The Task Roll

Rolling the dice to determine an outcome is called a Task Roll. A Task Roll is called for when:

  • A character attempts an action in which the chance of success in uncertain.
  • Two characters are trying to accomplish opposing actions (ie both reaching for the same gun). This is called a Contested Task.
  • A character is resisting or avoiding something undesirable. This is often called a Saving Throw (for some reason that did not originate with this game).
  • A character is attempting to do (or not do) something frightening or emotionally unpleasant. This is called a Gut Check.

Rolls are NOT made when:

· The outcome is not seriously in doubt and/or

· No one really cares and/or

· A certain result is needed for the plot.

This is standing Rule #5.

Regardless, the mechanic is basically the same.

A character can add their Core Dice to ANY task or check.

A character can further add any Stat, Talent, Focus, Power or Skill adjustment which would be directly relevant to the action. While Stats, Talents, Focus, Power and Skill all add together in a roll, only one from each category can be applied. For example, a character can use his Strength Stat or his Dex Stat, but not both. The same goes for Talents, Focii and Skills. You have to pick one.

There may be other adjustments from items conditions or special circumstances.

The player rolls their Core Dice and add or subtract any adjustments. That result is compared to a competing dice roll, either from an opponent, or Difficulty Dice. The highest result wins.

If the character has the highest roll, that player can then describe, plausibly, what just happened. There are some instances where the total rolled will determine the particular effect, notably damage to an opponent from an attack of some sort, but the default is that the player describes the result.

If the Difficulty Dice prove to be higher, the action has failed. The XP typically describes the particulars of the failure.

Keep track of the difference between the two rolls, as this often gets referred to when determining specific results, such as time required or damage. If we capitalize Difference, this is what we mean.

Critical Success and Failure

Multiple Attempts

Simultaneous Actions

Difficulty Dice

Time Required

Common Stunts

Emotional Investment

High Dice Shortcuts