Every scene in the game can be resolved or progressed with a test or a contest. Tests are used when the scene is character v. environment or character v. a task to be accomplished. A contest occurs when the scene is character v. another character (whether that character is an NPC or another player). Contests can be used for either combat or a dramatic scene.
Total Slot abd Effect Slot:
To perform a test or a contest, the player collects dice from different areas of the character sheet. At the least, the dice pool should have one die from each of the three main sections-- Attributes, Distinctions, and Skills. In some cases, extra dice can be included if more than one skill is applicable, or if an asset or talent is relevant. The GM sets the difficulty to roll against the player (by choosing the GM dice pool). Once the dice are rolled, the player chooses two dice to go into their Total Slot and one to go into their Effect Slot. Any additional dice go into the Bank. The Total Slot determines if the player succeeds, and the Effect Slot determines the damage and/or conditions caused by the player's actions.
Bank:
The Bank is used if the player has more than three dice in their dice pool. The player can spend a plot point to move a die to their Total Slot or Effect Slot. If it is added to the Effect Slot, the numbers on both dice are added for total damage, but the larger of the two is used to determine the level of the effect. If it is added to the Total Slot, it is treated like a second-wind strike in the attack. The player shoudl describe how their character came back from the brink of failure to strike the enemy. The player can do this as many times as they have extra dice or plot points.
Hitches and Botches:
A Hitch occurs when the player rolls a 1 on any of their dice. If there are three Hitches, it becomes a Botch. If the Hitch is in the Total or Effect Slot, the GM can buy the Hitch from the player by giving them a plot point, then adding that die type to the difficulty. The GM can buy up to three Hitches per roll. If the Hitch is in the bank, the GM can buy it to add a condition to the player. Hitches can be saved for later in the scene, but must be used IN THAT SCENE. They cannot be saved for later in the game. A Botch is an automatic fail. The GM adds a massive disruption to the scene the prevents the player from succeeding, often with lasting effects for the rest of the scene. Both Hitches and Botches give the GM an advantage in the scene. Players can also buy Hitches and Botches off the GM and use them with the same rules.
Advantages:
An advantage occurs when either a player or a GM character (either a boss or a plot character) rolls a Hitch or a Botch. The difficulty is raised for the character that rolled the Hitch. In roleplay terms, something happens in the scene that aids one side or hurts the other. Advantages do not apply to mobs (minor NPCs or creatures).
When a Hitch is not a Hitch:
There are only are only two times when a Hitch is not a Hitch: when the player uses a Big Hero Die or has a plus on a d12.
The Big Hero Die CANNOT fail. A 1 on this die is simply a +1 to the total or the damage roll. As with a Hitch, if the Big Hero Die is added to the Effect Slot, use the larger of the die types as the condition.
When a player uses a stat that has a d12+ die type, the extra die adds to the total, even if it rolls a 1. For example, if a player rolls their stat of d12+d6 and gets a 9 on the d12 and a 1 on the d6, the total is 10, with no Hitch.
Plot Points:
Plot points are the currency of the game. Players can spend these in a variety of ways.
Use one to change something within the scene or activate a special effect.
Use one to activate an Opportunity. Most commonly used when the GM rolls a Hitch. The player can spend a plot point to step down a difficulty in a scene or complication on the character.
Use one to step up an asset you are using or activate one in the scene.
Use one to activate a Big Hero Die.
Use one to create a temporary asset in the scene.
Use one to pull dice from the bank to add to the total or the effect.
Use one to stay in the fight when the character is taken out.
by Glantri Mage
by Glantri Mage
Advancing areas of your character sheet.
At the end of every session the GM will give out advance points on a scale of 1-9-- 1 being a bad session and a 9 being a great session. The player can earn additional advance points by using milestones during the session. These points accumulate over time. Once the player has enough points, they can use them to increase stats on the character sheet.
Stats and Signature Assets are times four the dice.