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DICEROLL: TRAIT COST:

Mortal: target number 8 EXP


Scion: target number 8
Demigod: target number 7
God/Devine: target number 7
If you roll a 10, roll dice again to gain more success

DIFFUCULTY OF ACTION COMPLICATION OF ACTION


Static difficulty: An unforeseen consequence to succeed. Example:

Opposed difficulty: dice roll against dice roll


“Defender” sets the difficulty (e.g. a fight).
If no direct “defender”, the lowest result sets the diffi-
culty (e.g. a footrace)

Enhancement something that makes a challenge easier, such as a useful piece of equipment, or favourable
circumstances that a character can take advantage of. Extra success, unless you fail the roll.

Drawbacks: e.g. getting drunk might ingratiate you to a party of satyrs, but it’ll lessen your fine motor control.
Play out in one of tree ways:
- The drawback adds a Complication.
- The drawback increases the Difficulty of another action.
- The drawback gives antagonists a free Enhancement to use against you.
Teamwork: When one character helps another in a challenge, the assisting character assembles and rolls their
own dice pool, and provides an Enhancement equal to the successes they rolled, up to a total of 3. Doesn’t
have to be the same dice pool.
THRESHOLD SUCCESSES:
Any leftover successes are called threshold successes, and can
be spend them to overcome Complications.
Can also spend them to pull off Stunts, which are extra effects
that stretch success further.
Stunts: requirements
- Link back to the success of the character’s action;
- Affect a different Skill or Attribute combination than the player
used; and
- Be narrated out by the player as to how they change the scene.
Tree basic types of stunts:
Complicated: give someone else a complication, Enhanced: give yourself or someone else an enhancement,
Difficult: make it harder for others to accomplish an action.

FAILURE:
Consolation: Keep the game moving. —> Fateful encounter, Chance meeting, Unlooked-for advantage
Momentum: This is a resource that players can spend to affect the game on a dramatic level.
What grants momentum?
• Consolation from a failed roll: +1
• Failed Specialty: +1
• Botch: +2
Use momentum on:
• Add dice: Add 1 dice to any pool by spending 1 momentum. Whole team must agree.
• Add interval: A player can spend 3 Momentum to add another interval to a complex action, giving the
characters more time in which to work
• Activate Knack: Character can freely spend momentum to activate a knack (if required)
Botch gives automatic +1 to momentum, but player can accept a worse condition and ad +2 extra to mo-
mentum pool.
COMBAT:
Initiative: best combat-related skill + cunning
Gather results on a list with the players and NPC’s —> Players decide who to go first in their slots
ATTACK RESOLUTION (p. 115-125)
1. Declare your target(s) —> choose your dice pool: melee attacks (Close Combat + Might), Ranged
weapon (Dexterity + Firearms)
2. Target(s) declare defence action (if it’s their first time being attacked in a round) —> Character’s
standard defence is 1. Roll highest of Resilience attributes and at it to the standard defence this round.
Character can take a full defence, which is there whole action in a round —> roll the double of the
characters defence roll and at it to the standard defence.
3. Roll your attack roll, total your success, adding Enhancement to total —> if total exceed the others’
defence you may spend additional success on stunts to hurt them more (Origin book p. 116-118)
4. The target takes any Injuries based on the Inflict Damage Stunt.
5. Next player’s or NPC’s turn :D

MOVEMENT:
Move: You move one range band. This is reflexive. If an opponent is fighting you at close range, you may need to Dis-
engage. You may reflexively Move once per round.
Barriers: Only a challenge when pressure is on —> Assign difficulty —> roll Athletics + Might/Dexterity
Disengage: pull one range band away from attacker. If they don’t want that roll Athletics + Might or Dexterity vs. Close
Combat + Might rolls. If you fail, you must remain engaged with your opponent. This action is simple, and can be taken
if you have already used your reflexive Move. Ties favor the Disengaging character. Extras do not ever prevent a charac-
ter from disengaging.

Drop/Stand: Characters can drop prone as a reflexive action. Standing up from a prone position is also reflexive, but
occupies the character’s movement for that round.

Rise from Prone: Some abilities or environmental effects may cause you to fall down. Getting up from being knocked
over is a reflexive action requiring no roll. However, if an opponent is engaging you in close range, they may make this
difficult. If the opponent chooses to threaten your rise, your rise must be part of a mixed action, with a Complication of
1 that threatens an Injury if it’s not bought off.

Rush: You charge one range band towards an opponent, which you may do so as a simple action after making a reflex-
ive Move action. If an opponent wishes to keep you at a distance, make reflexive, contested Athletics + Dexterity or
Might rolls. Ties favor the Rushing character.

Utilize Cover: Placing yourself behind protective cover in the heat of fire requires a simple Athletics + Dexterity roll, or a
Defensive Stunt (p. 116). Cover is expendable, light, heavy, or full.
Expendable cover includes small objects like kitchen chairs, knee-high crates, barstools, and other fixtures that are less
than person-sized. Expendable cover can absorb 1 Injury before it is destroyed.
Light cover protects a significant portion of the character’s body, such as a marble balcony railing, or leaning around a
pillar in a temple. This absorbs 4 Injuries before it is destroyed. Injuries must be split among players utilizing the cover.
Heavy cover protects almost all the character, leaving only scant parts of her exposed. Examples include firing at a cha-
racter crouched behind the hood of a car or through a slit in an armored door. This absorbs 10 Injuries. As with light
cover, injuries must be split among the players’ characters utilizing the cover.
Full cover blocks line of sight entirely, but is otherwise functionally identical to heavy cover. A character with full cover
cannot normally be targeted by ranged attacks.
SCALE represents a sizeable gap in raw power or scope between two things

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