All core roll rules in one place.
Standard Checks
Use for most objectives.
- Roll pool dice (d6) from selected stat
- Add OS modifier based on Stability
- Compare total to DC 13
Formula:
- Total = Player Dice Sum + OS Modifier
Outcome:
- Total >= 13: Success
- Total < 13: Glitch
Stability shift:
- 5 x player dice count
OS Modifier Thresholds
By current Stability:
- 90 to 100: +1d20
- 70 to 89: +1d12
- 50 to 69: +1d8
- 40 to 49: 0
- 21 to 39: -1d6
- 10 to 20: -1d8
- 0 to 9: -1d20
Commute Back Roll (Objective B)
Roll size depends on current Battery:
- 100: 6d6
- 81 to 99: 5d6
- 61 to 80: 4d6
- 41 to 60: 3d6
- 21 to 40: 2d6
- 1 to 20: 1d6
Then:
- Add OS modifier
- Compare to DC 13
- Apply Stability change by dice count
Result Roll (Objective R)
Roll d100 and compare to current Stability.
- Roll >= Stability: no penalty
- Roll < Stability: Stability penalty
Penalty tiers when roll is lower:
- Difference under 50: Stability -10
- Difference 50 or more: Stability -20
Recharge Roll (Objective U)
Roll d100.
- If roll is higher than current Battery, Battery becomes that roll
- Otherwise Battery stays the same
SIP Rule
Spend 1 SIP to negate next OS modifier.
- Player dice still roll
- Only OS modifier becomes 0 for that objective
Battery Cost and Limits
- Objective battery cost: 5
- Battery floor: 0
- Battery ceiling: 100
If Battery reaches 0:
- Hard reset
- Battery becomes 60
- Loop +1
- SIP +1
Stability Limits
- Floor: 0
- Ceiling: 100
If Stability reaches 0:
- Game over