Dice Rolls




Whenever a character takes an action or reaction to accomplish something possible but has a chance of failure, they roll a number of dice equal to their rank in the ability they wish to use to accomplish the task.


Applicability
The GM must rule if an ability is appropriate, partially appropriate, or inappropriate. If it appropriate, they can roll normally and if it's inappropriate, they cannot use that ability at all. If it's possible to use the ability but not exactly the right ability, then it's partially appropriate and they can still use that ability but get only half the normal amount of dice (rounded up).


Success / Failure
If they get a die number greater than 50% of the maximum possible roll on the die, that is a single success per die rolled. The number of successes they need is based on the task at hand's difficulty. The more difficult, the more successes are needed.

For example, if you were rolling d6s, you'd get a success for each die that resulted in 4-6 and if you were rolling d10s, you'd get a success for each die that resulted 6-10.

Successes
1 = easy, amateur, layman
2 = average, novice, trainee
3 = difficult, journeyman, professional
4 = very difficult, expert
5 = exceptional, extraordinary, master
6+ = superhuman, legendary, supernatural
11+ = godlike, mythic
16+ = cosmic


Ability Burn
Using the same ability two or more times in a row or more during a scene imposes a cumulative -1 penalty to dice rolls using that ability each time you use it after the first. If the character uses a different ability, this penalty vanishes.


Multi-action Penalty
Trying to take more than one action on your turn imposes a cumulative -2 penalty to all rolls for each action you take after the first. While suffering a multi-action penalty, your turn ends immediately if you fail any roll. This penalty drops by 2 at the start of each of your turns. You can burn a reaction or surge to drop it by 2 more to a minimum of 0.