rolls

Dice Rolls

Overview

There are five types of rolls which are used in the game.

Action Roll

When a character attempts an action that is dangerous or troublesome, an action roll is made to determine the outcome. Action rolls and their effects drive most of the game.

Downtime Roll

After a job, the characters are at their leisure, and can perform various activities or tasks in relative safety. However, the number of these they can make is limited. A downtime roll determines how much a character can get done in their spare time.

Engagement Roll

At the very beginning of each job or mission, the Crew make an engagement roll to set the initial conditions of their activity. This jumps past the planning to get straight into the action, where the first twists and complications of the job begin to strike. Characters can use flashbacks to illustrate what they did previously to prepare for the job.

Fortune Roll

One of the few rolls made by the GM, the fortune roll is a way of finding out what happens if it has not been preordained. In other words, if the GM doesn’t want to make a decision and leaves it to fate, this is the roll they make. How valuable is this information? How close has the bounty hunter got to the Crew?

Resistance Roll

Whenever a character suffers a consequence they don’t like (and they will dislike a lot of consequences), they can make a resistance roll to deny that consequence. Note that the consequence is always reduced or avoided—this roll simply determines how much stress they take in doing so.

More information on the dice and their mechanics is available here.