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To determine if your character succeeds at an action or recalling information, you roll a dice test, a dice roll of six-sided dice. The number of dice you roll is called your dice pool and is based on an attribute rating, a skill rating, situational modifiers, or some combination of the three. The GM will specify which elements apply.
Non-Positive Dice Pools
If your dice pool would be reduced to zero or less, your action automatically fails. The GM may still have you roll a single d6 to determine if you glitch (see below).
Hits and the Test Threshold
The threshold for a test is the minimum number of hits you must score with your roll to succeed. A hit is scored for each die you roll that lands showing a 5 or 6 face up. If you score more hits than the threshold, each hit in excess of the threshold is called a net hit. The more net hits you score on a test, the better the result.
Failing a test doesn’t necessarily mean nothing happens. Partial success is still possible depending on the difference between your hits scored and the test threshold. This difference is called your net loss. Unfortunately, some actions are simply succeed or fail with no benefit in between.
Buying Hits: For larger dice pools especially, you may buy hits. For every four dice you remove from your dice pool, you gain 1 automatic hit. This reduction must be performed before rolling the test. You cannot buy hits if your action is being rushed or hurried.
If half the dice you roll (round up) lands on a 1, you roll a glitch, which is an unintended—often negative—side effect of your action. Success is still a possible outcome; a glitch does not prevent your original goal from being achieved if sufficient hits are scored. The effect of a glitch is determined by the GM and is based on the threshold for the test. Simple actions can result in simple things going wrong, but you are very unlikely to suffer fatal damage from failing an easy task.
Critical Glitch: If you roll a glitch and score zero hits, you roll a critical glitch. This will result in some permanent, negative consequence. However, like regular glitches, a critical glitch’s effect is based on the difficulty of the test.
Sometimes your actions are not measured against a set difficulty, but are instead challenged by direct opposition. An opposed test is one where your hits are compared to the hits scored by another character to determine success or failure. To resolve a tie, the defensive or more passive action loses (as determined by the GM). Essentially, the action preventing the success of another is the action that loses ties. For Example, when attacking another character, the defending character loses on a tie with the attacker’s roll.
Cooperating characters can work together to accomplish a common task. One character participating in the action rolls the test. All other participants add 1 die to this dice pool for every 4 dice they would have in their own dice pool. The GM may limit the number of allowed participants (usually a maximum of 4 charactes).
Some endeavors take far longer than a single action. An extended test involves rolling a new test after each of multiple time intervals. The interval is set by the GM and can span any length of time in game based on the nature of your actions. For example, stabilizing a dying character has an interval of 1 round while trying to invent a new weapon might have an interval of months or years.
In addition to each test’s threshold, succeeding an extended test requires achieving a certain total of net hits called the test goal. Until this total is reached, the extended test remains in progress. At the end of each interval, you roll one test and note either your net hits or net miss. Your progress is the sum of all net hits minus the sum of all net losses during the extended test. If your progress equals or exceeds the test goal, your extended test is successful.
Despite not having a set limit of attempts you can make, your extended tests are not guaranteed to succeed. If your progress reaches a negative value equal to your test goal, your character automatically knows they have failed the test completely. Additionally, extended tests will often have resource costs. Some tests will have a time limit in which they must be completed, while others may simply cost more resources than your character has left to spend. Lastly, rolling a critical glitch will often result in the extended test automatically failing.
Rushing Extended Test Intervals
You can reduce the time an interval takes. By default, the threshold for an interval’s test increases by 1 for every 10% the time it takes is reduced. Thus, to cut one interval in half increases the threshold for that interval test by 5. You choose whether to rush an interval and by how much at the start of the interval (before you roll its test). You are not required to use the same time reduction for all intervals; you may choose a different duration for each interval individually.
Round-Based Test Intervals
If an extended test interval is measured in rounds (less than 1 minute), this doesn’t mean you do nothing but the extended test action. You are only required to devote either 1 Complex action or 2 Simple actions per round. This means that your extended test may be taken care of during the first initiative pass, allowing you to perform actions as you wish on any other initiative pass. When determining how high to increase the threshold for rushing such tests, determine the percent reduction based on how many fewer actions are required to complete the interval. (Note that characters cannot spend more than 1 Complex action or 2 Simple actions to contribute to an extended test each round. Taking either action assumes the activity for performing the test is still taking the full round. Thus, a character cannot shorten the time of an interval simply by using more actions over multiple initiative passes each round.)
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