Rolling
& Action

|
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.
|

|
|
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.
|
|