Rolling
All rolls are made with a pool of D6s.
Count results - DO NOT ADD #s
5 or 6 = 1 success
1 = 1 mistake
Mistakes > successes= Complete fumble! Roll the alarm pool!
Successes => threshold = Succeed at task
Success < threshold = Do not succeed
Extended test = additional attempts ADD successes/mistakes
Spot test = past rolls do not affect success/mistakes
If extra successes - spend to:
reduce 1s
assist teammate
special effects
At end of round
Leftover 1s go into alarm pool
Roll alarm pool = 1s = alarm point
How Many Dice to Roll
Threshold is set by action and circumstance.
Dice pools are calculated by:
Attribute + Skill + Qualities, Gear, Circumstance Modifiers
Roll Modifiers
Trade 5 dice from pool for 1 Guaranteed Success
Savvy can be spent to affect rolls:
burn X to add to dice pool by x (before roll only)
burn 1 to reroll 1s (after roll, before effect)
burn x to reduce alarm success by x (after alarm pool rolled, before effect)
burn 1 to stabilize when hitting 0 hp
Social
Identify etiquettes and modifiers at start
Roll only if try to Influence
NPC attitude affects difficulty
Contacts
Contact relationships are centered in Affinity & Power
Affinity: 1-6. Social check thresholds
Power: 1-6. Abilities of character
Favors represent social currency. Exchanged for:
Discounts
Introductions
First dibs
Raised affinity
Etc.
Community
Neighborhood modifies secret checks for:
Notice
Safety
Play Phases
Montage
Round = Day Slot
Each player gets 1 roll
Action order is up to players
Entering a scene = Scene phase
Scene - Neutral/Stealth
Round = 1 minute
Each player gets 1 roll
Action order is up to all players in scene
Hostile actions, being spotted, or complete fumble = Hostile phase
Scene - Hostile
Each round is ~6 seconds
Each character in scene gets 3 action points & free movement
Action order = rolled initiative
Players can react with 1 pt action during any turn
End of each round = roll alarm pool
Downtime
Train skill
Level up attribute
Make money
Improve relationship
Acquire resources
Reduce heat
Basic gear is automatically refreshed @ end of downtime
Alarm
Alarm added by
heat or scenario-driven
alarm pool rolls
hostile character actions
Shooting a firearm
Unconscious or dead body discovered
Failing a critical deception or ID check
Being spotted where you shouldn’t be
etc.
Alarm reduced or halted by
Related character actions
Neutralizing all aware NPCs
Local Heat
Heat added by
external factors
post-scene alert rollover
Heat reduces:
automatically over time
players actions in montage or downtime
Global Heat
Added by
Local heat with neighborhood
Job alarm or local heat reaches Tier 3
Violent crimes and death