Danger World
From Quick Shot
Die Rolling
Build a die pool out of d6s. Roll, locking and re-rolling up to twice.
A set triggers results if it is at least as wide as it is tall. Evaluate sets using:
- Each die in a set between 1-4 produces a hit against the PC.
- Each die in a set between 3-6 produces a hit by the PC.
Tally all the hits by and against the PC and then spend them. The player controls the order in which points are spent.
cost | benefit |
---|---|
1 | place a bonus die on this marker |
1 | remove a threat die from this marker |
2 | place a bonus die on another marker |
2 | remove a threat die from another marker |
3 | create a one-time-use aspect |
M | defeat the marker |
cost | benefit |
---|---|
1 | place a threat die on this marker |
1 | remove a bonus die from this marker |
1 | increase the character's danger level by 1 |
2 | reduced hit against the PC |
2 | place a threat die on another marker |
2 | remove a bonus die from another marker |
4 | full hit against the PC |
V | spawn a threat |
V | escalate a marker |
Special Dice
Bonus dice: ignore when evaluating whether a player takes a hit
Threat dice: ignore when evaluating whether a player gets a hit
Danger dice: d4s, can be added at-will
Stats
Physical:
- Agility
- Endurance
- Speed
- Strength
Mental:
- Perception
- Reasoning
- Recall
- Willpower
Social:
- Charisma
- Empathy
- Gravitas
- Cool
Aspects
Spend FP to invoke an aspect. Adds as many bonus dice as FP spent. Expenditure may be limited by reasonableness.
Negative Aspects
The GM may spend FP to invoke these to add threat dice.
Danger Level
Five danger points per level.
- (3) Bashed (one threat die until end of encounter)
- (3) Stunned (one less die until end of encounter)
- (3) Injured (one random trait is reduced by one until long-term rest)
- K.O.'d (out of fight until the end of the encounter)
- Dead