Modifiers & Augments

More specific abilities get +3/+6 bonus or broader get -3/-6 penalty.

Stretch penalty: -6

Augments:

Plot augments like augments but GM-provided bonuses for story obstacles.

Plot augments do stack with other augments and plot augments.

Augment results
Success level Bonus
Complete victory +W
Major victory +9
Minor victory +6
Marginal victory +3
Marginal defeat +0
Minor defeat +0
Major defeat +0
Complete defeat -3

Rolls

Simple Contest

  1. Frame the contest
  2. Determine TN
  3. GM decides difficulty
  4. Roll & apply masteries
  5. Determine level of victory/defeat
  6. Spend Hero Points for bumps up
  7. Consequences
Simple Contest Results
Roll Critical Success Failure Fumble
Critical High roll = marginal victory, else tie Minor victory Majory victory Complete victory
Success Minor victory High roll = marginal victory, else tie Minor victory Major victory
Failure Major victory Minor victory High roll = marginal victory, else tie Minor victory
Fumble Complete victory Major victory Minor victory Tie or mutual marginal defeat
Consequences of defeat
Defeat level Consequence of defeat Penalty
Marginal Hurt -3 penalty to appropriate abilities
Minor Impaired -6 penalty to appropriate abilities
Major Injured Automatic bump down on uses of appropriate ability
Complete Dying No actions allowed
Benefits of victory
Victory Level Bonus
Marginal +0
Minor +3
Major +6
Complete +9
Resolution Points
Roll Critical Success Failure Fumble
Critical 1 2 3 5
Success 2 1 2 3
Failure 3 2 1 2
Fumble 5 3 2 none

Group Simple Contest

One simple contest per participant, victors earn RPs according to table.

Difference between sides' total RPs determines victory level.

Can spend 1 HP per 3 participating heroes at start to boost victory level or double for double boost.

Consequences to group or individual as appropriate.

Group Simple Contest Results
Difference between results Winning group's victory level Negative consequences for winner
1 Marginal Hurt
2 Minor Unharmed
3-4 Major Unharmed
5+ Complete Unharmed

Extended Contest

  1. Frame the contest.
  2. Carry out one or more round, repeating as necessary.
  3. Determine consequences

Each round is a simple contest that earns you RPs according to the table.

First to 5 RPs wins.

Consequences based on rising action or climactic table.

Additional options:

Group extended contests work like multiple one-on-one extended contests interleaved.

Assist Results
Contest outcome Change to score against recipient
Complete victory -4
Major victory -3
Minor victory -2
Marginal victory -1
Marginal defeat 0
Minor defeat +1
Major defeat +2
Complete defeat +3

Extended Contest Consequences

Rising action uses only the contest that took you out.

Climactic includes all opponents, even if you win.

Rising Action Consequences
Difference between result Negative consequences for loser Negative consequences for winner Winner's victory level/loser's defeat level
1 Hurt Hurt Marginal
2 Hurt Unharmed Marginal
3 Impaired Unharmed Minor
4 Impaired Unharmed Minor
5 Injured Unharmed Major
6 Injured Unharmed Major
7 Dying Unharmed Complete
8 Dead Unharmed Complete
9 Dead Unharmed Complete
Climactic Consequences
Total resolution points scored against hero Consequence
0 Unharmed
1 Dazed
2-3 Hurt
4-5 Impaired
6-7 Injured
8 Dying
9+ Dead