Expand

Risk and Dice: The Core Procedure

When resolving uncertainty, the Referee should consider these questions in order:

  1. Is this something an average person knows or can do without much risk? If so, the Wardens know it or can do it.
  2. Is this something anyone with this Warden’s background or skills might know or be able to do? If so, the Wardens should probably be able to do it.
  3. Are they resolving some uncertainty with a power? If so, consult the power rules.
  4. Can this be resolved with a Pact, either in the world or between players? If so, agree on the terms.

If none of the above fit, it’s time for a Threat Roll or (rarely) a Luck Roll.

If neither of those feel right, maybe what the player wants simply can’t be done. Share some information about why.

Pacts

At any time, a player may make a Pact with the Referee (even if it would normally contradict one of the other rules). Anything is on the table, as long as both sides agree that their deal balances out:

Some Pacts affect other players; loop them into the decision too.

Ability Ratings

These values rate a Warden’s ability to act under threat or succeed against long odds. They don’t prescribe possibility; anyone can make a good argument or climb a wall or pull a trigger. The question is “how safely can you do it” and “can you do it under pressure?”

Sometimes there will be gray areas: the Referee will call for a Muscle roll, but the player in question thinks Finesse is more appropriate. Or a player will assume they’re Shadowing, but the Referee had Scrambling in mind. The Referee should err on the side of permissiveness, but may explain the downsides of one approach and leave the decision to the player (e.g. “if you’re using Shadow, you’re carefully picking your way over there; the immediate argument will be resolved before you arrive. If you Scramble, you can make it in time”).

Threat Roll

To resolve uncertainty and risk, the Referee may call for a Threat Roll. First, they enumerate the Threats facing a Warden. Threats are situation-dependent: trying to slip into a party uninvited may prompt the threat “the doorman asks for your invitation”, while trying to pry open an ancient machine with a knife may prompt the threat “you are gravely injured.”

Once the Threats are laid out, decide which ability rating is relevant. The Referee may pick or ask the Warden for their choice; both parties should agree before moving on.

Gather d6 equal to the ability rating. Then add dice equal to the number of threats minus one, so that a Warden facing two threats receives +1d, three threats receives +2d, and so on. The Warden should then roll the dice, and assign each die to a threat.

Usually, on a 1-3, the threat comes to pass; on a 4/5, it is averted or lessened in some way; on a 6, it’s totally avoided.

A 1-3 is not a failure and a 6 is not a success. Unless the threat is specifically the threat of failing, you can perfectly well succeed at what you’re trying to do - though maybe in a compromised way, or maybe you paid a hefty price to do it. Sometimes, you may even face risks without the possibility of forward progress. The roll is about the risk, not success. (If it seems like the Referee forgot, the rest of the table should feel perfectly free to remind them of this).

Desperate Position

If your Warden is woefully outmatched, hopelessly outnumbered, or otherwise very unlikely to avoid a Threat the Referee may declare it is Desperate. Desperate Threats come to pass on a 1-5, and are avoided on a 6; they are not lessened on a 4/5.

Example Threats

Social

Investigation

Peril

Pay the Price

The Referee may ask you to Pay the Price when you narrowly avoid a Threat without an obvious “lesser” outcome. Pick from the list below and mark the option you picked. No other player may pick that option for the rest of the Situation. If all options are marked, unmark all of them.

Luck Roll

Sometimes there really isn’t a Threat, and the question doesn’t come down to the skill of a Warden. Things may just be plain uncertain. In that case, it’s probably best to gather up a pool of d6 and roll 'em. Add a d6 for each factor in favor, and remove one for each against. Higher results are better outcomes.