The Winding Wierd
Creating the Dice Pool
For the average person, a Dice Pool is composed of Drive and Discipline; in essence why are you doing it, and what skills are you drawing from to do it? The Narrator can help answer these questions, but the Player should feel able to make a case for different Drives or Disciplines if they’re appropriate.
Building the Pool
A Character receives a Die of the type from both Drive and Discipline, as well as Equipment. If the Character has an applicable Distinction, they add another die of the appropriate Discipline to the Distinction. Some examples of using Distinctions follow:
- Treating a Gunshot in the Field
- You want to help an ally in the field (Empathy: d6), to not just remove the bullet but tie up the wound (Medic: d4). You happen to have a Distinction in Professional (d6) for Nurse.
- Final Die Pool: 2d6, 1d4
- Sniper Shot
- You wait for just the right shot, taking your time and patience (Tenacity: d8) to hold the rifle right and brace it properly (Gunman: d8). You have two appropriate distinctions; Sniper in Gunman (d8), and Camouflage in Conceal (d6).
- Final Die Pool: Either 3d8,1d6
- In this Example, if the Discipline Dice roll Development it applies to Gunman.
Players are encouraged to use different colored Dice for Drive, Discipline/Distinction, and Facets. This allows Development to be assigned appropriately when it occurs.
2: Rote Action
11-12: Superhuman or Otherworldly
While many Tasks will have suggested TNs, the Narrator should feel free to adjust these higher if the Character is drawing from unrelated Disciplines to try to accomplish them.
Any Die whose max Die roll is twice the TN of the current Task can be counted as an Automatic Success; the character is Driven or Skilled enough to be able to be assumed to succeed. However, these Dice cannot earn Development.
Assisting and Instruction
Any Character may choose to aid another on a roll, if they are in a position to do so. This requires they be informed about what is being done, in a place where they can assist, and willingness to do so. This is also the mechanic used in Instructing another Character in your Disciplines.
Assistance comes in the form of the assisting Character’s Discipline, which they roll independently of the acting player. Any Development rolled on this roll goes to the Character making that roll, so that an untrained Character aiding a more skilled one on a Difficult Task may increase their Discipline over time.
Burning a Drive is a means that a Character eats away at a motivation in order to ensure their success, representing a loss of motivation or interest on a low level. This essentially gives the Character a greater chance of success in trade for the reduction of the Die Type. Needless to say, a Drive at d4 cannot be used to do this.
Pushing A Drive
A Character can Burn their Drive and roll 3 Dice of its current value to the Task roll, but immediately after the roll their Drive reduces a Die type. These Dice can gain Development like any other, but if the Drive Develops, it returns to the value it was before the Push.
Feeding on a Drive
A Character can Burn a Drive to aid another Drive, by using its Die Type for the other Drive’s roll. For example, a Character with Tenacity (d12) needs to pass a Cunning (d4) roll. By Burning the Tenacity, they use d12 to make the Cunning roll, but immediately following the roll the Burned Drive reduces to Tenacity (d10).
Special Rules for Advanced Characters
- When Pushing, the Character rolls 3 Dice per Die in the Drive. So, burning Daring (3d6) to d4 give the Die Pool 9d6. This reduces the Die Type, but not the Die Count.
- Characters with multiple Dice in their Drive roll the full Drive rating when Feeding. The Die Type still drops, but not the Die Count.
Types of Die Rolls
There are, in essence, two types of Die Rolls made in the system. You are either rolling an Open Roll, or an Opposed Roll.
An Open Roll is basically a Roll to succeed, without a direct opposition. It is an attempt to succeed, where number of successes determines the degree of success. Open Rolls can be single actions or extended tasks, but ultimately amount to the same focus: achieving the number of successes proscribed in order to complete the Task.
In the case of Open Rolls, Target Number represents how complicated a Task is, while the Number of Successes is attributed to the scope or complexity of the given Task. In the case of an extended Task, each roll represents a reasonable amount of time necessary to complete the Task in a roll.
|Jumping over a Small Obstacle||Simple||1||Single Action|
|Fixing a Car||Difficult||3||About an Hour|
|Crime Scene Search||Challenging||3||Several Hours|
An Opposed Roll is when there is an active competition, and comprises many of the rolls made in the system. Dice Pools are built by both Character and Opponent, and rolls are made against appropriate Target Numbers; the player with the higher successes wins, though their number is reduced by their Opponent’s count.
Two Opponents can be rolling against different Target Numbers, based on their side of the Action. It is easier, for instance, to hide behind Cover (TN: Simple) than it is to shoot someone behind Cover (TN: Difficult). That said, unless the two sides are involved in drastically different actions, there shouldn’t be more than one step between their TNs.
Special Opposed Rolls
Two Characters who are on the same side, or at least have the same end-goal, who disagree severely on what to do next may Challenge each other’s Drives. This is the culmination of a heated debate or discussion over what to do, usually roleplayed, where no consensus can be reached through Character interaction.
The Characters actively involved in the debate roll their Drives, all of them. The highest individual roll wins, no matter what the Die Type or Drive. This Character decides the course of action, and the others go grudgingly along. This by no means requires a Character to act in a way opposed to their nature or narrative, simply to go along with the next phase of the posed plan.
A pacifist cannot be forced to carry a weapon, for instance, just be tentatively okay with the group doing so. A lone wanderer can’t be forced to throw a party, only convinced to tag along to one. An vegetarian arsonist can be convinced to not light a fire, but not to eat meat.
In essence, a Drive Challenge nudges a Character to go along with a plan they don’t agree with, but cannot be forced to make them do an action.