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Action Rolls

Whenever you do something difficult, dangerous, or dramatic, you make and action roll to see how things go. To make an action roll, you roll between one and six D6 to read the single highest result to see if you get a HIT, SNAG, or ERROR. In addition, if you roll any doubles—any two or more of the same number, a MESHnet GLITCH occurs.

There are three different types of action rolls, but they all follow the same basic pattern for gathering a dice pool:

Action [1D|2D|3D] + Assets [0D|1D|2D] + Variables [-1D|0D|1D]

Action Rolls Results

RollResultEffectProgressGlitch
6+GcritThings go fantastic3-
6hitThings go great2PC & crit
4,5snagThings go okay1PC
1,2,3errorThings go poorly0GM
Glitch

Some assets, talents, and rules can give you edge on rolls. When you have edge on a roll and the result is a hit, upgrade it to a crit.

DOubles is a glitch. You get glitch tokens. 123 goes to GM. 45 goes to you. 6, also crit.

A Note on Glitches

You always follow the single highest result on the table of above, even when you get doubles. A roll of [6,4,2,2] would result in a hit with crit, for exmaple.

Encounter Rolls

Rolls during encounters are made for individual PC actions and use your function ratings as the base trait. Encounter rolls can result in consequences whose severity is based on the risk of the roll. Consquences can be anything from a lost item, to a physical injury, to fatigue. See Encounter Actions.

Organizing Rolls

Rolls for community organizing actions are made for the enclave as whole and use the enclave's aspects as the base trait. Organizing rolls can result in major and minor trouble, such as natural disasters, internal social conflict, and, in the worst cases, raids by Dominion forces. See Organizing Actions.

Downtime Rolls

Rolls for downtime actions are doen in relative safety. Crafting, recovery, research, and more can be done during downtime the rolls reflect how much progress you make, but without risk of consquences. See Downtime Actions.