).
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*Distinctions may allow retries on a number of Fails.
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*Cooperation allows retries of a number of Fails.
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*Paying a Shift allows the re-roll of any number of dice, including Fails.
  
There are also two special cases for check results:
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==Interference==
*Fumble: If more than half the dice rolled result in 1’s you gain interference, the check automatically fails, and you can’t spend focus to improve the result.
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Penalties are rolled as dice themselves, usually of another color at the same time as the check, and may remove Wins from the original check. Roll any Interference dice like a check: discard Fails as usual, roll explosions for any 6's, and then resolve any applicable retries (see below). Starting with the lowest Win in the Interference pool, discard it along with the lowest Win from the Check--so long as that die is equal or lesser in value. If all the Check pool's dice are a higher value, discard the Interference die and move to the next one. Continue until all dice in the Interference pool have been discarded, or until no successes remain in the Check pool.
*Triumph: Every pair of 6’s in the roll gives you momentum.
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*If the check had Advantage, Retry every 6 in the Interference pool.
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*If the check had Disadvantage, Retry every Fail in the Interference pool.
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*Unless otherwise specified, no other Retry applies to Interference.
  
===Success Levels===
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==Results==
For contests and [[complication]]s you need relative levels of success, rather than just success or failure. Each extra result that matches a successful number (4, 5, or 6) grants an extra level of success. So 2 5’s would be 2 levels of success, 3 4’s would be 3 levels, and so on. Only one set of numbers counts.
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Whatever Win has the highest number, that's your "Result". Multiple dice with the same number all count together as the Gain of the Result. So if the highest roll is a 5, the Result is a 5. If there were two dice that rolled 5 then the Gain is 2. Set the Result aside, that becomes the target for any Opposition to beat. Any remaining Wins may generate Momentum. If there are no Wins left, the check fails. If the Result comes from Interference the check is a Fumble, and may have extra consequences.
  
In a contest the roll with the highest level of success wins. The highest die result in the set breaks ties, and any further ties are resolved through reflex. For example, a set of 2 5’s would beat a set of 2 4’s, but a set of 3 4’s would beat a set of 2 5’s.
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==Opposition==
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Sometimes a check is actively opposed by another check. It's rolled normally, including any Interference. To succeed in the contest, the Result from the new roll must be higher than the original, or on a tie its Gain must be larger. If that happens the original check is stopped. On any lesser result the original is unaffected. Momentum still counts for both checks--even the losing one.  
  
''Han kicks Tenacious Chen, and he dodges using his guard. They roll a contest. She rolls 3d for her Combat score, he rolls 2d for Agility. Han's results are 2, 4, and 5, so a success at a 5. He rolls a 1 and a 6, the extra die comes up a 2, so a success with a 6. The 6 is the higher die, so Chen wins the contest and dodges her kick.''
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''Green-Jade Huang kicks Tenacious Chen, and he dodges. She rolls 3d for her Technique score, and results are 2, 4, and 5. He rolls 2d for his Lightness. He rolls a 1 and a 6, bonus die comes up a 2. His 6 Result beats her 4, so he successfully dodges the kick.''
  
===Focus===
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==Momentum==
After the results are counted for a check you may spend 1 focus to add a success level to any set, just as if another die with that result was added. Adding to a 6 set doesn’t gain an explosion, but does count as a pair for triumphs. If there are no successful results at all spending focus adds a single 4 result.
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Every pair of Wins in the roll that isn't part of the Result generates Momentum. Momentum may:
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*Trigger a [[stunt]] the character possesses.
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*Convert into a +1/-1 Damage if an Attack is involved.
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*Grant a +2/-2 modifier to any one character's next check. Mark the Momentum by placing the dice on the appropriate character sheet or figure, and the next time the character rolls a check the die is added to the result.  
  
You may only spend 1 focus per roll. In a contest you may wait to see the other result before spending. The character with the lower reflex must commit to spending focus first.
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==Shifts==
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Each character starts with three Shifts. After the results of any Check or Save (including Interference and Opposition) you may spend 1 Shift to add another 2 dice to the roll or retry all dice desired. After seeing the new result you may spend another Shift and add 2 more dice, and so on until you are satisfied with the result or run out of Shifts to spend. Note that dice may be added after retries, but they don't explode.
  
===Modifiers===
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The Referee has Shifts to spend as well. If spending to oppose a player both sides may spend Shifts freely until satisfied or out of Shifts. If a player is satisfied, then the GM spends a Shift and changes the outcome the player once again has the opportunity to spend Shifts, and vice-versa.
Circumstances affect your skills and attributes during a check. Modifiers are either a bonus or a penalty. Each bonus adds another die to the roll. Each penalty removes a die before you roll. If a penalty would remove your last die, add a 1 result without rolling instead. Bonuses and penalties negate one another before  the check is rolled.
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''Han needs to dive out of a room before a heavy door slams down and traps her within. Agility is the most appropriate skill, and she has a 4 score. The door falls very quickly so the referee applies a penalty to the check check. Han rolls 3d and gets 1, 4, and 5. The highest result is 5 so Han succeeds, slipping under the door in the nick of time.''
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==Venture==
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You can take risks to get a better chance of momentum--if you succeed. Before you roll a check, you may add 2 Interference for a "Venture." After the Result is set aside, but before any Opposition, each Venture turns an unpaired Win into Momentum. Note that two ventures may automatically become 1 Momentum, even if there are no Wins to pair with. You can try for more than one Venture, but each instance adds two Interference, and you may not Venture if the Interference is already six dice or more.
  
===Failure===
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''Green-Jade Huang faces a gang in an alley, and hopes to intimidate them into leaving her alone. When one throws a punch, she declares 1 Venture on her guard, attempting fancy dodge using the splits and then flicking the thug on the nose to display her prowess. The gang member rolls his 2d Technique and scores a Result of 4. Huang rolls her 4d Lightness and gets 1, 2, 4, 5, plus two Interference dice that comes up 2 and 3...not affecting her pool. Her Result of 5 beats the thug's check, leaving her 4 pair with her Venture, giving her momentum. She'll take that as a boost to her next check which she plans to use to stare the gang down on her turn!''
A failed check doesn’t necessarily mean you don’t accomplish what you attempted. You might still get the outcome if you can propose a sufficient consequence for that success. The referee is the final judge of whether your proposal is adequate, and may negotiate terms as well. Common costs include losing hits, wits, or items. A failure cost has to matter. Once the terms are agreed upon you decide whether to apply them or suffer the original failure consequence.
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''Tenacious Chen is attempting to build a barricade before enemies arrive. The referee rules that this is a strength check, and a success indicates that the barricade is complete in time. Chen fails the check, but his player proposes a cost: the barricade is completed, but Chen is exhausted (a state) for the upcoming battle due to the effort to get it done in time. The referee agrees that's a valid consequence, and now Chen must decide whether that barricade is worth it.''
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==Advantage and Disadvantage==
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Some Distinctions, Faults, and circumstances may apply Advantage or Disadvantage to a check. The two states cancel one another out if both are present in the same check.
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*"Advantage" means you may retry all 6's on Interference.
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*"Disadvantage" means you must retry all Fails on Interference. If you have no Interference you get -2 instead.
  
===Cooperation===
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==Failure==
When allies pool their efforts they each roll a check. Applicable modifiers are applied to each check. A cooperating check doesn’t need to be rolled against the same attribute or skill.
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A failed check doesn’t necessarily mean you don’t accomplish what you attempted, just that it had some cost. In combat, the cost is precious time where enemies may now strike you. Outside of an encounter the cost might be exhaustion, damage, losing assets, or gaining some other complication. If there isn't a meaningful cost--ie you can just try again without any condition changing or a foe gaining a chance to do something first--then it didn't matter and shouldn't be a check anyway. Sometimes this is an instinctive call, where the GM asked for a check without any consequence in mind until failure made one necessary. This can become a negotiation if a player has an alternative consequence that's still meaningful within the situation.
  
The best success level is used for the group’s result. Each success level gained from other rolls adds to the total for the group, but every participant who fails subtracts one success level from the total. If any participant fumbles everyone cooperating on the check also gains interference.
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''Tenacious Chen is attempting to build a barricade before enemies arrive. The referee rules that this is a strength check, and a success indicates that the barricade is complete in time without becoming [[exhausted]]. Chen fails the check, and in this case has a choice: the barricade is completed but Chen is [[exhausted]] (a state) for the upcoming battle due to the effort to get it done in time, or Chen is fine but the barricade isn't far enough along to offer any protection at all. The referee agrees that's a valid consequence, and now Chen must decide whether that barricade is worth it.''
  
===Venture===
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==Cooperation==
You can take risks to get better results on a future check or damage roll. Before you roll a check, you can declare a venture and set a level from –1 to –3, describing just what you’re doing to make your check harder and how it will benefit an upcoming roll.
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When allies pool their efforts determine which character is rolling the most dice for the Check. This character becomes the "Leader". If more than one character could be the leader players may choose who takes the leader role. Everyone else rolls an appropriate check with 1 Interference for each other person cooperating. The leader may retry a number of Fails equal to their Gains. Momentum from each of these rolls is used normally. A failure generates 1 Interference for the leader, and Fumble generates 2 Interference.
 
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After your roll, you take away the highest resulting die for each venture (after explosions). If you fail or lose the contest there is no further effect. If you still succeed, you gain two extra dice for each one removed to the specified upcoming roll.
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You may also say that your venture dice will go towards a comrade’s check instead of your own. The bonus only lasts through your next action.
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''Han faces a gang in an alley, and is hoping to intimidate them into leaving her alone. When one throws a punch, she declares a venture on her defense. She'll take -1 venture to reflect a fancy dodge using the splits and flicking the thug on the nose, and if she succeeds that will give her +2 dice on her check to threaten them on her action.''
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===Momentum===
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Each triumph (pair of 6’s) grants you  momentum. If you have a momentum stunt you may spend the momentum to immediately trigger it. Some encounters or zones have built in stunts that can be triggered when you gain a triumph.
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If you don’t have a stunt to trigger you gain a bonus die for your next roll, or a friend’s next roll just as if you had committed to a venture. Just explain how the positive effect from the success spills over to the next roll. Bonus dice from momentum do stack with venture dice.
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===Interference===
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When the majority of your dice roll 1’s you You gain interference. Your current check fails, even if other dice from the roll would normally indicate success. Worse, any 6’s in the roll don’t explode in this check or your next roll.
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After the next roll the interference effect ends, even if it didn’t have any 6’s.  Some faults, keywords, or locations have effects that trigger on interference in place of the normal effect. If you have more than one fumble effect that can trigger you choose which one to suffer.
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A common interference trigger occurs on ledges. When you are in an area with a ledge interference knocks you down, and you count as climbing. If you are already down or climbing interference knocks you off the ledge and you fall.  
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==See Also==
 
==See Also==
*For the 3d6 version see: [[Check (Old)]]
 
 
*[[Game Play]]
 
*[[Game Play]]
 
*[[Complication]]
 
*[[Complication]]
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*[[Modifier]]
 
*[[Modifier]]
  
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{{v254}}
  
 
[[Category:Game Play]]
 
[[Category:Game Play]]

Latest revision as of 22:10, 22 June 2019

Meaningful Checks
A check should only ever be attempted when both potential outcomes have consequences. Say you need to make a strength check to push open a door. The effect of success is obvious (the door is opened), but is there a consequence for failure other than just having to try again? If there is, then it's a valid check. But if there isn't, assume you eventually manage to push the door open and move on. Time and effort are potential consequences, but only if they'll make a difference for the next decision or encounter.

Likewise, be prepared to follow through on either possibility if the check dictates it. If that sounds untenable or uninteresting then don't check, just narrate the success. Narrating an automatic failure is possible but much more frustrating. Any time you take this option you should highlight that the failure is due to circumstances outside the players control, and call out those circumstances so they have an avenue for changing them. Never cheat a check. When you get a result you don't want it introduces precisely the chaos and surprise that makes a dice driven game different from a story driven game. What you thought was the climactic victorious moment is actually a tragedy or a setback. Go with it, and see what's down that path.

Checks resolve uncertainty when there's a question about the outcome and the result matters. Roll dice equal to your score in the most applicable facet. Each facet lists examples of appropriate checks. The referee has final say on which facet is most appropriate for a situation. You may add dice for "bonus" modifiers (see below), or add Interference dice for "penalty" modifiers.

Rolls

A higher result is better, and more of the same result (the "Gain") are better. Rolls of 1, 2, and 3 are set aside as "Fails" and do not impact the outcome at all. Rolls of 4 or better is a "Win" and count towards success. The highest number rolled is the Result. Any matching rolls are taken with it to make its Gain. Any remaining Wins (4 or better) count towards the Momentum Pool. A roll of 6 "Explodes": keep it and roll an extra die. If the new die explodes again, keep rolling!

Retries

Retries allow you to re-roll some or all of the dice in a roll. After explosions are resolved you may attempt any eligible re-rolls. Note that retries occur after checking for explosions, so no more dice are added. The new roll is always taken, and is "frozen" for other retries. Retries from different sources don't have to be rolled all at once, but each die may only be re-rolled one time. A few things allowed retries:

  • 6's are eligible for re-rolls, letting you reduce your Gain in hopes of Momentum (see below).
  • Distinctions may allow retries on a number of Fails.
  • Cooperation allows retries of a number of Fails.
  • Paying a Shift allows the re-roll of any number of dice, including Fails.

Interference

Penalties are rolled as dice themselves, usually of another color at the same time as the check, and may remove Wins from the original check. Roll any Interference dice like a check: discard Fails as usual, roll explosions for any 6's, and then resolve any applicable retries (see below). Starting with the lowest Win in the Interference pool, discard it along with the lowest Win from the Check--so long as that die is equal or lesser in value. If all the Check pool's dice are a higher value, discard the Interference die and move to the next one. Continue until all dice in the Interference pool have been discarded, or until no successes remain in the Check pool.

  • If the check had Advantage, Retry every 6 in the Interference pool.
  • If the check had Disadvantage, Retry every Fail in the Interference pool.
  • Unless otherwise specified, no other Retry applies to Interference.

Results

Whatever Win has the highest number, that's your "Result". Multiple dice with the same number all count together as the Gain of the Result. So if the highest roll is a 5, the Result is a 5. If there were two dice that rolled 5 then the Gain is 2. Set the Result aside, that becomes the target for any Opposition to beat. Any remaining Wins may generate Momentum. If there are no Wins left, the check fails. If the Result comes from Interference the check is a Fumble, and may have extra consequences.

Opposition

Sometimes a check is actively opposed by another check. It's rolled normally, including any Interference. To succeed in the contest, the Result from the new roll must be higher than the original, or on a tie its Gain must be larger. If that happens the original check is stopped. On any lesser result the original is unaffected. Momentum still counts for both checks--even the losing one.

Green-Jade Huang kicks Tenacious Chen, and he dodges. She rolls 3d for her Technique score, and results are 2, 4, and 5. He rolls 2d for his Lightness. He rolls a 1 and a 6, bonus die comes up a 2. His 6 Result beats her 4, so he successfully dodges the kick.

Momentum

Every pair of Wins in the roll that isn't part of the Result generates Momentum. Momentum may:

  • Trigger a stunt the character possesses.
  • Convert into a +1/-1 Damage if an Attack is involved.
  • Grant a +2/-2 modifier to any one character's next check. Mark the Momentum by placing the dice on the appropriate character sheet or figure, and the next time the character rolls a check the die is added to the result.

Shifts

Each character starts with three Shifts. After the results of any Check or Save (including Interference and Opposition) you may spend 1 Shift to add another 2 dice to the roll or retry all dice desired. After seeing the new result you may spend another Shift and add 2 more dice, and so on until you are satisfied with the result or run out of Shifts to spend. Note that dice may be added after retries, but they don't explode.

The Referee has Shifts to spend as well. If spending to oppose a player both sides may spend Shifts freely until satisfied or out of Shifts. If a player is satisfied, then the GM spends a Shift and changes the outcome the player once again has the opportunity to spend Shifts, and vice-versa.

Venture

You can take risks to get a better chance of momentum--if you succeed. Before you roll a check, you may add 2 Interference for a "Venture." After the Result is set aside, but before any Opposition, each Venture turns an unpaired Win into Momentum. Note that two ventures may automatically become 1 Momentum, even if there are no Wins to pair with. You can try for more than one Venture, but each instance adds two Interference, and you may not Venture if the Interference is already six dice or more.

Green-Jade Huang faces a gang in an alley, and hopes to intimidate them into leaving her alone. When one throws a punch, she declares 1 Venture on her guard, attempting fancy dodge using the splits and then flicking the thug on the nose to display her prowess. The gang member rolls his 2d Technique and scores a Result of 4. Huang rolls her 4d Lightness and gets 1, 2, 4, 5, plus two Interference dice that comes up 2 and 3...not affecting her pool. Her Result of 5 beats the thug's check, leaving her 4 pair with her Venture, giving her momentum. She'll take that as a boost to her next check which she plans to use to stare the gang down on her turn!

Advantage and Disadvantage

Some Distinctions, Faults, and circumstances may apply Advantage or Disadvantage to a check. The two states cancel one another out if both are present in the same check.

  • "Advantage" means you may retry all 6's on Interference.
  • "Disadvantage" means you must retry all Fails on Interference. If you have no Interference you get -2 instead.

Failure

A failed check doesn’t necessarily mean you don’t accomplish what you attempted, just that it had some cost. In combat, the cost is precious time where enemies may now strike you. Outside of an encounter the cost might be exhaustion, damage, losing assets, or gaining some other complication. If there isn't a meaningful cost--ie you can just try again without any condition changing or a foe gaining a chance to do something first--then it didn't matter and shouldn't be a check anyway. Sometimes this is an instinctive call, where the GM asked for a check without any consequence in mind until failure made one necessary. This can become a negotiation if a player has an alternative consequence that's still meaningful within the situation.

Tenacious Chen is attempting to build a barricade before enemies arrive. The referee rules that this is a strength check, and a success indicates that the barricade is complete in time without becoming exhausted. Chen fails the check, and in this case has a choice: the barricade is completed but Chen is exhausted (a state) for the upcoming battle due to the effort to get it done in time, or Chen is fine but the barricade isn't far enough along to offer any protection at all. The referee agrees that's a valid consequence, and now Chen must decide whether that barricade is worth it.

Cooperation

When allies pool their efforts determine which character is rolling the most dice for the Check. This character becomes the "Leader". If more than one character could be the leader players may choose who takes the leader role. Everyone else rolls an appropriate check with 1 Interference for each other person cooperating. The leader may retry a number of Fails equal to their Gains. Momentum from each of these rolls is used normally. A failure generates 1 Interference for the leader, and Fumble generates 2 Interference.

See Also


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