Most dice-rolling requires the player or GM to roll 3d6, add or subtract any modifiers, and get a result equal to or better than the Target Number (TN). The Target Number is usually 10, but can be 10 plus another value (such as DCV), or can be the result of another 3d6 roll (such as when trying to spot another player character who is trying to hide).
When making a 3d6 roll, a natural roll of 3 (three ones) always fails, while a natural roll of 18 (three sixes) always succeeds, regardless of the Target Number required for success or the result of the roll.
Tied results are resolved using the following criteria:
|
Old Roll
|
New Modifier
|
|
8-
|
-3
|
|
9-
|
-2
|
|
10-
|
-1
|
|
11-
|
+0
|
|
12-
|
+1
|
|
13-
|
+2
|
|
14-
|
+3
|
|
15-
|
+4
|
|
16-
|
+5
|
At the start of each game session, each player draws two cards, while the GM draws as many cards as there are players plus two additional cards. If anyone draws a second card of the same type, they may discard the duplicate and draw a replacement card.
Cards may be used on any PC or NPC, at the card holder's discretion. The card holder chooses either the narrative or the mechanic effect: only one effect applies. Card play is intended to narratively enhance the game, allow actions to succeed at dramatically appropriate moments, and encourage creativity during play. The GM is the final arbiter of the effectiveness of card play, and may overrule the success or failure of any action despite card play.
Unused cards are discarded at the end of the game session.
| Card |
Nbr
|
Name | Narrative Effect | Mechanic Effect |
| 2 |
4
|
Success! | A cunning plan or attack works as intended | +3 to an Agility skill check |
| 3 |
4
|
Missed me! | A character's plan or attack doesn't work as intended (beats "Success!") | +3 to an Agility skill check |
| 4 |
4
|
Sonic Screwdriver | Obtain access to a useful resource or jury rig something for an unusual effect | +3 to an Intellect skill check |
| 5 |
4
|
Look! A clue! | Learn some useful information about a character or situation | +3 to an Intellect skill check |
| 6 |
4
|
Kryptonite | Know or discern one of a character's limitations or weaknesses | Free level of Armour Piercing |
| 7 |
4
|
Rogue negotiation | Taunt or surprise a character into a rash action | +3d6 on a Presence Attack |
| 8 |
4
|
Complications | Something just got more complicated | +3d6 on a Presence Attack |
| 9 |
4
|
Talk to me | Start a conversation, even with someone hostile or uncooperative | +3 to an Interaction skill check |
| 10 |
4
|
Cupid's Arrow | A love interest appears, is formed, or changes | +3 to an Interaction skill check |
| black jack |
2
|
Not this time! | Negate or modify the effects of a card that has just been played | Take a Recovery every action until conscious |
| red jack |
2
|
Blast from the Past | A past connection with a character is revealed (such as family, friend, ex-teammate) | +3 to ECV for one phase |
| black queen |
2
|
Cavalry/Minions | Assistance arrives just in time | +3 to OCV or DCV for one phase |
| red queen |
2
|
Media Darling | Appreciative media arrives or takes note of your actions in a later report | +3 to OCV or DCV for one phase |
| black king |
2
|
I've got you now! | Capture your enemies | Grab someone as a free action |
| red king |
2
|
Getaway | Escape from your enemies (beats "I've got you now!") | Escape from a Grab as a free action |
| black ace |
2
|
Luck of the Irish | Have something unexpectedly go right | Take the best of 3 rolls |
| red ace |
2
|
It just might work! | Use your powers or abilities for an unusual effect | Take the best of 3 rolls |
| joker |
2
|
Cosmic Power | Swap this card for any other card still in the deck whenever you want | Add 4 Damage Classes |