Example
Example
C o M P L I C aT I o n R a n g E
S u C C E S S aT a C o S T
test still achieves their goal in some form, but they also
suffer one or more automatic complications, in addition
are suffered.
OCCUR ON…
1 Normal 20
2 Risky 19 or 20
3 Perilous 18–20
4 Precarious 17–20
5 Treacherous 16–20
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T h R E aT
As player characters generate and spend Momentum,
acters. In this way, Threat mimics the rise and fall of ten-
things to go wrong.
of starting Threat.
a D D I n g T o T h R E aT
following ways:
@ Buying d20s: As noted earlier in this chapter,
third costs 3.
Where you and the other players have Momentum, the gamemaster has Threat. Threat works much the
same as Momentum, but for your opponents and enemies. Threat can be used for the same things as
Momentum, but the gamemaster can also use Threat to alter situations or the story in a few special
ways.
Threat represents perils, unforeseen dangers, and the potential for drama and excitement, and it rises
and falls during play. In addition to this, if you’re low on Momentum, you can buy extra dice by adding
to
155
doesn’t interfere.
S P E n D I n g T h R E aT
ways:
situation.
characters.
D E T E R M I n aT I o n
ter takes the actions they do. To this end, all player
considerable problems.
When you attempt a skill test, and the drive you are
use that drive freely for that action, and you may spend
but you must cross out that drive statement, and you
may not use that drive score again until it has been
choose a different drive to use for the skill test. You may
Determination is a special, scarce resource which you can spend on skill tests which align with your
character’s drives. It is earned when a character’s drives impede or hinder their actions. You can spend
Determination before rolling to set a die so that it counts as having rolled a 1, or after rolling to re-roll
an
entire dice pool, or to create, destroy, or change a trait, or to take extra actions in a conflict.T h aT ’ s a L
oTof
DifferenTPoinTs
ceed, and can you afford the cost? All these factors