CORE MECHANICS
DICE CHECKS & OUTCOMES
If a player or non-player character does something that will affect the storyline (such as using a skill or making an attack) they must make a Dice Check or Dice Roll to clearly define the outcome.
Making a Dice Check involves rolling two 6-sided dice (written as 2d6), adding or subtracting Modifiers for skills, attributes, and conditions, and tallying the final score.
Although a total of 9 or above is a Success, there are gradations of success and failure, as laid out in Table 1: Outcomes.
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TABLE 1: OUTCOMES
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DIRE FAILURE (0-3)
If the final total after all modifiers are applied is 3 or less, the check was a Dire Failure.
This means that the character is not only unsuccessful at the task or action but there is an additional setback or consequence.
For example, a failed safe-cracking attempt irreparably jams the lock, preventing further attempts.
Failure (4-8)
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FAILURE (4-8)
On a score of 4 to 8, the action or task Fails.
This means attempting to pick the lock on a safe is unsuccessful.
SUCCESS (9-13)
On a score of 9 to 13, the action or task is Successful.
This means that attempting to pick the lock on a safe succeeds.
WILD SUCCESS (14+)
If the final total after all modifiers are applied is 14 or higher, the check was a Wild Success.
This means that the character was not only successful in the task or action, but there is an additional positive result that benefits them.
For example, the safe not only opens but the characters find something unexpected of value hidden inside.
MOMENTS OF HIGH (6+6) AND LOW (1+1) INSIGHT
When characters perform exceptionally well or disastrously badly, it is possible that they have a Moment of Insight and gain a deeper understanding of exactly why they succeeded or failed.
A double one is a Moment of Low Insight, which counts as a Dire Failure and a double six is a Moment of High Insight, which counts as a Wild Success.
In addition, the character receives an Insight Die on a Moment of Low or High Insight. See Insight Dice.
Insight Dice cannot be used to reroll dice in a Moment of Low Insight.
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MODIFIERS
Dice checks are influenced by up to three modifiers - Attribute modifiers (AMods), Skill modifiers (SMods), and Conditional modifiers (CMods).
These modifiers are cumulative and are all applied to the result of the 2d6 roll and affect the final score.
ATTRIBUTE MODIFIERS (AMods)
Each character has five attributes - Reason, Acumen, Physicality, Influence, Dexterity, referred to as the RAPID Range Attributes.
These attributes range from -2 (Diminished) to +4 (Human Peak). Animals and machines can have attributes that can go up to +5 (Superhuman), as detailed in Table 2: Attribute Modifiers.
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This number is the Attribute Modifier (or AMod) that applies to any dice check using that attribute. For example, using Reason to solve a puzzle or Physicality to break open a door).
TABLE 2: ATTRIBUTE MODIFIERS
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SKILL MODIFIERS (SMods)
Each character has a variety of skills that range from -3 (Inept) to +4 (Life's Work) based on their expertise, as detailed in Table 3: Skill Modifiers.
This number is the Skill Modifier (or SMod) that applies to any dice check using that skill.
Each skill is linked to an attribute, such as Physicality being linked to Unarmed Combat. As modifiers are cumulative, a dice check often includes both AMods and SMods.
TABLE 3: SKILL MODIFIERS
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​​​​​​CONDITIONAL MODIFIERS (CMods)
There are any number of external, unplanned and unanticipated factors that can influence a dice check.
These variables are represented by Conditional Modifiers (or CMods) which are added or subtracted from dice checks. CMods range from -5 (Doomed to Failure) to +5 (Divine Intervention), as detailed in Table 4: Conditional Modifiers.
CMods are applied either at the discretion of the Game Master or at the request of a player (see Making The Case).
CMods can be wide-ranging to reflect the variety of situational elements that make up any given moment and are a powerful narrative tool for the Game Master.
TABLE 4: CONDITIONAL MODIFIERS​​
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INSIGHT DICE
Insight Dice allow players to directly affect and influence the narrative.
Characters get 2 Insight Dice upon creation and receive an additional Insight Dice each time they get a Moment of Insight - double ones, or double sixes (see Moments of High and Low Insight).
Game Masters and players can use Insight Dice in any way they agree upon, but common uses are:
Adding a die to the pool prior to making a dice check, for a 3d6 check.
Adding a +3 Conditional Modifier (CMod) to the dice check before rolling the dice.
After a dice check, a player can remove one or both original dice and replace them with an Insight Dice, which are then rolled fresh and added to the total.
Players can exchange Insight Dice for a missing piece of required equipment, clue, or anything they can successfully Make The Case for.
Game Masters may allow players to spend an Insight Dice to introduce a plausible narrative advantage, such as trying the handle again and realizing the door is unlocked after all, so long as the player can Make The Case for it.
Players can surrender all their Insight Dice to recover 1 Wound Point and 1 Resilience Point per dice and save their character from Dying. Players cannot choose how many dice to use in this method, it costs all of their available Insight Dice.
Once a player uses an Insight Die, they surrender it back to the Game Master.
Insight Dice cannot be used to reroll dice in a Moment of Low Insight.
Insight Dice cannot transfer between characters.
Insight Dice carry over from session to session.
FILLING IN THE GAPS
Filling In the Gaps directly involves the group with world building and stage setting.
The Game Master should prompt players to provide additional detail, context, or flavor by Filling in The Gaps during gameplay about what their character is seeing or experiencing.
MAKING THE CASE
Similar to Filling in the Gaps, a character can also Make The Case and offer further context on how their actions are shaping the outcome of a dice check.
If the Game Master agrees that what they are proposing makes narrative sense, they might add a CMod to the dice check.
ATTRIBUTE CHECKS
Players can use a character's RAPID Range attributes for checks that do not require a specific skill, such as Reason for puzzle-solving or Physicality for arm-wrestling.
In these situations, only the relevant AMod applies to any dice check.
GROUP CHECKS
Multiple players attempting to undertake the same task can work together to increase their chances of success.
To take part in a Group Check, everyone must be using the same attribute or skill (even if they have 0).
The player with the highest relevant AMod or SMod makes the check and apply any AMods or SMods from the other characters taking part in the Group Check.
Players cannot use Insight Dice as part of a Group Check, but if the outcome of the dice check is a Moment of Insight, all members taking part will receive an Insight Dice.
Group Checks are at Game Master discretion and must make logical sense within the narrative.
OPPOSED CHECKS
Characters who are directly competing against one another make Opposed checks to determine the outcome, both attempting to get the upper hand until there is a clear winner and loser, such as during an arm-wrestling contest.
The outcome of an Opposed check is determined by the first side to get a Success, Wild Success, or a Moment of High Insight, while the other side simultaneously gets a Failure, Dire Failure, or Moment of Low Insight.
If characters get the same outcome on an Opposed check, the results are negated, and players continue making dice checks until either a clear winner and loser emerges, or one side changes their strategy.
PERCEPTION CHECKS
If a player wants to know if their character has picked up on unspoken queues or is aware of subtle details, they may perform a Perception check, using the Secondary Stat Perception (see Secondary Stats) as a modifier. The GM will help them Fill in the Gaps.
FIRST IMPRESSIONS
When encountering an NPC for the first time, the character can make a First Impressions check to influence how they are perceived.
A First Impressions dice check uses Influence and any appropriate skill, such as Manipulation, Streetwise, or Psychology*.
The result of this check influences future interactions with that NPC and the player should note this Relationship CMod on their character sheet.
Success (9-13): The NPC has no strong feelings toward the player and there is a 0 CMod to future interactions.
Wild Success (14+): The player makes a favorable impression and receives a +1 CMod on future interactions.
Moment of High Insight (6+6): The player makes a favorable impression and receives a +2 CMod on future interactions as well as an Insight Dice.
Failure (4-8): The player makes a bad impression and gets a -1 CMod to all future interactions.
Dire Failure (0-3): They make a terrible impression and come across as threatening or hostile and receive a -2 CMod on all future interactions.
Moment of Low Insight (1+1): They make a terrible impression and come across as threatening or hostile and receive a -3 CMod on all future interactions as well as an Insight Dice.
GUT INSTINCTS
Characters can make Gut Instinct checks when they first meet NPCs to see what kind of impression they get from this person. They can also make a Gut Instinct check during an interaction with an NPC to see how much the players feel they can trust them.
Gut Instinct checks use the Perception Modifier, although a character can substitute for an appropriate skill, such as Psychology*, Streetwise, or Tactics*.
Success (9-13): the player gets some insight into how trustworthy they believe the NPC to be.
Wild Success (14+) or Moment of High Insight (6+6): the player feels like they understand the NPCs motivations.
Failure (4-8): the player gets no good read on the NPC’s trustworthiness.
Dire Failure (0-3) or Moment of Low Insight (1+1): the player takes everything the NPC says at face value​
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