This resolution system is used whenever two or more participants of the game have a desire for particular outcomes of events that do not match (the GM being one such participant). Through using the resolution system, characters will gain dice, or lose them (or have them be damaged), and events are resolved one way or another.
Each participant in a conflict selects a goal for the conflict. Dice pools are assembled, rolled, and compared, and abilities adjusted appropriately. Either side may then decide to cede victory. If neither side cedes, then another round proceeds using the process above.
Here is a breakdown of the individual steps.
Selecting a Goal
The participants state what it is that the sides involved are attempting to get from the conflict. This is their goal. This is selected each round, and may change each round. A player may decide that their character that is losing a fight no longer cares to dispatch the opponent, and instead turns to run.
Two special sorts of goals have an effect on the difficulty and outcome of a round, the Helping Goal, or the Situational Goal (see below). A helping goal is one where the character is attempting to gain a benefit (in the mechanical form of an extra die) for an ally for the current round. A situational goal is one where the character is attempting to gain a die for themselves to use in a subsequent round.
Assemble Dice Pool
Each acting side must spend one Intensity to gain their base pool to roll. These must be one from each different category. If the player has no die from a particular category, then they must roll with less.
For an additional Intensity yet another die may be added, from any category. Further dice may be added, but each costs one more than the previous one did. The total cost is summarized in the table below:
|Total Extra Dice||Total Intensity Cost|
The GM will create pools for any active participants in a conflict as though he were the player for each, using abilities (which he may make up as necessary).
For opposition that is more “static” the GM will simply create a die pool that seems to proportionally represent the difficulty in question.
In general, an opposing pool is referred to as a difficulty pool.
The player rolls against a dice pool constructed by the GM to represent the difficulty as above. The GM may replace up to three dice in the pool with dice equal in size to that which the helper is attempting to obtain. This includes replacing default d2s. Often in practice the GM will simply have the player roll against three of those dice. But he has the option to have this be even more difficult if the situation seems to warrant. Usually because the opposition is making helping difficult.
For every success rolled (see below), the character receiving the help gets to use the targeted die as a situation die once. For example three successes on an attempt to gain a d8 means that the recipient will get to roll that d8 for the current round, and the following two. For every failure rolled, the character in question must suffer the effects of a penalty die of that size for one roll.
Another particular goal is to create an advantageous situation, but one that itself is not the goal of the conflict. This is resolved much like helping, in that the target die is selected, and three of the difficulty dice opposing them may be replaced by the target die. It is different, however, in that the pool is rolled along with all of the other pools (not before, as helping pools are), and the resulting situation die is obtained for use in subsequent rolls. One roll for each success.
Every pool is now rolled by its owner, and they are compared to each other. If multiple individuals go up against the same target, they each compare against that target individually, producing individual results.
Arrange the die results from greatest to least, and compare the highest dice of each opposing pool. If these are a tie, discard them. If one side is higher than the other, that side scores one success, and has the “upper hand” that round. Keep comparing each set of dice, counting successes for each side. The side with the upper hand keeps all of their successes. The opposing side retains their successes as well, but must discard every other success gained. So they keep their first success, discard the second, keep the third, discard the fourth, etc.
If the opposition has no die to compare, because they rolled fewer dice, then they are counted as if they had rolled a d1 with a result of 1 for comparison to the remaining dice.
The participant with the upper hand calls for their damage to land on an opposing ability to reduce its die by as many pips as successes. The participant may decide to split this up between as many abilities as they like, if they prefer. Then the other participant does likewise, if they have any successes.
Abilities Reduced to Zero
If an ability is reduced to zero, this represents that side having obtained their goal. If health is reduced to zero, the character who has suffered this effect dies. If a character gains their goal, they may immediately declare another, to keep the conflict going.
If the contest is not over at this point, any participant may decide now to cede the contest to attempt to avoid going to another round (and having to pay to roll again). If this is done, their opposition gains their goal. Note that if this goal is the reduction of an opponent ability to zero, this will occur. If there are still opposing sides left in the conflict, then a new round begins.
The results of a contest can be a permanent acquisition of a die, or infliction of one upon an opponent. This is how one, for example, might gain new equipment. Or gain new abilities through a mystic ritual.