ST09Rolling & Action
     Rolling
     When you make rolls in the game, unless it is a special case, you are going to roll a black die and a red die. You then compare the two, and lowest is the winner. There is only one special case in the game, and in that case you always roll a black d6 and it is the therefore automatically the winner.
     This means that Phaser rolls are much more likely to result in a black win (red d20) than the Snap rolls (red d10). Snap rolls are the rolls you will usually make, and are considered the default roll of the game. Earning a Phaser roll is a large part of the game play.

     You will make rolls when the pressure is on, we call this period of play Action. When Action starts, something is at stake in regards to the plot of the story. It is important to understand some of the conventions of the game, since some things are never at stake unless the player specifically makes them so. Basically, each player's officer is safe from death or anything that would otherwise remove them entirely from the plot, unless they decide otherwise. If they decide to place themselves in clear jeopardy, all of their rolls for the current Action become Phaser rolls (roll the red d20).
     Rolls that result in a black win are good for your officer and progress them through the action. Rolls that result in a red win are bad for your officer, and cause complications to the action.

 Action!
     Grrr, argh!      When the winner of the roll shows a value of one to five, this gives the result Punch. The more Punch a roll results in, the more effective the result. In this way, a roll of five is the best you can ever make, giving you a full five Punch. Punch works for both types of dice though, so a black win of 5 is best and a red win of 5 is worst.
     Punch is used over the course of a single Action measure if the issues at hand have been resolved. Each Action is given a value, a kind of setback level, which is simply called Wall. The Wall must be removed for the Action to be resolved, or it can explode resolving in a terrible way for the officer. Actions begin at a Wall rating of 5, but many things can make them start even higher than that. This value isn't anything beyond a pacing mechanism, though it does imply a certain level of drama. The higher the Wall score goes, the more intense the drama should be.
     As the officer takes dramatic moves to resolve the Action in their favor, they make rolls. Black wins remove their Punch from the Wall score, and if it is reduced to zero the Action is resolved. Red wins add their Punch to the Wall score, and for every five full points it increases, something signifigantly bad happens. When bad things happen in this way, you always roll the Phaser against the current amount of Wall. A result less than the Wall means an officer is removed from the Action (rendered ineffective in some way) and if all the officers are removed from the Action, it is considered resolved in the worst way possible for them.


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Okay, how about this Plot thingie?