Getting Things Done
Whenever a character wishes to do something important and the outcome is uncertain, they take an action. Players state what the character is trying to achieve (this is known as the action focus) and use one or more advantages. The dice values of each advantage are added together to give the total number of dice and modifiers.
Actions may combine any advantages as long as they are:
- Available — they are on the character sheet and not lost due to injury
- Appropriate — the advantage makes sense in combination with the other advantages being used and the action's stated aim
The whole group decides whether a particular combination of advantages is appropriate. Most of the time common sense ensures approval is automatic but occasionally people will disagree. The player must explain and convince the group why the advantages make sense in this situation. Emphasis should be placed on role playing and players are encouraged to add detail and colour to their explanations.
The number of advantages used in an action is only limited by the character's potential. Each dynamic advantage requires a dynamic potential token, each static advantage needs a static potential token.
Characters may gain situation bonuses on their actions. These may come from a variety of sources and can be anything about the situation which makes the character's action notably easier. Each situation bonus adds 1d6+0 to the character's action and characters can gain multiple bonuses to an action. Situations which make the character's actions harder add 1d6+0 bonuses to their opponent's action.
There is no limit to the number of dice a character may roll in an action. If there are situation bonuses and a character uses all their potential in an action it can involve 7d6+0 or more.
Success or Failure
For an action to be successful, its dice score must beat the resistance score. The character rolls the dice for each advantage plus any dice for situation bonuses, and totals the dice and the advantage's modifiers (e.g +1).
Watch out for advantages with the Dice keyword which may allow rerolls or describe other special behaviour in the summary.
The resistance score is the target score to beat. Depending on the circumstances this can be a score set by the Game Leader or can be the result of an opponent's action.
Narrative covers everything outside of combat. In narrative play the characters may use all their potential in a single action and take as many actions as needed. Starting characters have four dynamic potential and two static potential, allowing them to take an action involving up to four dynamic advantages and two static advantages.
Generally only an expert at a particular task will have enough appropriate advantages to use all six of their potential in one action. Most characters, most of the time, will have two to four suitable advantages for any given task. A character with spare dynamic potential may be able to concentrate for an extra 1d6+0 on the action. This depends on the situation and may have drawbacks if something unexpected happens.
All characters will face situations where they lack any advantages which are appropriate and available for the task. In these circumstances they may take a potential action which uses a single dynamic potential for a dice score of 1d6+0.