Portents
Portents is how accurate, lucky, reliable, or steady an effect is. The greater the portents, the greater the chance of success in pulling off whatever the effect is supposed to do, especially when resisting countereffects or interference. Your total dice pool when you roll for success is equal to the effect's portents.
If the effect is a physical effect, Mobility is your base portents.
If it is a mental or spiritual effect, Knowledge is your base portents.
When you attempt to create the effect, you roll a number of dice equal to your total portents for the effect. If you get at least 1 success, you succeed in creating the effect. If the effect opposes a target's defense, you subtract their half their defending stats (Domain + Practice) from your dice pool, to a minimum of 1 die.
| Example: |
| If you rolled and got 3 successes with an effect that targeted two different foes and one foe had a defending stat of 6 and the other had 4, the first foe would reduce your effective successes against them by 3, thus reducing it to 0 and being unaffected. The second foe would only reduce it by 2, effectively giving you 1 success against them and imposing 1 point of defeat upon them. |
If your action is interrupted, the interrupting effect also rolls and reduces your number of success by their number of successes.