Actions

Actively role-play through an encounter! Articulate the exact steps your character takes, adding in details and color to the story. Get up and act out what your character says and their mannerisms - pretend you are them and faced with the same circumstances. Don't be afraid to be funny, scared, or serious - exaggerate the situation and emotions in order to make a point. What your character plans and says can often be enough for an obvious outcome. We believe GM's should encourage Players to role-play (and possibly grant bonuses to checks - from a minor +1, to Advantage (similar to Superior Luck or Leadership), or automatic success, rather than ONLY rely on the rules of the game to resolve encounters. This also makes for better GM narration. Good role-playing means the characters are engaged dramatically, one of the first steps to a truly memorable experience.

What if I don't have the necessary Ability, skill, trait or power? Remember - part of challenge of role-playing is also acknowledging what you (AND your character - who may not have the experience to make the same informed decisions a player can) cannot do, and working within those limits. Use Feats or Advantage (similar to Superior Luck or Leadership) mechanics to push beyond the limits or rely on raw ability! The GM may allow the use of one of the modifying attributes (as appropriate to the situation) as a target level and require a Full Quality Result in absence of a normal check (assuming the character meets normal requirements). The quality requirement may be less the more role-playing draws out the scene explicitly.

At the heart of it all is role-playing - never let mechanics or rules stand in the way of or superseded good role-playing. Characters should be played using their defined knowledge, mannerisms, and abilities as best they can by both GM and player. Only the GM knows all the factors governing the situation, directing players to apply adjustments, or make them for the players when assessing the resolution.

Result

Aspect Fumble (*1) Fail Minimal Average Maximum Critical (*20)
Attack 1 Dmg. Full Dmg. Full Dmg. x2 & Conciousness
Skill check
Save/Resistance

Pure Luck: CHA check; DC value of 5, 10, 15, or 20. Generally any luck capability the character has (feat, racial). decreases the DC by 1 category (non cumulative decrease).

Insight

Insight is a penetrating glimpse or connection into the unfolding of The Pattern – usually through some ability and/or power. Most measures of insight are temporary – gone forever when used. Some greater ones (such as Superior Luck or Leadership) persist, and benefit the character for life. A measure of insight can benefit in the following ways:

Greater Insight

  • Advantage: Standard
  • Full Quality: A successful result does full damage.
  • Probability Increase: A check gains +4.
  • Obvious Simple: A check succeeds with minimal normal effects.

Lesser Insight

Disregard

Disregard is a inability to fully grasp or disconnect with what the character is experiencing or observing in The Pattern in some way. Most measures of disregard are temporary – gone forever when used. Some greater ones persist, and penalize the character for life. A measure of disregard can penalize in the following ways:

Greater Disregard

  • Disadvantage: Standard
  • Least Quality: A successful result does minimum damage.
  • Probability Decrease: A check suffers -4.
  • Calamitous Failure: A failed check causes horrific results.

Lesser Disregard