core rules (dice symbols)

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  • 8/8/2019 CORE Rules (Dice Symbols)

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    SucceSS & Failure SymbolS

    Success: Each success rolled counts toward accomplishing the task. I f the net result of the check includesat least 1 success, the task succeeds.

    Righteous Success: This counts as a success, and has a small plus sign next to t he hammer icon for iden-tication. In addition to its function as a success, t he player rolls an additional die of the same ty pe thatgenerated the righteous success. Any results from the additional die are added to the results pool.

    Challenge: Each challenge symbol cancels one success in the results pool. If there are more challengesymbols than success sy mbols, the task is too challenging for the character to resolve; the task automati-cally fails.

    Blank: The blank sides of a die do not add any symbols to the task resolution. It neither aids nor hindersthe task.

    Fortune & miSFortune SymbolSBane: Banes fuel negative side eects. They represent the aws and imperfections with a task resolution.It is possible to succeed at a task and sti ll trigger a bane eect. Banes and boons cancel each other out ifthere are an equal number of both rolled, no bane or boon eects will be tr iggered.

    Boon: Boons fuel benecial side eects. They represent the advantages and perks that may ari se during

    task resolution. It is possible to fail at a task and still tr igger a boon eect. Banes and boons cancel eachother out if there are an equal number of both rolled, no bane or boon eects will be tr iggered.

    rare outcome SymbolSChaos Star: The Chaos Star has the potential to trigger serious negative side eects. A Chaos Star triggerseects denoted by a Chaos Star. If there are no eligible eects to trigger, the Chaos Star counts as a bane.

    Delay: If at least one hourglass symbol appears in t he results pool, the action causes a delay. Duringencounter mode, after the action is resolved, the GM has the option to either place two recharge counterson one of the rolling characters action cards, or move the topmost token for the delayed character on theinitiative track down one space in in itiative order. During story mode, the GM may determine the actiontakes longer to resolve than expected.

    Exertion: The task was more taxing than expected. If at least one exertion symbol appears in the resultspool, the character performing the check suers 1 stress (if it was a mental task) or 1 fatigue (if it was aphysical task).

    Sigmars Comet: Sigmars Comet has the potential to trigger powerful positive side eects. The activeplayer may choose to have a Sigmars Comet result count as a success symbol or a boon symbol. Alterna-tively, a Sigmars Comet can trigger an eect denoted by a Sigmars Comet symbol.

    SucceSS & FailureThe success or failure of a particular action is inuenced by anumber of factors skill and traini ng, inherent ability, an opposingcharacter, even the weather or envi ronment can aect t he outcome.All these factors can contribute dice to the dice pool. Once the poolhas been assembled and all those factors taken into account, it istime for the mechanics to get involved to help resolve the task.

    The dice pool is rolled, and the symbols on the dice evaluated andcompared. A variety of outcomes are possible based on the combi-nation of symbols appearing on the dice.

    The two most important symbols inuencing whether or not a tasksucceeds or fails are success and challenge symbols. Each chal-lenge symbol cancels one success symbol. If there is stil l at leastone success symbol remaining in t he pool results after taking intoaccount the challenge symbols, the task succeeds. I f there are no

    success symbols left in the pool results, the task fails.