Danger World
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 the difficulty table. 1s are summed together and spent by the GM.
set | narrative benefit |
---|---|
2 | minor accomplishment |
3 | meaningful accomplishment |
4 | significant accomplishment |
5 | major accomplishment |
6 | huge accomplishment |
Sets can always be used to provide a number of bonus dice equal to their height or to cancel a number of threat dice equal to their height.
Challenges, such as obstacles, monsters, traps, and skill attempts, all have a difficulty assigned to them.
1s are spent according to the following table.
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 threat |
Special Dice
Bonus dice: ???
Threat dice: ???
Danger dice: ???, 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